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==Generic Unit Analysis== The keyword "Primaris" is gone. Where marines previously divided themselves in two simple categories (tall or short), now they segregate based on what they're wearing (Tacticus, Gravis, still short, etc). This gives rise to situations where, for example, you can embark primaris Aggressors in a firstborn Land Raider, but you can't attach a Chaplain to them because there's no Gravis Chaplain and they won't accept a Terminator one either. ===Characters=== Bear in mind that without any other rules interactions, ''[Sustained Hits 1]'' buffs BS3+ output by 25% (so a model contributing that to a led unit must not cost more than 25% of the led unit to be worth it). ''[Lethal Hits]'' on a BS3+ model has a buff dependent on wound odds: 6+ to wound is 125%, 5+ is 50%, 4+ is 25%, 3+ is 12.5%, and 2+ is 5%. Also, because ''[Lethal Hits]'' anti-synergizes with ''[Devastating Wounds]'' and ''[Anti-X]'' (preventing critical hits from ever critically wound), you really should pay attention to what leaders you attach to what units. What armor type a marine leader wears determines what they can lead. See details below. {| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" |+ Leaders by Led Units ! scope=col | Armor !! scope=col | Squads !! scope=col | Leaders |- | Firstborn || *Assault Squad (w/o jump packs) *Command Squad *Tactical Squad *Vanguard Veteran Squad (w/o jump packs) | * Captain: '''Rites of Battle''' * Chaplain: +1 to Wound in Melee * Librarian: 4++, FnP 4+ vs Psychic attacks * Lieutenant: ''[Lethal Hits]'' on all weapons, Shoot+Charge after Falling Back * Techmarine (Tacticals only, plus Servitors) * {{W40kKeyword|Blood Angels}} Sanguinary Priest (can join Devastator Squad but not Command Squad): 5+++, +1AP in melee |- | {{W40kKeyword|Jump Pack}} || *Assault Squad with Jump Packs *Vanguard Veteran Squad with Jump Packs | * Captain with Jump Pack: '''Rites of Battle''', +1S on the Charge * Chaplain with Jump Pack: +1 to Wound in Melee * Librarian with Jump Pack: FnP 4+ vs Psychic Attacks, +1AP in melee * {{W40kKeyword|Blood Angels}} Sanguinary Priest with Jump Pack: FnP 5+, +1AP in melee |- | {{W40kKeyword|Mounted}} || * Bike Squad * Outrider Squad | * Captain on Bike: '''Rites of Battle''', gives ''[Assault]'' to all guns * Chaplain on Bike: +1 to Wound in Melee, ''[Devastating Wounds]'' on all guns against 1 visible unit within 12" |- | {{W40kKeyword|Terminator}} || *Relic Terminator Squad *Terminator Assault Squad *Terminator Squad | * Ancient in Terminator Armour: +1 OC, +1 to hit while below starting strength, +1 to Wound while below half strength * Captain in Terminator Armour: '''Rites of Battle''', Re-roll Charges * Chaplain in Terminator Armour: +1 to Wound in Melee, FnP 4+ vs MWs * Librarian in Terminator Armour: FnP 4+ vs Psychic Attacks, ''[Sustained Hits 1]'' on all weapons * ({{W40kKeyword|Dark Angels}} Deathwing Strikemaster: ''[Lethal Hits]'' on all weapons *{{W40kKeyword|Space wolves}} Wolf Guard Battle Leader in Terminator Armour: ''[Lethal Hits]'' on all weapons |- | {{W40kKeyword|Tacticus}} (Primaris) || * Assault Intercessor Squad * Bladeguard Veteran Squad or Desolation Squad (never both) * Hellblaster Squad * Infernus Squad * Intercessor Squad * Sternguard Veteran Squad | * Bladeguard Ancient (Bladeguard Veterans only): +1 OC, 1/battle +1A to all melee weapons * Judiciar (can't lead Desolators or Hellblasters): '''Fights First''' * Primaris Ancient (can't lead Desolators): +1 OC * Primaris Apothecary (can't lead Desolators): Return 1 destroyed model per round * Primaris Captain (Bladeguard Veterans): '''Rites of Battle''' **{{W40kKeyword|Black Templars}} Marshal (can't lead Bladeguard, Desolators or Hellblasters): '''Rites of Battle''' * Primaris Chaplain (can't lead Desolators): +1 to Wound in Melee * Primaris Company Champion (can't lead Desolators or Hellblasters): +1 to Advance and Charge, Heroic Intervention for 0 CP even if already used) * Primaris Librarian (can't lead Desolators): FnP 4+ vs Psychic Attacks, 4++. * Primaris Lieutenant (can't lead Desolators): ''[Lethal Hits]'' on all weapons, Shoot+Charge after Falling Back **{{W40kKeyword|Black Templars}} Castellan (can't lead Bladeguard, Desolators or Hellblasters: ''[Lethal Hits]'' on all weapons, Shoot+Charge after Falling Back * Primaris Techmarine (Assault and Normal Intercessors only, plus Servitors) |- | {{W40kKeyword|Phobos}} || *Eliminator Squad *Incursor Squad *Infiltrator Squad *Reiver Squad *Scout Squad *Scout Sniper Squad | *Captain in Phobos Armour: '''Rites of Battle''' *Librarian in Phobos Armour (No Scouts): FnP 4+ vs Psychic Attacks, '''Stealth''', '''Lone Operative''' on the whole unit *Lieutenant in Phobos Armour (No Scouts or Eliminators): ''[Lethal Hits]'' on all weapons, move d6" after Shooting if not Engaged *Lieutenant in Reiver Armour (Reiver Squad Only): ''[Lethal Hits]'' on all weapons, +3" to Terror Troops |- | {{W40kKeyword|Gravis}} || *Aggressor Squad *Eradicator Squad *Heavy Intercessor Squad | * Apothecary Biologis: ''[Lethal Hits]'' on all weapons * Captain in Gravis Armour: '''Rites of Battle''' |} *'''Apothecary:''' His Narthecium resurrects a model in his retinue each turn in your Command Phase. <u>Does not actually heal or provide any damage mitigation</u>. Just full health revivals ([[Fail|doesn't revive Characters]]). Has an Absolvor bolt pistol (pocket heavy bolter) for potshots, as his abilities don't prevent him from fighting. <tabs> <tab name="Primaris (Tacticus)"> They can attach to any {{W40kKeyword|Tacticus}} squad, even if there's a Captain/Chapter Master/Lieutenant already, but not Bladeguard or Desolators. He has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease. If the unit ever dies (and he survives), he can give you +1 CP on a 2+, though this is more of a consolation prize than anything else. </tab> <tab name="Biologis (Gravis)"> A Gravis Armour apothecary who can join other {{W40kKeyword|Gravis}} units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. More of a ''harm''acist than a healer (he [[Fail|doesn't have a Narthecium]]), instead he grants ''[Lethal Hits]'' to his unit as though he were a Lieutenant, which you otherwise can't include. If his unit (''read "Aggressors"'') fully destroys an enemy ''unit'' in melee, he can shove some of the dead enemy into his giant keg and suddenly become OC 9 for the rest of the battle, making his unit near impossible to shift. Until they are killed. Because he's a medic who doesn't heal. *Don't attach him to flamer Aggressors, attach him to bolter Aggressors instead - ''[Lethal hits]'' has no synergy with ''[Torrent]'' weapons. Because the wounds he generates aren't crits, you ''do'' want to mix him with ''[Sustained Hits X]'' but ''not'' with ''[Devastating Wounds]''. *He has a very simple job, put him in a unit of Aggressors and get them toward a contested objective, preferably in a Land Raider Redeemer as that's one of the few vehicles that can carry them all. And if they kill an enemy unit, then they can secure basically any objective. </tab> </tabs> *'''Captain:''' Our most versatile kind of Leader, there's a version of him for almost any squad, and they can be further joined by a few other characters. That said, the captain's stats and wargear mean you'll want him locked in combat with the enemy. All versions of the Captain have '''Rites of Battle''', which lets him (and presumably his unit) use a stratagem for 0 CP, even if it's already been used this phase. It is especially useful in this edition, where stratagems are few and CP is scarce. You can do this only once per round regardless of how many captains you have, however. Besides Rites, captains have a second ability depending on what armour they're wearing, which thus determines what squads get what buff: {| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" |- ! Armor !! Ability |- | Firstborn || '''Finest Hour:''' Single use. For a phase, he gains +3A and all ''his'' melee attacks gain ''[Devastating Wounds]'' |- | {{W40kKeyword|Jump Pack}} || '''Angel's Wrath:''' His squad gains +1 Str on the charge. |- | {{W40kKeyword|Mounted}} || '''Swift Assault:''' His squad gains ''[Assault]''. |- | {{W40kKeyword|Terminator}} || '''The Imperium's Sword:''' Re-roll charges. |- | {{W40kKeyword|Tacticus}} || '''Finest Hour:''' Single use. For a phase, he gains +3A and all ''his'' melee attacks gain ''[Devastating Wounds]'' |- | {{W40kKeyword|Phobos}} || '''Master of