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Crimson Fists Tactics 8e
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====Psychic Discipline- Geokinesis==== #'''Wrack and Ruin - WC6''': One building or unit that's wholly in or within a terrain feature and within 18" has to roll 9d6, and for each 5+ (4+ if it's a building) they suffer a mortal wound. Hardly impressive, but it might let you blow up a Tidewall, bang up a Webway gate, or smack a few cover campers. #'''Tectonic Purge – WC6:''' Any enemy units that start their charge within 12″ of the psyker must subtract 2 from the result. A strong defensive buff, this trait can combine with the debuff from a Repulsor to make even a Blood Angel unit think twice about charging out of deep strike, or work alone to help keep a unit of Centurions safe. The only major downside is the enemy needing to start within 12″, meaning the Librarian needs to be near the front lines. Combine with Tremor Shells to make charges basically impossible for an enemy unit. #'''Iron Inferno – WC6:''' Select a point on battlefield within 18″ and visible to psyker. Roll one D6 for each enemy unit within 6″ of that point, deal one mortal wound on a 4+. Better than most area of effect powers, this doesn’t suffer from a penalty to damage characters or random radius. Still, only dealing one mortal wound per unit makes this need to hit multiple units to do much, making it far from a safe take. #'''Fortify – WC4:''' Restore D3 lost wounds to one Imperial Fists Infantry or Biker model within 12″. Trivially low warp charge for some healing? Sign me up. Only downside is that Apothecary resurrection happens in the movement phase, so this can’t heal a model to full and allow the Apothecary to resurrect – but it can heal up a resurrected model to full. #'''Aspect of Stone – WC5:''' Add 2 to psyker’s strength and toughness until your next psychic phase. Counters the positioning vulnerability in the use of Tectonic Purge, and turns a psyker into something of a melee threat. That said, putting your key anti-charge psyker into melee generally isn’t what an Imperial Fists gunline is likely to be doing, so this power has limited viability. #'''Chasm – WC6:''' Select enemy unit that cannot Fly and within 18″ and visible to the psyker. Roll 2D6; if the result is less than the lowest Move characteristic it takes one mortal wound; if it’s equal it takes D3; if it’s greater then it’s flat three mortal wounds. Another power that can be used to snipe out a character, this power has a 58% chance to do a full three mortal wounds against something with the standard six-inch movement, and of course that only increases against slower units – things like Terminators or Death Guard spring to mind. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Specialist Detachment - Liberator Strike Force:''' {{W40kKeyword|Primaris Characters}} (Ancient, Apothecary, Captain, Chaplain, Librarian & Lieutenant), {{W40kKeyword|Intercessor squads, Reiver squads & Hellblaster squads}} in that detachment gain the {{W40kKeyword|liberator strike force}} keyword. The other side of the coin where it comes to Primaris detachments. It mentions all those squads, but the real stars here are the Hellblasters, as it is a ranged detachment. <div class="mw-collapsible-content"> '''Stratagems''' *'''Heroes of Rynn's World (1CP):''' Use at the start of the shooting phase and pick a {{W40kKeyword|LIBERATOR STRIKE FORCE}} unit. All unmodified hit rolls of 6 count as 2 hits instead of 1. **A few extra shots isn't much, so use it on Hellblasters to make it count. It's +1 to +3 dead guys on a 5-man squad firing two shots, depending on the enemy and buff auras nearby. *'''Paragons of Dorn (1 CP):''' At the end of your opponent's shooting phase pick a {{W40kKeyword|LIBERATOR STRIKE FORCE}} unit that was targeted this phase, they can then fire as if it were their shooting phase. ''Annoying because you have to get shot first.'' **Again your Hellblasters will destroy anything that doesn't kill them. Add an Ancient and an Apothecary so that actual casualties don't go to waste. '''Warlord Trait''' *'''Expert Instructor:''' Re-roll hit rolls of 1 for friendly {{W40kKeyword|LIBERATOR STRIKE FORCE}} units within 9" of your warlord. **While it's basically a "Black Templar's Crusader's Helm for Primaris units", it finds excellent value on a Lieutenant Field Commander for the double aura. '''Artifact''' *'''The Vengeful Arbiter:''' 12" Pistol 2 S5 AP-1 D2, and successful hit rolls cause more shots at the same target (additional shots can't generate further hit rolls). ''Boo, relic pistol.'' **It goes with the ranged theme, functionally giving your character a 12" D2 Heavy Bolter as a pistol. Then again, 12" is but the prelude to melee, and your other relic is basically a Thunder Hammer without unwieldy - one of the best relics in the codex in fact, and one of the few a Primaris Captain can use. </div></div> '''Special Units''' *'''[[Pedro Kantor|Pedro Kantor (Crimson Fists)]]:''' More focused this edition than in the last several; he no longer benefits Sternguard especially, nor especially torments Orks, Pedro Kantor is a CC killing machine in 8E. His Oath of Rynn special rule is now a buff to give +1A to all friendly Crimson Fists <u>models</u> within 6", while 'Chapter Master' affects whole ''units'' within that range. And it's great not having to pay CP to get full rerolls. For his price and relatively small footprint, he can make a huge impact in any melee. **He's excellent when paired with -1 To Hit escorts, like TH/SS Termies/Vets or Aggressors. Add a Lieutenant and you'll be rerolling everything. Being a footslogger, however, you'll need to find him a way to the front line, but at the very least he's got an Assault 4 AP-1 Bolter to jog across the board. Especially with those resilient Primaris, their 2 base attacks and their Assault weapons, who may not be riding Repulsors because you don't give in to GW's shilling. **Kantor, being a 'Chapter Master' also lends himself to gun lines. His +1A helps your Marines punch back when onrushing hordes inevitably reach the Marines, Primaris hitting as if they were Vets with chainswords. **Unless you really care about the Siegebreaker Cohort detachment or the shitty relic pistol, consider using Crimson Fists instead of Imperial Fists.
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