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===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>
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