Deceit:''' Redeploy up to 3 Phobos/Scout squads. |- | {{W40kKeyword|Gravis}} || '''Refuse to Yield:''' Halve incoming damage. Presumably rounding up, down to a minimum of 1. |} <tabs> <tab name="Captain"> Now there's no profile difference between him and the Primaris version; same stats, same attacks. At last they are separate but equal. And unlike the Primaris guy he's got a lot of blades and wargear to pick from. Generic Combi-gun TM, [[Cypher|two pistols]], two claws, two blades (without [Extra Attacks]), TH/SS (which gives him +1W), ''gun + shield'', all of that. As long as it's something he feels comfortable in melee with that's fine. *Problem is who he goes into melee with. Unless you're going for something thematic (or can't afford them), Bladeguard are often better than anyone he can join. *[[Derp|Plasma pistols aren't listed despite being on the datasheet]]. </tab> <tab name="Jump Pack"> His 'Angel's Wrath' ability gives their squad +1 Str on the charge, helping reach wound brackets, which can be pushed further beyond with ''[Lance]'' from the 'Honour the Chapter' strat (for 0 CP). Aside from that, they're identical to their footslogging variants in loadout. As in, he can have a shield on his back, two pistols and a CCW; it's as wild as your imagination. </tab> <tab name="on Bike"> Comes with the requisite speed boost as well as +1 to Toughness, Wounds and Objective Control. Attaching one to a pack of Bikers gives the entire squad's guns ''[Assault]''. Which is noticeable due to the sheer number of guns the squad has, especially their turbo-boosting meltas and multi-meltas. *Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats. </tab> <tab name="Terminator"> Is T5 like other Terminators. Aside from the Captain strat use, he lets you re-roll charge rolls. If you're looking for additional durability, you can buy a Relic Shield, which only provides an extra wound this time rather than improving your saves beyond the stock 2+/4++. If you want to successfully charge more than half the time, though, you'll need to be Dark Angels so your Command Squad can give you a +1 to the charge roll as well (the bundled unit makes it 66% of the time, just under 2/3). *While the Storm Bolter remains the same as ever, Combi-Weapons have been tragically mothballed into a singular tool, giving you A1 BS3+ S4 AP0 D1 with ''[Anti-Infantry 4+]'', ''[Devastating Wounds]'', and ''[Rapid Fire 1]''. Gone are the days of using a suicide captain to tote a combi-melta to pop a tank, gone are the days of a combi-flamer giving you budget crowd control for a terminator sergeant. *Melee weapons have similarly seen a mass downsizing, as all power weapons got axed, and the Relic Blade got relegated to just being a fancier power weapon at S5 AP-2 D2. The power fist and chainfist remain effective options while the Thunder Hammer got a bit of a bump by gaining ''[Devastating Wounds]'' and the Twin Lightning Claws (presumably the single one just became a power weapon) kept ''[Twin-Linked]'' so they can still re-roll wounds. *A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges: **Chainfist: 6 2/3 at S8 AP-2 with ''[Anti-Vehicle 3+]''. Only better than a Power Fist against a T9+ tank, in which case a Thunder Hammer is far more likely to be useful anyway; stick with those two. **Thunder hammer: 6 2/3 at S8 AP-2 with ''[Devastating Wounds]''. Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse. Barring a ''highly'' specific meta, a Power Fist is a better choice. **Power fist: 8 1/3 at S8 AP-2. The most commonly useful weapon in this list. **Relic weapon: 10 at S5 AP-2. Ideal for MEQ-slaying, but against anything T5-15, you're gonna want a Power Fist. If you bring a Terminator Lieutenant along cos you're Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7). **TLC: 5 5/6 at S5 AP-2 with ''[Twin-Linked]''; because you need to be rolling 1s to wound base to beat a Relic Weapon ''and'' this takes up both hands, a Relic weapon is a much more generally useful choice, ''except against W1 targets''. </tab> <tab name="Primaris (Tacticus)"> Basically the same as the firstborn Captain but for Primaris {{W40kKeyword|tacticus}} squads (but with a catch and no Desolators), as he's got the same stats and same single-use 'Finest Hour' ability (+3A & ''[Devastating Wounds]'' on all his melee weapons), as well as more restricted wargear options. Can you believe [[Fail|Master crafted Bolt Rifles don't have the ''[Heavy, Assault]'' the normal versions have?]] *He can exchange his default CCW for either a master crafted power weapon or a power fist, which is the better option if you can afford it. *Instead of swapping only his CCW, he's also got the option of exchanging all his weapons for two loadout sets, which is the only way for him to join certain squads. Fucking peer pressure, man: **Power Fist + Plasma Pistol, which lets him to join Hellblasters. Don't. The Captain's melee stats are too much to waste on a squad who wants to be 24" away from the enemy, even as a deterrent, and he gives away his rifle for a pistol. **Relic shield + Master crafted power weapon + Heavy bolt pistol, which lets him join the Bladeguard. Yes. They both want to be in melee and they're great at it. Bladeguard are worth it even if they demand the captain follows their dress code; the shield gives him +1W also. </tab> <tab name="Phobos"> Comes with ''[Stealth]'' and ''[Infiltrator]'' and a fixed loadout of CCW, bolt pistol and the impressive Instigator Bolt Carbine that can snipe out enemy characters. He can also let you redeploy up to three {{W40kKeyword|Phobos}} or Scout units, even letting you throw them into reserves if need be. *While the phobos units are all expected, the addition of scouts is a heartwarming one, especially since you can throw this guy onto a pack of them for extra sniping fun. </tab> <tab name="Gravis"> T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don't really offer a lot in the form of support outside of their free stratagem usage. Take only if you need the extra fighting power. *While the MC heavy bolt rifle and power weapon is nothing to sneeze at and does well with a pack of Heavy Intercessors, your melee output can be so much more. Trading that off gives you a Boltstorm Gauntlet (three heavy bolt pistol shots on a power fist) as well as ''[Extra Attacks]'' courtesy of either a chainsword, a "relic blade" (just another power weapon) or a second "relic fist" (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating. </tab> </tabs> *'''Chaplain:''' Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won't trigger ''[Devastating Wounds]'', it will help you with tipping certain weapons to wounding a hardy foe. Fortunately, each one comes with an S6 AP-1 D2 Crozius as a badge of office that doubles as a weapon. <tabs> <tab name="Chaplain"> Has a single-use ability to give one unit within 12" the ability to ignore the battle-shocked condition, helping them keep a point in your hands. *As with other firstborn leaders, they get the lion's share of special weapons, including the option for a bolter, storm bolter or combi-weapon. Interestingly, you can also spring for a power fist in place of a gun, letting you go all-in on melee. </tab> <tab name="Jump Pack"> Goes all-in on the offense with their jump pack. During a fight phase, you can choose to make a smash attack; on a 4+ you'll only deal d3 MWs but a 6 will max out those mortals to a flat 3. </tab> <tab name="Primaris (Tacticus)"> Has a single-use ability to give one unit within 12" the ability to ignore the battle-shocked condition, helping them keep a point in your hands. *He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard, and Vanguard Vets. </tab> <tab name="Bike"> A Primaris Chaplain on a bike, giving all the benefits given to others (speed boost, +1 to T, W, OC, twin bolter). When their attached unit shoots, you can mark one unit within 12" of the chaplain, making all shots gain ''[Devastating Wounds]'' so you can blast the enemy apart before charging in. </tab> <tab name="Terminator"> Grants a 4+++ against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you're looking to kill slightly tougher infantry, which might see some value if you're sticking him with assault terminators who otherwise can't shoot back. </tab> </tabs> *'''Primaris Company Champion<sup>{{W40Kkeyword|tacticus}}</sup>:''' His melee is A5 WS2+ S5(''[Precision]'') AP-2 D2, and he gains re-rolls to hit and wound (the latter is ''[Twin-Linked]'' but he doesn't get that ''per se'') against {{W40Kkeyword|characters}}, which means against tough, poorly-armored characters he hits harder than a Judiciar, but against most things the Judiciar hits harder. Fortunately, he's got a better chance at getting into a fight between adding +1 to advance and charge rolls and the free use of Heroic Intervention wherever you need it; as they lead the same set of units, you want this one on models planning on charging but ''not'' out of Deep Strike(e.g. out of a Land Raider) unless you have other buffs, as charging out of Deep Strike with one of these guys attached only brings you from a 28% chance of succeeding to 41.67%. *'''Judiciar<sup>{{W40Kkeyword|tacticus}}</sup>:''' Serves a similar purpose of a Primaris Company Champion (including leading the melee Tacticus set minus Hellblasters), except his sword is way fiercer: A5 WS2+ S7(''[Precision]'') AP-2(''[Devastating Wounds]'') D2, with +1A per {{W40Kkeyword|character}} model he destroys. He gives '''Fights First''', so synergizes great with any unit planning to camp inside a Land Raider. He also gets a 4++ against melee attacks, which gives him a bit of safety in a fight compared to a company champion, but both are just as vulnerable outside of it. Slap this on a ''ranged'' unit for some insurance against being charged. *'''Librarian:''' Grants an attached squad a 4+++ FNP against all psychic attacks thanks to his psychic hood, which sadly won't apply to any wounds inflicted by ''[Hazardous]''. Each one also comes with a pretty dangerous Force Weapon and Smite lets him hit MEQs and higher pretty reliably depending on whether or not he risks ''[Hazardous]''. **Remember, as always, that abilities that require a led unit don't apply when not leading a unit: a terminator librarian on his own has no access to his own Sustained Hits 1 rule, as you can see in action [https://www.youtube.com/watch?v=bKqmf36YDds&t=404s here], where his sixes to hit don't result in additional hits. <tabs> <tab name="Librarian"> Gives a 4++ save, which means a lot - especially since firstborn marines are stuck at T4. This is also the only Librarian that can pick up some of the more exotic pistols as well as the bolter, storm bolter and combi-weapon in case you really need something gone fast. </tab> <tab name="Jump Pack"> Improves the AP of the unit's melee weapons by 1. For the Assault marines and Vanguard Vets, that'll do a bit in boosting their viability in fight against equal foes. </tab> <tab name="Primaris (Tacticus)"> Gives a unit a 4++ save, which is pretty golden. He doesn't add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks. </tab> <tab name="Phobos"> Gets ''Infiltrators'' and grants an attached unit ''Stealth'' as well as making enemies beyond 12" unable to shoot them. This is great for Eliminators and Infiltrators, and still a bit decent for Incursors since they can put up some firepower. </tab> <tab name="Terminator"> Get all the bonuses that Terminator armour provides, making them tougher to remove. Very good front-line addition to any Marine unit as on top of all the basic perks, and he can make all Attacks gain ''[Sustained Hits 1]'', which will probably apply to his own as well (pending GW fixing the current word salad on rules that buff units when a Leader attaches, as it's not clear whether the Attached unit gets it, which includes the Leader, or the Bodyguard unit does, which does not). Overall, by far the best psychic in the game so far. Take this over a Lieutenant on big guns that expect to wound on 2s or 3s. *Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone. </tab> </tabs> *'''Lieutenant:''' Attaching a Lieutenant to a squad gives its weapons ''[Lethal Hits]''. Take this over a Librarian on weaker guns that expect to wound on 5s or 6s. **You can attach one to a squad already host to a Captain or Chapter Master, which can help you do quite a bit of damage. <tabs> <tab name="Lieutenant"> Lets the unit shoot after falling back. As with the Captain, the firstborn versions come with a freer choice of different weapons. Most of the same ideas above still apply, though taking the shield remains very handy for that 4++. </tab> <tab name="Primaris (Tacticus)"> Lets the unit shoot after falling back, which can do quite a lot for your gunlines. While their MC bolt rifle is as good here as it is with the captain, you can also swap it out for a plasma pistol if you really want to be Primaris Cypher. If you're going for melee, you can replace either their rifle or CCW for either a power weapon or fist. **If you're looking to accompany a unit of Bladeguard, then you should grab the shield+power weapon+neo-volkite. This not only offers a 4++ save that they can't otherwise get, the pistol gets ''[Devastating Wounds]'' at S5 AP- D2. Oddly, this loadout isn't mandatory like it is for the captain. </tab> <tab name="Phobos"> The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of ''Scouts 6"'', ''Infiltrators'' and ''Deep Strike''. His weapons don't add much else though, as the scoped bolt carbine can't snipe out anything and his paired blades only get more attacks with ''[Sustained Hits 1]'' presumably combining with ''[Lethal Hits]''. At least he can have his squad scurry d6" away after shooting to act as nuisances. </tab> <tab name="Reiver"> Comes with an MC bolt pistol and knife with ''[Precision]'' to snipe out an enemy character from close range. His special ability boosts their Terror Troops aura to bug out enemies from further away. However, he's still suffering from the ever-present issue of '''not being able to deep-strike with them''. </tab> </tabs> *'''Lieutenant w/ Combi-Weapon:''' Hasn't got ''Leader'' and hence isn't actually a kind of Lieutenant, despite the name. Despite the fact that Phobos Armour or the fact that he's pretty much a Lone Wolf would be a bigger identifier, GW picked out the Combi-Weapon (which anyone can pick up) as the big differentiator. His entire role is to deploy with a small force and cause mayhem wherever he goes - he's got ''Stealth'', ''Lone Operative'' and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9", 1/round. He can also mark out one objective to become a priority - doing so gives your troops a big target that lets friendly units re-roll 1s to wound enemies within 6" of it. **His paired blades get ''[Sustained Hits 1]'' and ''[Anti-Tyranids 4+]''. Better on nids, otherwise they're really not all different than the Phobos Lieutenant's. *'''Primaris Ancient:''' Their banners grant the unit they attach to +1 to their Objective Control, making them better on units with already high OC. Combined with his ability to join a unit alongside a Captain, Chapter Master or Lieutenant, he can pretty easily make for a strongpoint of a unit that can camp on any objective without fear. <tabs> <tab name="Primaris (Tacticus)"> Gains a 4+ FNP if he's within range of an objective or within 6" of the center of the board. This doesn't spread to anyone else, he's just being a glory-hogging bitch. *Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit. </tab> <tab name="Bladeguard"> Even lazier, lacking anything beyond a CCW to fight with. At least he gets a 4++ save to join his fellow Bladeguard and a single-use ability to give all melee weapons in the squad an extra attack. </tab> <tab name="Terminator"> Okay, technically he could be firstborn, but who's checking? His ability lets his squad add +1 to hit if they're missing models and +1 to wound if they're below half-strength. *While he can only take the storm bolter as a gun, the array of melee weapons is completely open so he can supplement any squad he wants. *If you can attach him to a Deathwing Command Squad, you're pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back </tab> </tabs> *'''Techmarine:''' Despite being able to attach to a squad of Servitors, he can gain ''Lone Operative'' if he's within 3" of any {{W40kKeyword|Vehicle}}, allowing him to more comfortably do his work - each Command phase, he not only heals d3 wounds on a nearby vehicle, he can also give them +1 to hit with all weapons, helping both tanks and dreads of any variety. **Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm's one much stronger attack. If he sees a vehicle die up within 12", he gets so angry that his axe gets double the attacks for the rest of the game, making him something of a force to be reckoned with - especially with something meant to be disposable like a drop pod. **The fact he can attach his Servitors to the unit he's attached to allows you to make a pretty