Well that didn’t take long.
Before Ork players could finish scratching their heads and hollering about a distinct lack of Orks in the Octarius conflict, GW announced the next book in the campaign series, Critical Mass. The new book gives us more campaign and narrative play rules – which we’ll cover on Tuesday, as usual – plus Matched play rules for the Astra Cartographica (Rogue Traders), and Orks in the form of a Blood Axes supplement and a new Army of Renown for Speed Freeks.
Before we dive into these Matched Play Rules we’d like to thank Games Workshop for sending us an advance copy of the book for review.
Possibly the most perplexing part of the new campaign book is the inclusion of rules for Rogue Traders – the Astra Cartographica. These rules essentially cover the teams packaged in Kill Team: Rogue Trader, but if you wanted to replace Elucia Vayne with say, Janus Draik from Blackstone Fortress or Neyam Shai Murad, these rules will let you do that just fine.
On that note, there are two datasheets here: One for a Cartographica Rogue Trader and another for Men-at-Arms.
Rogue Traders are the dashing rogues that flit about the galaxy, doing work for the Imperium and their own interests. An Imperium Detachment can only have a single Rogue Trader, and unless it’s an Astra Cartographica detachment, said Rogue Trader can’t take up one of the compulsory HQ slots. Rogue Traders can be equipped in one of three ways, with each one matching one of the three models I named in the first paragraph. Each one will set you back 60 points, and of them Draik’s loadout is probably the best, since it comes with a S+1 AP-4 2-damage Monomolecular Rapier, making them a solid (if not amazing) melee combatant and gives them Archeotech Grenades, which lets you use a Stratagem to drop mortal wounds on an enemy unit. Neyam Shai Murad also isn’t bad as a horde clearer, as she gets quite a few S5 AP-2 D1 shots with her pistols.
Rogue Traders can benefit from three Warlord Traits: Master of High Society refunds you 1 CP on a 5+ every time you spend CP to use a Core or Astra Cartographica Stratagem. Privateer gives your Rogue Trader an aura that buffs Voidsmen-at-Arms within 6”, giving the Objective Secured and the ability to shoot while performing actions. Finally Duellist is your melee option, giving your Rogue Trader full re-rolls to hit and mortal wounds on unmodified rolls of 6 to wound.
If you want to include the Rogue Trader’s band of hangers-on, Voidsmen-at-Arms are the single option the book provides, an Elites unit choice (hence the need for Privateer to give them ObSec) with Kabalite statlines save a 4+ WS. They come in units of 5-10 and come armed with lasguns, though one in five models can take a rotor cannon – a 24” Heavy 4, S5 AP-1 1 damage gun, and the unit can add a dog (Canid here), who can once per battle drop some mortal wounds against an enemy unit in melee.
While you can’t build a Patrol of Astra Cartographica units (the minimum you can do is a Vanguard), the good news is you don’t need to: These unit can slot into any Imperium detachment, and if your army contains any Rogue Trader Characters, you get access to the faction’s six stratagems. Violent Acquisition gives a unit extra hits on unmodified 6s to hit when shooting or fighting, Close-Quarters Barrage turns a Voidsman-at-Arms’ weapons into Pistol type for a turn, and Teleportarium Chamber does what you’d expect, letting you hold some units in reserves to drop in more than 9” away from enemy units.
Three Stratagems are exclusive to the Rogue Traders: Master of the Void gives one a Warlord Trait, while Archeotech Grenades and Concussion Grenades are each available to one of the three Rogue Trader loadouts you can take. Both are used in the Shooting phase when you shoot, having you pick a unit within 6”. Concussion Grenades give the affected unit -1 to its hit rolls for a turn, while Archeotech Grenades let you tack on mortal wounds – D3 on a 2-5 or 2D3 on a 6 (subtracting 2 if the target is a character, so you can’t use this for some cheeky assassination attempts).
So the big question is: Who are these units for? The short answer is almost certainly “players who purchased these boxed sets and like the models and want to play with them.” But beyond that, is there any use for them in competitive play, or an army that wants to include them?