well buffed fire base. Take a Primaris Techmarine and his Servitors (with 2 Heavy Bolters) and attach them to a unit of Intercessors (with 2 Astartes Grenade Launchers). Give the Techmarine the Bolter Discipline enhancement and you now have 20 Bolt Rifle shots, 2 Krak Grenade shots and 9 Heavy Bolter shots. All sans the Krak Grenades are hitting on 2s due to Heavy and all have Sustained Hits 1 due to Bolter Discipline (the Heavy Bolters on the Servitors have it stock, so [[Skub|likely]] don't get Sustained Hits 2, wait on an FAQ before you [[Rules Lawyer|try to argue they should]]). All this is enough to blast away 7.5 Marines each turn, if you have them under Devastator Doctrine this goes up to 9. The two gunless Servitors provide spare bodies to soak wounds before you start to lose guns, while if you're smart you'll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed. <tabs> <tab name="Techmarine"> Comes with the freedom of weapons for anything you want. His bolt pistol can be swapped for anything other pistol you want, including a storm bolter or combi-weapon if you need one. His axe, can meanwhile be replaced with either a thunder hammer or power fist (or a chainsword if you feel stupid) if you don't expect to ever use his rage-on from seeing dead tanks. *If you want to get your Servo-Harness, you can buy him an extra servo-arm, plasma cutter (more supporting attacks with S8 AP-2 D2) and flamer so you're more than prepared in combat. A pretty decent setup for a melee menace. </tab> <tab name="Primaris"> A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with ''[Anti-Vehicle 2+]'' and a Forge Bolter for a couple extra shots from a heavy bolter. </tab> </tabs> ===Battleline=== *'''Assault Intercessor Squad:''' The guys to throw at the frontlines at all times, as each model gets chainswords to re-roll 1s to wound, improving to re-rolling all wounds if they're on an objective. Combined with their improved pistols and sergeants power weapons options these guys as always are very damage efficient for their size. Now if they had some jumppacks they would be unstopple (someday hopefully). Still a solid choice for a melee focused army. *'''Heavy Intercessor Squad:''' Big beefy guys who get +1 on their 3+ saves against nay D1 weapons. Got a beautiful toughness 6 now so against lasguns or bolters they're essentially as tanky as terminators. Their heavy bolt rifles are slightly tougher stronger than their Tacticus brethren (S5 vs S4) but remain every bit as flexible with ''Assault'' and ''Heavy''. If you're looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from ''Sustained Hits 1''. **Synergize well with the the APOTHECARY BIOLOGIS giving them "Lethal Hits" like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons. *'''Intercessor Squad:''' The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both ''Assault'' and ''Heavy'', they can both shoot after advancing and gain +1 to hit if they stay still. Also more than anyone else they benefited the most from the buff to grenade launchers, making them less gimped against high-toughness opponents. On top of that, their sergeant gets the widest selection of melee weapons and pistols if you need them to fight someone alongside a character. Needless to say, this means they're way more flexible than they used to be, even if they may still need help against heavier targets. **A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you're trying to rush the capping before getting to the fighting, these are the best for the job. **Their flexible weapons abilities means that these guys can zip around the board very quickly since they can always shoot after running. Meaning you are less strapped to give them transports. Plus if you ever need to camp them their hit bonuses for doing this plus the upgrade on their special weapons means they can hold positions even against elite infantry better than ever before. *'''Tactical Squad:''' On the plus side, they can always shoot and charge after falling back, meaning that they don't need to rely on the Tactical Doctrine to keep on shooting. On the downside, they're trapped to 10 models a squad with no way to split them up - gone are your days of splitting up squads for more Razorbacks. **Of course, the standout part of this squad is its sheer variety in special weapons. Not only can one model pick up a flamer, melta, plasma or grav-gun to help out, a second model can also pick up one of those guns or take a heavy weapon for full power. **Now to talk of the sad part. Due to mass toughness increases across the board, especially so in "monsters" and "vehicles" these guys are nowhere near the anti-everything they once were with many of their special/heavy weapons no longer wounding these hugh models easily. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads just one or two of these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind. ===Infantry=== *'''Assault Squad:''' Space marines with chainswords, ideal for deep-striking from a drop pod if you want to fail a bunch of charges, or for charging them out of a Land Raider. While you can support them with some special weapons, the central focus remains on those standard chainswords (and not any eviscerators you pick up). Any time this unit fights, their chainswords get to pick between '''Sustained Hits 1''', '''Lethal Hits''', and '''Lance'''. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight. **Note: the following rules are optimal based on what you wound on: *** Wound on 6+ (T8+): '''Lethal Hits''' *** Wound on 5+ (T5-7): '''Lethal Hits''' or '''Lance''' *** Wound on 4+ (T4): '''Lance''' *** Wound on 3+ (T3): '''Sustained Hits 1''' or '''Lance''' *** Wound on 2+ (T1-2): '''Sustained Hits 1''' **'''Jump Packs:''' While they aren't nearly as focused on their chainswords, their jump packs make them more mobile and Hammer of Wrath makes anyone they charge suffer MWs for each 4+ you roll. Combined with a Chaplain, you can make units explode before you even fight them. *'''Vanguard Veteran Squad:''' ''Scouts 6"'' make them more mobile than you'd expect, but they remain the dedicated melee force you need. Each one has S5 AP-1 heirloom blades as standard issue and charging adds ''Lethal Hits'' as a bonus. As such, a Lieutenant isn't strictly needed unless you're planning on protracted fights. A Chaplain or Librarian, however, can give you some good support. If you don't modify their weapons, they're an Assault Squad ''but worse'', so strongly consider storm shields pr hand flamers for everyone. **'''Jump packs:''' Replaces ''Scouts 6"'' with the jump pack's speed boost and deep-striking capabilities but otherwise remain identical. Any heroes with jump packs do a lot better for them with some really needed perks. As with the bare-back squad, strongly consider hand flamers or storm shields. *'''Command Squad:''' The retinue of choice for any firstborn heroes that aren't going all-in with something else. Sadly, they're stuck at five models - two veterans who can pick up any weapons you need, an Apothecary to bring them back from the dead, an Ancient to give them OC2, and a Champion with his souped-up ''Precision'' power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. *'''Devastator Squad:''' Has a bunch of weapon choices, but for ''most'' of them you're better off with some other unit. What's really unique to this unit is how cheaply you can spam grav-cannons on bodies that only take up 1 spot in a Drop Pod, so you should probably consider doing it. *'''Scout Squad:''' While flimsier with only a 4+ save (but now with W2), they can always deploy smokescreens and have ''Infiltrators'' to arrive wherever they want. <tabs> <tab name="Scouts"> ''Scouts 6"'' let them arrive within mid-range, which is where they need to be. Between their shotguns and bolters, they can have decent range and as long as nobody's within 6" at the end of the opponent's turn, they can immediately run back into reserves. If you're not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower. *While you can replace the team's bolters with knives, this only gives them a single attack over their basic CCWs. Don't expect to use this on anything above GEQs. </tab> <tab name="Scout Snipers"> Not nearly as mobile, but they have ''Stealth'' and a squad-level equivalent of ''Lone Operative'' for additional protection. While their sniper rifles aren't quite as powerful as the Eliminator's rifles, they are far better protected. Even better, you can grab a missile launcher so you can also