The short answer here is probably “Custodes,” since a unit of Voidsmen Men-at-Arms immediately becomes the new cheapest unit they can add to do actions – unlike Inquisitorial Acolytes, the Voidsmen have the Agents of the Imperium rule, so can be slotted in cheap. Even that’s a pretty tough sell right now when a unit of Sisters of Silence is an active asset in important matchups. There’s also maybe some outside play for a Rogue Trader in Astra Militarum if you’re trying really hard to keep any psykers out but you still want to do mortal wounds (and adding the Duelist trait makes these OK at killing hordes in melee, as they have quite a lot of attacks). But otherwise, these aren’t likely to see much play for now.
The thing that’s worth keeping an eye on here is if, when the Imperial Knights book shows up, they have an army-wide rule that requires pure Knights, but has an inbuilt Agents of the Imperium exception like the Adeptus Mechanicus Canticles and Doctrinas do. At that point, being able to bring a Vanguard of these without shutting off your army wide effect will be genuinely valuable. Unitl then, they’re mostly a curiosity, but it’s always nice to see cool models get up-to-date support, and for Narrative fans these get some nifty Crusade content as well that we’ll cover next week.
Codex Supplement: Blood Axes
Ork players have been eagerly anticipating some extra rules since Octarius was announced, since as one of the two largest forces in the sector it seemed pretty likely they’d get their turn. Critical Mass duly delivers, bringing the increasingly standard combo of a Codex Supplement and an Army of Renown to the table.
On the supplement front, it’s the Blood Axes sneaking to the fore, gaining a whole bunch of sneaky new tricks to utilise. Since the Ork book landed, this Clan has seen a reasonable (though diminishing) amount of play, as they can field what’s generally viewed as the second best buggy list. Light Cover in the open and being able to Fall Back and still shoot are both pretty great with a wall of Scrapjets and Squigbuggies, and on top of that they get very potent relic and warlord trait choices, with Morgork’s Finkin’ Kap providing a flow of extra CP and I’ve Got a Plan Ladz allowing the army to do a near-null deploy by pulling three additional units of buggies into Strategic Reserves after deployment. The list has seen some success, but it’s a pretty extreme skew build, and has generally fallen out of favour as Freebooterz have come to dominate.
What’s fundamentally good news here is that the new toys here don’t really push buggies at all – they’re much more focused on buffs for the sneaky infantry that Blood Axes are famous for, giving them an array of cool tricks that help broaden the army’s capabilities on the table. In general those are the bits of the Ork book that could do with a bit of an uplift, so let’s dig in and see how they stack up.
As is standard for a Codex Supplement, the rules here include:
- Three Warlord Traits.
- Three Relics you can use if your WARLORD is from the Blood Axe clan.
- A new set of Stratagems that’s unlocked if you have any Blood Axe Detachment.
It’s worth noting on the last point that unlike the Clan stratagems in the Ork Codex itself, your warlord doesn’t have to be a Blood Axe to unlock them, you only need the Detachment. That means that some of this stuff is potentially on the table in a multi-clan soup list, so do bear that in mind.
Three very different choices here, each very different in flavour. First up, for those who like using a lot of stratagems you’ve got Extra Kunnin’, which allows you to discount a Strategic Ploy stratagem by 1CP each battle round. This is potentially 5 free CP if there are tricks in this category you want to use often – so are there? Potentially yes – the Codex has Monster Hunterz in this category, strong if you’ve brought some Kill Rigs, and Grot Shields could plausibly have some uses with a few of the units this supplement pushes. As befitting the Blood Axes, fully half of the new Stratagems (plus their existing Codex one) are Strategic Ploys as well, with three of these being pretty good, so you probably will see use from this. The biggest challenge with it is that Ork Warlord traits are generally very strong while their Strats are merely fine, but the payoff here might be big enough for that opportunity cost in the right build.
Next up, surprise ambushes, with Counta-Taktics providing an aura that lets your nearby CORE units heroically intervene. This is a cool effect, but generally if an opponent is that close to your Orks and you’re still alive after their shooting phase you’re in a good position to do horrendous things to them next turn anyway.
Finally, really hitting all the Blood Axe themes we have Duk An’Kuvva, which provides a very unique defensive effect. At the start of your opponent’s shooting phase, if the Warlord is wholly within an area terrain feature you can pick a Kommando or Boyz unit that’s also wholly within it, and that unit cannot be targeted by shooting attacks from models not within 12” of that terrain feature. This is an unusually robust protection from shooting, but it pays for it by being quite tricky to set up and utilise. Where this could plausibly see play is on tournament maps where one of the deployment zone objectives is next to a piece of Dense terrain rather than something that blocks LoS, at which point a basic Mek with this and the Finkin’ Cap could chill out with a unit of Kommandos and provide very durable objective control. That combo is cheap enough to set up that it could also be worth it in metagames heavy on artillery where the objectives are more hidden, as it neutralises that as a tool for your opponent to take you off a home point.
All three of these are, as already mentioned, butting up against the fact that Orks often want to use their Warlord Traits for herohammer purposes, but both Extra Kunnin’ and Duk An’Kuvva feel like they open up some space for a Warboss who wants to be a bit more tactical on the tabletop, so very on brand.
OK, so the coolest option here is definitely the Fight Detecta, which rocks. This triggers at the end of the enemy’s Reinforcements step if a unit has set up as reinforcements within 12” of your character – so far, so normal. It doesn’t let you shoot them though, oh no, that wouldn’t be Orky enough. Instead, you can choose a Blood Axe CORE unit within 6” of the bearer to immediately charge the enemy unit, adding +2 to the roll (meaning you’ll very often be needing a re-rollable 7). This whips – pretty much any time it works is going to be a spectacular blowout, and you aren’t even limited to using it once a game, so particularly careless opponents can get smashed by it on turns two and three. Whether or not it’s actually strong is kind of an open question, because it is pretty easy for an opponent who’s paying attention to work around, but we don’t care – it’s still awesome.
On a more direct note, we have the Straight Shoota, which imports the concept of a rapid fire sniper shoota from Kill Team. This replaces a Kustom Shoota with far more shots, S5 AP-1 and the standard sniper ability to ignore Look Out Sir and do mortal wounds on a 6. This honestly looks pretty legit on a Big Mek – this is competing with the Ded Shiny Shoota, trading the D2 for extra range and the sniper capability, but that’s seen some play and this has the numbers where you wouldn’t need a massive spike to take out a Skitarii Marshall. Combined with the fact that it’s better for taking out horde infantry thanks to the mortals, this feels pretty decent.
Finally, we get a morale trick in the Noise Box, providing a debuff aura for your opponent’s Ld and combat attrition, with the Ld debuff getting bigger if the bearer destroys any CHARACTERs. It’s fine as such things go, but as long as many armies ignore Combat Attrition modifiers putting this kind of effect in competitive lists is tough to justify.
Two cool choices here at least, if nothing metagame shattering.
On to what often tends to be the meat of these – Stratagems. Blood Axes kick off with two buffs for Stormboyz, one to help them get into combat and one to help them krump stuff once they’re in. Gloryboyz gives a unit of these +2” to their charge if another Blood Axe unit successfully charges something, which is a hefty boost to their ability to reliability out of deep strike in combination with ‘Ere We Go. Stormboyz are mostly seeing play as five-model utility units, but being able to be teed up with a 7” re-rollable charge from the skies by some Warbikers or something makes larger units quite a bit more interesting. That’s further helped by Youngbloodz, letting you boost their Strength by 1 in a fight, getting them to the critical S5 breakpoint where almost anything will go down to Orky volume. If you’re going full combo here, you can also combine this with Got ‘Em Trapped, which gives you extra hits on 6s against a unit engaged by two Blood Axe units (excluding CHARACTERS). It’s maybe a little steeply priced at 2CP, but if something has to be buried under an avalanche of Choppa attacks you’ve got this in the back pocket.
Kommandos are, of course, what Blood Axes are famous for, and they also get two tricks. First up we’ve got a very powerful tool in Surprise! You use this at the start of the fight phase when the opponent is engaged with Kommandos who are wholly within an Area Terrain feature, and it causes the enemy to no longer count as having charged and to be unable to benefit from Fight First abilities, leaving them primed to be pinched to death with a power claw (they also get -1 to hit the Kommandos). This significantly changes the safety calculus of trying to push Kommandos out of cover, and a few people have already been trying ten model units with a breacha ram added in some lists. One of those lurking in a central L-block (or on the GW plexi-squares) is potentially quite daunting, and kunnin’ warbosses should find uses with it. If the enemy has chucked a Fight First effect on a big unit and strayed too close to terrain, you can also use this proactively to open them up for your other chargers.Don’t forget that Boss Snikrot has the Kommando keyword too, because he loves this.