hit tanks as well. The one issue is that you will need them to move once the enemy gets too close. </tab> </tabs> *'''Suppressor Squad:''' The Zaku-esque autocannon squad is notably the only Primaris Squad without ''Phobos'', ''Tacticus'', or ''Gravis''. Like Eliminators they remain stuck at 3-man unit sizes, and only have an okay-ish anti-MEQ gun and a hit roll debuff for targets hit by said gun to show for it. Fans of Autocannons will find better performance on Firestrikes, Predators, and Invictors. *'''Astartes Servitors:''' Four walking meatshields for your Techmarines with T4 4+/6++. That said, they need that techie to keep them at their best with a bonus to WS and BS. Hell, there's no reason (aside from points and losing '''Lone Operative''') not to take them as they can join alongside another retinue for the Techmarine, allowing you to strap some servo-arms and heavy weapons onto a squad that'd need it. Don't feel guilty about losing them either, as they're all OC0 and thus don't really care about battle-shock. ====Tacticus==== *'''Bladeguard Veteran Squad:''' The retinue of choice if you need a walking bunker. At W3 3+/4++ save they're not quite as tanky as last edition had them, but every Fight phase lets them either re-roll 1s on their invulns or re-roll 1s to hit so you have a choice on either going all-in on the offense or getting extra protection. *'''Desolation Squad:''' The Liefeld-Pattern Launcher Lads somehow got more oppressive with their indirect launchers, [[Imperial Guard|since remaining stationary grants them ''Ignores Cover'' AND cancels the hit penalty for indirect fire]]. Adding to that, the changes to ''Blast'' make the respective weapons more reliable against basically all unit sizes, with bigger of course remaining better. Plonk 'em somewhere safe and rain bullshit upon your foes. *'''Hellblaster Squad:''' Like with any squad rocking ''Hazardous'' weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that's ''extra'' true for Hellblasters, because their 3+ shoot after dying rule will work on disembarkation deaths just fine. If they live through disembarking but die from the second round of shooting, you get to roll for a ''third'' round of shooting. *'''Infernus Squad:''' Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability ''Purge the Foe'', causing one {{W40kKeyword|infantry}} unit that got flamed to make a Battle-Shock test. Got the specialized role of clearing out GEQ units and forcing Battle-Shocks. Still, they're no faster than any other foot soldier and they've only got a 12" non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn't want to end a move within 12" of these. Fundamentally the '''Tacticus''' version of Flamer Aggressors. *'''Sternguard Veteran Squad:''' Equipped with impressive A2 AP-1 bolt rifles with ''Assault'', ''Heavy'', ''Devastating Wounds'', and ''Rapid Fire 1'' all at once, so they can easily threaten anything in any position. If you're feeling particularly stupid, any of them can swap this for a nearly universally worse Combi-Weapon (1 less shot at all ranges at a relative -1/-2 when standing still/-infinity when advancing to hit in exchange for wounding and penetrating ''only infantry'' more easily). 1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining '''Sustained Hits 1''', which is a wash) and rate of fire at all ranges (3, but can't fire when advancing) but has +1S and more importantly +1D. They have Bolter Drills, a single-use ability to shoot twice in the same turn right after destroying a unit. ====Phobos==== *'''Eliminator Squad:''' Dedicated snipers, complete with ''Infiltrators'' and the ability to add ''Devastating Wounds'' if they sit still on top of ''Heavy''. The bolt snipers will do more than enough for you, giving decent damage and ''Precision'' to pick out any key enemies, while the las fusils give you something just to total small vehicles and below. The sergeant can instead pick up a bolt carbine, a visible downgrade as a weapon but it lets the unit to move right after shooting - the value of that one a unit that normally sits and snipes is not to be underestimated. *'''Incursor Squad:''' SEAL Team 6 marines. Downgraded from '''Infiltrators''' to '''Scouts 6"''' but fills a more coherent niche with '''Assault''' and '''Ignores Cover''' on their bolters along with Multi-spectrum Array buffing the rest of army. Their job is run up the board and use live bolt rounds to mark which victim gives +1 to hit. Essentially now instead of trying to compete directly with Infiltrators for infiltrating (was never going to work) they now function as the Astartes answer to Pathfinders. Marking targets for annilation, plus this coupled with OoM rerolls means you can nigh-guarantee kills. If the enemy gets too close, they can throw MWs (especially if its a vehicle), and have ''Sustained Hits 1'' knives (though not as good as Astartes chainswords). *'''Infiltrator Squad:''' '''Infiltrators''' marines with ''Heavy'' bolt carbines that come with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12" reinforcement denial, a 6+++, and CP Refund on a 5+. Only OC 1, but still very good at grabbing an objective Turn 0 and then being very annoying to remove. *'''Reiver Squad:''' Junior Night Lords, making enemies engaged with them suffer Battle-shock test at start of the Fight phase along with -1 aura to Battle-shock and Leadership tests. Got upgrades to give pseudo-jump packs so they can deep strike but robbing them of the ability to join a Reiver Lieutenant and grapnels so they can ignore vertical distance when moving. Their job is too support combats to force battleshock on enemy units thus weakening them up so your heavier-hitters will have an easier time in combat. They also got the role of picking off weak support heroes as they are the highlights of 10th, with their guns and Combat knife got ''Precision''. ====Gravis==== *'''Aggressor Squad:''' Giant drop-striking bundles of armor. Benefit greatly from the toughness 6 Gravis armour now gives and will need it given their weapon loadouts. Start with a '''Twin-Linked''' Ad6+1 flamer or can swap out for longer-ranged but significantly weaker boltstorm gauntlets and grenade launchers, but you should always take the flamers, as they improve their AP by 1 when shooting the closest possible target. That said, outside of ''very'' specific situations, Infernus Squads or Heavy Flamer Devastator Squads should generally serve you better. *'''Eradicator Squad:''' Gravis Marines toting melta rifles, each one a single-shot multi-melta at BS3+ base, while buying a multi-melta gives an extra shot at, functionally, -1 to hit on both shots. Total Obliteration lets you re-roll all hit, wound, and damage rolls when shooting their preferred prey of {{W40kKeyword|Monsters}} and {{W40kKeyword|Vehicles}}. Stack with an Apothecary Biologis and you will see things straight-up die when your melta shots crit. *'''Inceptor Squad:''' The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3" from enemies but can't charge. Weapon wise they have seen a reduction of shots but still some good upgrades. One all their weapons are pistols so useable in combat. Their assault bolters have Assault, Twin-Linked and Sustained-Hits 2, so they can do some real work in high volume. In addition their Plasma Exterminators kept their old damage profile and now also have Assault and Twin-Linked. Meaning these guys with their move 10" can get around quickly while opening up on the enemy and being pretty hard to shift ====Terminator==== *'''Terminator Squad:''' Got the Terminator buff of T5 and a 4++. Fortunately, their WS and BS remain fixed at 3+ (unless you attack your Oath of Moment target, in which case you jump to 2+), which surprisingly actually stays where it is on the power fists (which remains S8 D2 but loses a bit with AP-2 and one less attack than the power weapons), but are stuck on WS4+ on the Chainfists (which are just power fists but with ''Anti-Vehicle 3+''). The power weapons, however, took a step down by just being power swords (no more axes, no more power mauls, just A4 S5 AP-2 D1 for everything). Storm Bolters are slightly nerfed due to no longer having Bolter Discipline constantly apply on these dudes, while the Heavy Flamer got a slight buff (it ignores cover now) and so did the Cyclone Missile Launcher (which actually got S9 on its krak missiles). The Assault Cannon took a nerf by losing its AP, but '''Devastating Wounds''' makes critical wounds more effective at penetrating saves and has