Kommandos’ other toy is Spotted ‘Em!, which allows you to select an enemy unit within 12” in your shooting phase and stop them benefitting from cover against Blood Axes in that phase. This is the one stratagem here that’s got strong synergy with the Buggies build, as one of the notable problems with the Blood Axe variant compared to Freebooterz is that they struggle to deal damage through Dense terrain. This works against Dense, so gives a handy way to circumvent that via units that you were almost certainly already including – good stuff.
Also very strong is Taktical Awareness. This costs you 2CP, but is an exceptionally good version of the standard “Action while doing other stuff” effect. Not only does it allow you to shoot without breaking your Action, it allows you to start an Action even if you Advanced, and allows Characters to keep their Auras up while the Action is ongoing. The Advance is the big prize here, as it specifically gets Stormboyz over the movement threshold where they can drop into one quarter and ROD, then get far enough into the next for the second tick on the following turn. 2CP isn’t cheap for that, but the thing with mission Actions is that when you need to do them, they’re worth almost any price. While we mostly focus on Matched Play in these main reviews, this is also great in Crusade with the Kunnin’ Stuntz agenda.
Finishing things up, Blood Axes get a couple of options to throw out Dakka. First up is Trigga Discipline, giving Lootas some good, clean fun in the form of full hit re-rolls against an enemy VEHICLE unit (1CP for <=10 models, 2CP for 11+). This is a big enough boost to their effectiveness that sneaking a single unit into a list (maybe to go into strategic reserves) starts to get some consideration, and if you like Lootas this is a great way to use them. Finally, if shootas (or kombi-weapons) are your dakka of choice, Speshul Ammo soups these up, providing an extra shot in Dakka range and AP-1 for a turn (once again for either 1 or 2CP depending on unit size). This is a pretty hefty boost to effectiveness, and if you’re going in on plans around kombi-skorcha Meganobz this is potentially a useful trick to have, but you’re probably not getting quite enough out of this to encourage big shoota mobz. Like a lot of these things that’s relative, however – if you have a big shoota mob that you want to use, this is a fantastic asset to have access to, just because something isn’t top tier competitive doesn’t mean it doesn’t soup up some of the toys that lots of players have in their collections.
Will It See Play?
On the competitive front it’s a maybe, we’ll come back to that in a second. Before we hit that I think it’s worth highlighting that this supplement lands particularly well for more casual play – there doesn’t appear to be anything game breakingly good, but it provides lots of very flavourful options that allow a broader range of units to excel in a Blood Axes army. That’s exactly what a lot of players are looking for out of these, and providing that kind of boost without skewing the codex towards a single subfaction in competitive play is frankly ideal.
In the competitive world, the most likely use for this is probably in a “utility” detachment. Ork lists are already often splashing second detachments from different Kulturs, and the fact that you unlock the strats from here when you do that is a reasonably big deal. Having access to Taktical Awareness to boost the Action capabilities of Stormboyz or Surprise! To protect forward Kommandos (and maybe Snikrot) could prove to be a draw, and the possibility of setting up safe home objective holders with Duk An’ Kuvva is also intriguing. Whether that will outcompete the pure ObSec of Deathskulls is an open question, and at the army scale the tricks for Infantry don’t feel like they push out Goffs as the place to be if that’s how you’re anchoring your strategy. Overall, no massive blowout winners, but some interesting tools to consider.
Now onto the blowout winners.
Army of Renown – Speed Freeks Speed Mob
Ork buggies are very, very good – some of the best units in their codex and central (alongside their aggressively-costed aircraft) to their most successful builds. That means that an Army of Renown dedicated to these units is a pretty enticing prospect for Ork players (and faintly terrifying for everyone else) – and oh boy does it deliver.
Army Construction and Bonuses
Like all Armies of Renown, building a Speed Mob has some limitations and some baseline rewards you get for building an army that complies with them, plus a set of upgrades and Stratagems that the army can use.
To build a Speed Mob, the limitation is pretty simple – you can only include SPEED FREEKS, WAGONS and AIRCRAFT, all of which gain the SPEED MOB keyword. That is a reasonably tight limitation, as it means you have no access to INFANTRY at all, cutting you off from quite a few of the game’s default secondary objectives. The rewards for doing this, however, are spectacular.