excellent synergy with '''Oath of Moment''' against high-value targets, because you can re-roll successful non-critical wounds. **Fury of the First makes them a lot more reliable now that its been made into a rule instead of a Stratagem. Being able to ignore any penalties to hit helps throw off a lot, but this also lets you add +1 to hit against anyone you target with Oath of Moment. **The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3" of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you're not wasting a CP for it. *'''Assault Terminator Squad:''' Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don't get the fixed WS like the standard termies, the Teleport Homers let them arrive wherever they need to be. While the lightning claws give them all the swipes you'd need to chop apart lighter foes, the thunder hammers give you the brute force to wreck MEQ and up and come with a bonus wound thanks to their shield - While there are weapons able to cut through W3 terminators, there certainly aren't many that can go through W4. *'''Relic Terminator Squad:''' The old Tartaros and Caraphractii models, sadly mothballed into one statline with none of the benefits. While you get Fury of the First, you can't get a Teleport Homer to jump in on demand. Unique to their loadout is the Reaper Autocannon, the Assault Cannon's smaller, nicer younger brother. The sergeant also has access to a Volkite Charger or Plasma Blaster, two exotic weapons not found anywhere else in the army. Unfortunately, this unit hasn't got any weapon choices genuinely ''better'' than making do with the other two squad types. **They're fortunately a lot more viable as a flex unit as any model can pick up chainfists or twin claws, though they will lack the heavy punch of assault termies with hammers and shields. You can also buy a grenade harness so they can pull off the Grenades stratagem. ====Centurion==== Power armor for your power armor. Even Tougher and slower than Gravis armor at T7 W4 with inbuilt [TWIN-LINKED] triple bolters. At M4", they need a large transport to get anywhere fast, but they are so big they can only hold a min squad efficiently. *'''Centurion Assault Squad:''' Older Brothers of Aggrasors. punch Monster, Vehicle, and Fortification with [SUSTAINED HITS 2] upscaled twin powerfists. A Guy could replace Centurion bolters to use Grenades Statagem, but that predicated you have CP to burn. *'''Centurion Devastator Squad:''' what if Devastator Squad traded fire power for toughness and was better at landing those fewer shots? Decimator Protocols make them acreate against enemies on objectives. Replacing bolters with missile launchers is probably the best value. ===Mounted=== *'''Bike Squad:''' Bikes are incredibly mobile with 12" movement and Turbo-Boost making any Advance moves automatically roll a 6. Each is also surprisingly good at capping with OC 2, but camping at a point isn't really something you want to do with them. While the bikes can only use their twin bolters to open fire, two of the models can fortunately pick up some special models to support more dedicated weapon specialists. If you need more serious weapons, you can attach attack bikes for a heavy bolter or multi-meltas. **'''Attack Bike Squad:''' A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn't make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6" (including the unit itself), they can shoot at that enemy unit. Considering ranges, it'd be more prudent to consider the heavy bolter for this purpose over the multi-melta. *'''Scout Bike Squad:''' Basically bikers with ''Scouts 9"'' and a weaker save, but the {{W40kKeyword|Smoke}} keyword at least lets them throw smokescreens to protect themselves and Outflank lets them arrive from reserves in the enemy's DZ. Any bike can swap out their bike's twin bolter for a grenade launcher, providing them some much-needed utility against crowds. *'''Outrider Squad:''' Essentially a Bike Squad without any weapon choices but with +1W, slightly upgraded weapons, and the ability to attach an Invader ATV rather than an Attack Bike. **'''Invader ATV:''' Primaris version of an Attack Bike, complete with the same return fire ability once per turn. Comes with a Twin Bolt Rifle and Onslaught Gatling Cannon (complete with ''Devastating Wounds'' to handle a potential MEQ threat) or Multi-Melta. ===Vehicles=== *'''Hunter:''' Always hits {{W40Kkeyword|monsters/vehicles}} on an unmodified 2+ to hit, even during Overwatch, while it always wounds on a 3+ on behalf of its S10 AP-3 Dd6+2 missiles having ''[Anti-Fly 3+]'' and ''[Devastating Wounds]''. Rely on this if you just want to blow up a couple planes and nothing else. *'''Stalker:''' While markedly weaker than the Hunter, you have plenty of more chances to use it since you can use the Fire Overwatch strat in response to a {{W40Kkeyword|Fly}} unit moving within range of your guns, plus you can also Overwatch three additional {{W40Kkeyword|Fly}} units 24" of this tank. Better than a Hunter, to be sure, but only truly worth it if you're facing an army with hovertanks like the Eldar or the Tau. *'''Predator:''' The classic battletank. Both carry the same free "options" you'll always end up taking: 1 HK missile, 1 storm bolter, and 2 sponsons (which sponson you take will vary by datasheet). <tabs> <tab name="Annihilator"> Take the lascannon sponsons to complement its main twin lascannon to re-roll damage rolls of 1 against {{W40Kkeyword|monsters/vehicles}}. You can't actually roll a damage roll of 1, of course - the minimum roll for these guns is 2 - but feel free to just leave the table if your opponent really insists on applying the rule to the whole roll, not just the die. </tab> <tab name="Destructor"> All of its guns get -1AP against {{W40Kkeyword|infantry}}, which is pretty much the only thing you'd want this against. Just take heavy bolters for sponsons so it can all handle the crowds. </tab> </tabs> *'''Whirlwind:''' Your classic artillery tank, essentially made to hammer {{W40Kkeyword|infantry}} and forcing any units that it hits to take a Battle-Shock test. It's at least handy for taking down a couple MEQ and up and spooking whoever's left while your troops rush in. **'''Whirlwind Scorpius<sup>HH Legends</sup>:''' Ignore. It's straight-up inferior to the Whirlwind and as a Legends item, it's not going to get any updates unless something gets really broken. *'''Vindicator:''' A girthy cannon's mounted onto this thing, capable of being fired even at close range despite being a ''[Blast]'' weapon. 15.17 A*BS*D ''completely'' blows out whatever it's up against short of maybe superheavies. The only downside is that its price reflects its power, being the most expensive pure tank, and it should expect future price hikes if this firepower doesn't get hit first. **'''Vindicator Laser Destroyer <sup>HH Legends</sup>:''' Swaps the cannon for a lascannon array that's still able to hit most tanks with reliable effectiveness but can overcharge, risking ''[Hazardous]'' for the ability to instill the fear of the Emperor into any tank it aims at. Even better is that it get's the Predator Annihilator's re-rolls to damage rolls of 1 against {{W40Kkeyword|monsters/vehicles}}. *'''Gladiator:''' M10" T10 Sv3+ W12 Ld6+ OC3, so a Predator with +1W. Each of these has at least one decent source of S4 AP0 D1 dakka that won't ''really'' matter but it's free so you'll take it and a rocket pod: 24" Ad3 BS3+ S8('''Anti-Fly 2+''') AP-1 D2. **'''Gladiator Lancer:''' 72" A2 BS3+('''Heavy''') S14 AP-4 Dd6+3, re-roll 1 Hit, Wound, and Damage roll when you shoot. That's not bad, but it's no Vindicator, especially since you have the Oath of Moment for re-rolling Hits and Wounds. **'''Gladiator Reaper:''' This one isn't even worth detailing - it's fundamentally a pair of OGC Invader ATVs but worse. **'''Gladiator Valiant:''' This is functionally 3 multi-meltas. That means its output against a single hard target is on par with the Vindicator, but you have inferior scaling against hordes. Stick with the Vindicator if you want something from this list. *'''Cerberus<sup>HH Legends</sup>:''' *'''Kratos <sup>HH Legends</sup>:''' A hefty battletank with T12 and W18. Alongside the multitude of heavy bolters and autocannon, you can also attach a bevy of guns on the pintle, from the twin bolter and combi-weapon to heavy weapons and the crowd-busting havoc launcher. The real star of the show, however, is the main gun - not only is the Kratos able to fire any ''Blast'' weapons while engaged with enemy units and all ranged attacks take no penalty to hit. By default, the Kratos Battlecannon can swap between a single devastating AP round that blows up tanks in a single blow and a crowd-blasting HE round that can still paste TEQ with ease. This can be swapped for either a Melta Blast Gun that isn't quite as strong as the basic cannon, even within half-range, but can fire multiple times or a Volkite Cardanelle with S9 AP- D3 and ''Devastating Wounds'' to get past any pesky invulnerable saves. *'''Sicaran Battle Tank<sup>HH Legends</sup>:''' <tabs> <tab name="Sicaran"> </tab> <tab name="Sicaran Arcus"> </tab> <tab name="Sicaran Punisher"> </tab> <tab name="Sicaran Venator"> </tab> <tab name="Sicaran Omega"> </tab> </tabs> *'''Typhon<sup>HH Legends</sup>:''' ====Transports==== *'''Land Raider:''' Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that's just enough that its lascannons can only wound it on a 4+. That tankiness also influences its damage track, as it now only suffers a penalty to BS/WS when it's on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking. **As with last edition, it can easily grab Wulfen and Termies with ease (each model taking two slots) and can even fit Centurions (each taking three slots), but now it can also carry any {{W40kKeyword|Gravis}} units as well (at two slots a model), meaning you can easily use it to cart a pack of Aggressors so they can incinerate the opposition or assist some Heavy Intercessors with capping a point. <tabs> <tab name="Godhammer/Classic"> [[Matt Ward|Of course, its "unique" Godhammer lascannons don't have to deal with the return of Twin-Linked and just get 2 shots base, same as your Ballistus lascannons.]] Aside from that, it comes with a twin heavy bolter to take on anything smaller, with the additional option of a storm bolter and multi-melta depending on what you're up against. Transport Capacity: 12. </tab> <tab name="Crusader"> Comes with two hurricane bolters, thankfully ''Twin-Linked'' so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon. Transport Capacity: 16. *The main reason you're grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you're using it for Deathwing, it'll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. </tab> <tab name="Redeemer"> Also comes with a twin assault cannon, with the sponsons being flamestorm cannons for super-sized heavy flamers to burn through MEQ. 14 spaces gives you just enough space for 7 terminators, so it just might work for a Deathwing CS + Termie Captain + Termie Ancient/Strikemaster. </tab> <tab name="Achilles (HH Legends)"> Comes with space for 12 guys but carries a Quad Launcher so you can take on both tanks and mobs reliably. Also comes with Volkite Culverins to demolish troops. </tab> <tab name="Proteus (HH Legends)"> A basic Land Raider who equips an Explorator Augury Web to add a 12" bubble of reinforcements denial. However, this requires halving the tank's transport capacity from 12 to 6, making it unusable for terminators. </tab> </tabs> *'''Repulsor:''' The gunwagon finally got a facelift, with all its errant guns (read: storm bolters, grenade launchers, and stubbers) consolidated into the ''Repulsor Defensive Array'', an 18 shot boltgun (without rapid fire). Beyond its newfound ability to finally lug around {{W40kKeyword|Terminators}},{{W40kKeyword|Wulfen}}, and even goddamn {{W40kKeyword|Centurions}} in its 12-man capacity, it also can hoover up a close friendly unit that would otherwise eat a charge. **This is the ideal container for 6 Eradicators, as they need to be close to the enemy to shoot but hate getting into melee. *'''Repulsor Executioner:''' Received a similar facelift with all the small guns except the 2 anti-{{W40Kkeyword|fly}} ''Icarus'' branded ones being consolidated into a 10-shot boltgun without rapid fire, but it's entirely unclear why they didn't bother consolidating in the Ironhail heavy stubber, leading to 3 distinct cases of how much nearly worthless S4 dakka you can throw depending on range. For dealing with chaff, it has a '''Twin-Linked''' Heavy Bolter and a 12-shot (i.e. double normal) assault cannon. The main gun has two options, but the Macro Plasma Incinerator is optimized for chewing through MEQ and MEQ-adjacent like candy, which is something you have plenty of other guns for. The big seller here is the Heavy Laser Destroyer, a right proper big fuck-off gun: 72" A2 BS3+('''Heavy''') S16 AP-4 Dd6+4, enough to genuinely frighten most targets (including yourself - this gun has shockingly high chance of vaporizing a Repulsor Executioner in one trigger pull). Every gun on the model gets +1 to hit targets below half-strength. *'''Dreadnought Drop Pod<sup>HH Legends</sup>:''' For whatever reason, GW thinks it now unfair to fit your dreadnoughts into a drop pod. Fortunately, this allows even your newfangled dreads with knees to fit - as well as the comically oversized Leviathan. *'''Spartan<sup>HH Legends</sup>:''' A super Land Raider, capable of carrying a full 28 models so you can easily fit in two packs of Terminators with characters included. Your option between quad lascannons or laser destroyers hinge on how big of a tank you're destroying while the hull can only take a twin heavy bolter or heavy flamer based on the troops you're facing. While not quite the assault transport of the old Land Raider, it can mark anyone it shoots so its passengers get to re-roll to wound that target. *'''Mastodon<sup>HH Legends</sup>:''' ====Fly==== *'''Land Speeder:''' M14" T7 Sv3+ T6 Ld6+ OC2, ''Deep Strike'', and ''Deadly Demise 1'', with a heavy bolter or multi-melta, potentially additional guns depending on variant, and a special rule depending on variant. Due to this, you should always carefully consider whether you'd prefer an Attack Bike Squad to a Land Speeder of any stripe. **'''Land Speeder (stock variant):''' Just the 1 gun, but the special rule lets you pick 1 unit visible to this model at the start of shooting; all of your other shooting with '''Blast''' weapons at that unit gains +1 to hit and '''Ignores Cover'''. **'''Land Speeder Tornado:''' Also has an assault cannon or heavy flamer (take the heavy flamer), and the special rule lets you, after making a Normal Move, select one non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|vehicle}} the model "moved over" to roll 6d6 against, with each 4+ dealing 1 mortal wound (so 3 MWs on average). **'''Land Speeder Typhoon:''' Has a Typhoon Missile Launcher in addition to the stock gun and can Normal Move 1d6" after shooting during the Shooting Phase, but if it does so, it can't charge later. *'''Storm Speeder:''' M14" T9 Sv3+ W11 Sv6+ OC3, '''Deep Strike''', and '''Deadly Demise D3''' **'''Storm Speeder Hailstrike:''' Designed for the same niche as an OGL (assault cannon) Invader ATV, you should basically take whichever is cheaper, but this one debuffs a single unit it hits when it shoots such that the rest of your army gets -1AP for shooting the same target after the Hailstrike finishes. **'''Storm Speeder Hammerstrike:''' 1.5 multimeltas and hence designed for the same niche as a multimelta Invader ATV (which only has 1 multimelta, don't forget), and it inflicts the same debuff as a Hailstrike but worse, although they stack: after it's done shooting, one enemy that was hit can't benefit from cover until the end of the phase. **'''Storm Speeder Thunderstrike:''' A Hammerstrike with a better gun at range but worse up close, and it inflicts a much better debuff: a {{W40Kkeyword|monster/vehicle}} that's hit when it shoots suffers +1 to be wounded when shot until the end of the phase. *'''Javelin Attack Speeder<sup>HH Legends</sup>:''' A bigger and classier Typhoon with a default missile launcher and heavy bolter alongside its ability to shift a bit after shooting. If you're in need of more anti-tank firepower, you can replace the missile launcher with a pair of lascannons while the heavy bolter can switch for a multi-melta. =====Aircraft===== *'''Stormhawk Interceptor:''' *'''Stormraven Gunship:''' *'''Stormtalon Gunship:''' *'''Fire Raptor Gunship<sup>HH Legends</sup>:''' *'''Storm Eagle Gunship<sup>HH Legends</sup>:''' *'''Sokar-Pattern Stormbird<sup>HH Legends</sup>:''' *'''Xiphon Interceptor<sup>HH Legends</sup>:''' ====Artillery==== *'''Firestrike Servo-Turrets:''' A giant mobile emplacement, giving you either a ''Twin-Linked'' autocannon so you can blast through TEQ with little issue or a ''Twin-Linked'' lastalon to better blast vehicles. While it can't