First up, the army rules (correctly) assume you’re mostly going to want Outrider detachments in this army, and help soften the CP blow of that by letting you get a refund on the cost of the one of these that contains your warlord, Ravenwing-style. Also similar to Ravenwing, it recognises that Bikers are roughly analogous to Troops in this style of setup, so any SPEED FREEKS BIKER units in your army get Objective Secured. That’s extremely good – Warbikers are already a strong unit, and there’s no CORE limitation on this, so the Forge World Warboss on Warbike just gets ObSec for free too, which is exceptional.
The army isn’t done buffing Bikers there either. In addition to those benefits, SPEED FREEKS units in your list (so not planes or Battlewagons, which keep their normal rules) lose their Clan Kultur and instead get the Adrenaline Junkies special rule.
This was shown off on WarCom and absolutely rips, giving an extra attack on the charge, a flat 6+ invulnerable save that improves to 5+ if you Advance, and the ability to Advance and Shoot without penalty.
This is exceptional stuff – Warbikers with all these buffs plus built in ObSec are elevated to being some of the best models in the entire game, a nearly army-wide 6+/5+ invulnerable save removed the need to spend points on KFFs and keeps the list durable on the move, and plenty of models you’re running are going to benefit heavily from extra mobility while shooting and the extra attack (which is especially strong on Deffkoptas because they effectively triple the bonus). While you lose your Kultur, you also don’t lose your CLAN keyword or access to relics/traits, so you can pick whichever of those gives you the most upside to go with, or whichever gives the best Kultur for any planes you bring along. You may decide you want Evil Sunz to gain access to Rezmekka’s Redder Paint and Drive By Dakka, or you could just decide you still want a wing of Freebooterz planes soaring overhead and Da Badskull Banner to make your ObSec Bike Warboss a flawless objective stealer.
You’ve still got options, is what we’re saying, and while the constraints here are real, the rewards are extremely strong, particularly for the already excellent Warbikers, to the point where this would look worth testing without any further rules – and we’ve still got some powerful stratagems and an A+ warlord trait to layer on top.
Speed Mob armies get access to an additional Warlord trait, and in place of new Relics get the cute flavourful option of two additional Kustom Jobs instead.
The Warlord trait is Speed King, which provides an aura of re-roll 1s to wound for SPEED FREEKS, and which you are likely taking on a Defkilla Trike (for the massive base) 100% of the time if you’re running this army (unless you’ve gone deep on planes, which don’t benefit) – this is a big part of your payoff, and in weighing up whether this or Freebooterz ends up as the superior vehicle build, this is a big tick in the Speed Mob column.
The two Kustom Jobs are cheap and cheerful – Drag Chains lets you do some Mortal Wounds to an enemy when you fall back from them, while Raised Suspension allows you to shoot while engaged. Drag Chains is cheap enough that it’s plausibly fine on a second Deffkilla Trike if you take one (the Shocka Hull is usually going to be better as a first choice), and Raised Suspension feels aimed at Wagons, but those have a lot of other Jobs you want on them. No harm in having more options here, but it’s the Warlord Traits that’s the huge, 10/10 winner in this section.
To finish this army up, six new stratagems are available and they’re good. Just in case you were worried about Warbikers not being quite there yet, they get a dedicated stratagem for 2CP that boosts their S and AP by 1 on the charge, or should I say the Chaaaaarge!. No I will not check if that’s the correct amount of As, that can be a nice surprise for when your copy of the book arrives, That’s four S5 AP-2 attacks each once you factor in the army boost and their choppas, which makes running a big unit in a Speed Mob even more tempting than it already was.
Also rewarding you for getting in the opponent’s face is Crashin’ Through. This lets units deal mortals on the charge, and varies by what it’s used on. Bikers can roll up to 6 dice for a Mortal on 4+, most vehicles roll 1 dice per model and deal d3 Mortals on a 4+, but the most interesting is probably Scrapjets and Boosta-Blastas. These already have a ram effect for d3 on a 4+, and this upgrades that to work on a 2+, and to increase the damage to 2d3 on a roll of a 6. For 1CP, that’s extremely good, because it sets your expected damage to 6 Mortals which just straight up flattens many characters. Don’t want to deal with Drazhar’s damage reduction and pesty ability to rip a whole buggy apart? You don’t have to! Don’t forget that if you really need damage you can stack this with Ramming Speed for even more Mortals – it’s rarely going to be worth the 3CP total investment, but if you need Helbrect or Guilliman to die a coward’s death it’s there as an option.