do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem. *'''Thunderfire Cannon:''' A trundling bombardment platform. While the cannon itself isn't too much side from having ''Blast'' and ''Indirect Fire'', anyone hit by it suffers -2" to movement and -2 to advance and charge rolls. Just be wary that despite having two models between the cannon itself and the techmarine minding it, your lifeline isn't really the 12 wounds you'd expect - the moment one of them dies, the other is just gone as well. ====Walkers==== *'''Dreadnought:''' Where all the old 9th ed captains went. Take it for what it's worth. The Venerable Dread isn't here, so this might be all they're worth now. A Dread's old man stories carry a re-roll of 1s to hit, so the youngin' Adeptus Astartes Infantry will huddle 6" around him as they purge the enemy. Got a choice of Assault cannon, Heavy plasma cannon, Multi-melta, or Twin lascannon for the left arm, and a Missile launcher as a right if standing back or a Dreadnought combat weapon to bitchslap some fools into a paste. Even if he is a tougher captain with heavy weapons, he still has the size and durability of a light vehicle with only infantry speed, so make use of that smoke. *'''Ballistus Dreadnought:''' The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn't enough to show. At T10 W12 with a 2+ save, they're capable of taking a stray melta shot but not much beyond that. This dread comes in a classic Hellfire loadout, with one arm getting an A2 BS3+ S12 AP-3 D1+d6 lascannon, the other a missile launcher that can go between firing a decently-sized blast to handle mobs or a high-powered Krak to take care of light vehicles, and the only ''Twin-Linked'' weapon this thing gets, the Twin Storm Bolters. *'''Brutalis Dreadnought:''' The Choppy to the Ballistus' Dakka does Mortal Wounds on the Charge not too dissimilar to the Tank Shock Stratagem, which it is also a good choice for. Grab the Talons unless you really want the Bolt Rifles (you don't). With Melta weapons no longer being the be-all end-all the heavy bolters are worth another look. Hilariously it can be can be carried by by a Stormraven, don't expect this to last though. *'''Contemptor Dreadnought:''' That old man that refuses to die. Despite the Horus Heresy giving back a lot of the cool stuff to this dread, GW decided to go for the laziest fucking route possible and gave it either a Kheres Assault Cannon or a multi-melta from the plastic kit. Fortunately, it has the ability to resurrect itself on a 2+ with d6 wounds left at the end of the phase. While it's not as tough as the primaris dreads, it comes with a 5++ save unseen on others. **'''Relic Contemptor Dreadnought<sup>HH Legends</sup>:''' The Contemptor we should have gotten. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower. *'''Ironclad Dreadnought:''' A Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6" move does it no favors unless you shill for a Stormraven. In melee, the Ironclad gets +1 to hit and wound {{W40Kkeyword|vehicles}} and {{W40Kkeyword|fortifications}}. One melee weapon can be a Seismic Hammer if you're good at math or a Chainfist if you aren't (the Chainfist has '''Anti-Vehicle 3+''', but your +1 to wound vehicles won't stack with that), while the other can be a Dreadnought Close Combat Weapon if you forgot you can't use 2 melee weapons at once or a Hurricane Bolter if you remembered. *'''Redemptor Dreadnought:''' No longer outperformed in shooting by the Brutalis and only Dread keeping -1 damage, the Redemptor has an option for anything but killing Tanks reliably. Especially the Plasma Incinerator benefits greatly from the changes to ''Blast''. *'''Invictor Tactical Warsuit:''' No longer able to Infiltrate, the training wheel Dread for loner marines trades it for ''Scouts 8"''. Additionally said loner marine has grown more socialable and will now return fire on any who dares to shoot at a friendly ''Phobos'' squad within 6" of him. Though only once a Turn, newfound friendship only goes so far. *'''Deredeo Dreadnought<sup>HH Legends</sup>:''' The Dreadnought to use if you just want to shoot. Like the Ballistus that took after it, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers. *'''Leviathan Dreadnought<sup>HH Legends</sup>:''' The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for ''[Anti-Vehicle 4+]'', otherwise they're both almost identical and carry meltas. ====Dedicated Transports==== *'''Drop Pod:''' Transport 10, but ''can't'' transport Jump Pack, Wulfen, Centurion, Gravis, or Terminator models. Whatever you load it with can deep strike at any point in the first four turns without any issues, and once it does arrive the marines can walk out and it turns into a flimsy emplacement. **10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can't take any characters. Other units have to wager the value of that character over more models. One of the best uses of a Drop Pod is taking big guns to pile out of it and unload, since you have other ways to deliver melee in a hurry (like a Land Raider). *'''Land Speeder Storm:''' This 6-scout transport has '''Firing Deck 6''' ''and'' '''Assault Ramp''' like a Land Raider (it isn't called that because GW is bad at rules, but it has the same definition of letting the disembarking unit charge even if it disembarked after their ride moved). *'''Impulsor:''' Remember when GW told you you didn't have Primaris-only transports anymore? Yeah, they lied - you need to wear {{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}} to board this thing, which is a real shame, because ''all 6 people on board can shoot out of it''. You should already be reaching for Hellblasters so you can shoot, kill off your ride, disembark, and then shoot again, potentially dying and shooting a third time. Also has '''Assault Vehicle''', which lets embarked models disembark after this model Advances - they count as having made a Normal Move and can't charge. *'''Razorback:''' The second part of that desegregation lie. It can only carry six models lacking any Primaris keywords on top of the other stuff. Since you can't squad out Tacticals, this leaves these to be accompanied by a good number of other units from veterans to Assault Marines and Devastators. While you can slap on a storm bolter or hunter-killer, your main priority should always be on the main guns - the twin assault cannon gives ''Devastating Wounds'' to gut any TEQs while the twin lascannon gives an answer to enemy vehicles. Even better, one target they shoot at gets marked so the squad that disembarks can re-roll to wound them when they shoot on their own. *'''Rhino:''' The third part of that desegregation lie. This reliable guy can't take any explicitly Primaris units on top of the other usual suspects. With Tacticals being trapped to 10 models, you are pretty much compelled to take one to accompany them if you aren't taking a Drop Pod - ''Firing Deck 2'' pretty much screams "Use the special weapons!" with no irony. It's a pretty light tank at T9 W10, but it's capable of repairing a wound during your Command phase. *'''Terrax-Pattern Termite<sup>HH Legends:</sup>''' An inverse drop pod, this is your only deep-striking carrier, capable of fitting 12 firstborn marines in basic armor and nothing else. While it's not as mobile as a Rhino, it's got effective sponsons (combi-bolters, heavy flamers or twin volkite chargers) on top of the Melta Cutter to chop through light tanks. If you need to destroy anything bigger, you'd need to get into melee for the drill to rip them apart. ===Fortifications=== *'''Hammerfall Bunker:''' T12, 2+ save and 14 W, the Hammerfall bunker went out of stock soon after the Index dropped, [[Games Workshop|because why not pump up the rules of underselling models]]? Still fundamentally not a bunker, as you can't embark anyone inside it, but you ''can'' use it as cover if it obstructs your opponent's LOS. **A change from last ed is that its Heavy bolter/flamer array now makes either 6 or 2d6 shots at models that end their move within range, but can only do so up to 4 times instead of last ed's "all targets within range" *'''Tarantula Sentry Battery<sup>HH Legends</sup>:''' For whatever reason, these turrets also cannot arrive anywhere outside of your DZ, though your equipped heavy bolters/lascannons are less concerned about the range depending on table size. Fortunately, they can also Fire Overwatch on their basic BS of 4+, giving you a decent bit of protection if you piss them off enough.
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