So, there’s clearly a reward here for getting into a fight, but what about getting out of it? The Speed Mob has you covered here too with More Gitz Over Here, a 1CP Fall Back and Shoot which also gives Boomdakka Snazzwagon’s extra hits on 6s. Great to have in your pocket in general, even better if those are your buggy of choice. It looks like there’s a general feeling that non-Scrapjet buggies need a bit of love, as there’s a second stratagem in a similar mold with Blitza Dakka. This gives any Speed Mob unit re-roll 1s to hit against a target within 12”, increasing to re-roll 1s and 2s for Boomdakka Snazzwagons (which generally do want to be up close because of their burna jets). That’s a neat extra bonus for that unit, but the key thing here is that this works off the SPEED MOB keyword rather than SPEED FREEKS, so you can pop it on a plane, which is potentially very handy on a Wazbom Blastajet.
There’s one more extremely strong trick here in Attack Out O’ Da Sun, though it needs to be caveated that on recent precedent it might get catch a nerf. This lets you take a unit of Deffkoptas back into reserves at the end of your turn, and like with the original version of Booster Thrust it doesn’t currently stop you doing this if they arrived this turn. This lets a pretty powerful shooting unit operate with near complete impunity, but even if it gets the same errata to not work if you arrived this turn it’s still strong – they’ve got the movement to strike from safety and this can get them out of dodge after. It also increases the value of the Big Bomb upgrade option, as you can throw them into danger without risking losing the unit.
Last and probably least we have Lotsa Squigs, which lets you reload a Squig Mine on a Squigbuggy unit. You have to do this in your Shooting Phase, which since the mines are used at the end of Movement means you need to have gotten close enough to the enemy to use up your mines then invest a CP in the optimistic hope that your buggy will remain unmurdered till the next turn. Given you could just spend that CP ramming them for some mortals with Crashin’ Through, maybe do that instead.
Still, that’s one miss and five palpable hits, which is an extremely good ratio.
Will It See Play?
Yes – people are going to try this and it looks like it has the potential to be extremely good. On balance it probably isn’t quite Freebooterz good, but the fact that’s a conversation is a good sign for this.
People might be sighing a bit at another buggy list being good, and there’s obviously quite a bit of overlap in the units the two lists favour, but the Speed Mob pushes Warbikers so hard that they could end up feeling fairly different, and the armies might swap in and out depending on what else is excelling in the metagame. Deffkoptas are also extremely good here, as the combination of getting 27 horde clearing melee attacks from them and being able to leap out of dodge with Attack Out O’ Da Sun takes them to the next level. You’ll definitely still want a unit of three Scrapjets and plenty of Squigbuggies to benefit from Speed King, but we can’t imagine you ever leave home without the maximum three units of Warbikers here, they’re so strong with the layered buffs. It also helps if you run into enemies with lots of hit penalties, which is one of the things that Freebooterz are good at mitigating, because this army can hit hard in melee far more broadly than the standard builds can.
That’s partially because they’re the army’s main source of ObSec, and beyond not having much of that there are some weaknesses here. Most notably, you are at risk of struggling to find a third good Secondary in some games – Engage and Grind are layups, but with nothing that can do INFANTRY Actions you’re leaning on the Mission being doable, the enemy having something you can score, or either Da Biggest and Da Best or using your precious Warbikers for Get Da Good Bitz. It feels like one of these will probably come through in most games, but one of the upsides of the Ork book is how well 2x Kommandos, 2x Stormboyz sets you up at a bargain price, and you’re leaving that on the shelf.
Once again, we don’t think that’s going to hold this back too much – this looks like a very strong option for Orks, and likely to end up in the upper tier of Armies of Renown alongside the Veteran Cohort. The only other caveat to apply is that the nature of the army means it might specifically struggle on the GW Open-style terrain setups, so on those boards probably expect to see Freebooterz remain top Orks.
Another Campaign book down, and our trip to the Octarius sector definitely feels like it’s going to cause some impact overall thanks to the Leviathan supplement and Speed Mob. Make sure to check back in next week for the Crusade review, and if multiplayer games are your jam check out the review of the Catastrophe mission pack that’s also up for pre-order this week, which adds official rules for three and four-player Crusade games to the mix. Any comments, questions or suggestions hit us up at firstname.lastname@example.org.