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==Chapter Unit Analysis== ===[[Dark Angels]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]''In the grim darkness of the far future, there is no forgiveness''. Thematically, the Dark Angels are a stoic and reclusive chapter, with specialist knightly orders furthering their hidden agendas. Resolute almost to the point of stubborness, they will stand their ground against all odds. Constantly on the hunt for their hated enemies though, they are known to abandon anything (even their own allies) in their relentless pursuit. On the tabletop, these guys are like three armies as one, being able to call on the pursuit specialists of the Ravenwing, or the intractable killers of the Deathwing to complement your stoic core of green marines being reinforced by special characters. Especially with [[Lion El'Jonson|Dad]] finally having a decent profile. <div class="mw-collapsible-content"> ====Characters==== *'''Deathwing Strikemaster:''' Essentially a Lieutenant in terminator armor. Gives his squad ''Lethal Hits'' as well as gaining a personal buff of +1 to hit and wound enemies below half-strength. Naturally, he can attach to any squad already led by a captain, and that can make them very threatening. **While he can't grab any guns aside from his storm bolter, the entire list of melee weapons remains free to use, including a Mace of Absolution from the Deathwing Knights. *'''Ravenwing Talonmaster:''' A souped-up Land Speeder with a ''Twin-Linked'' heavy bolter and assault cannon as well as the pilot's own power weapon. He's here to compensate for the lack of any biker Lieutenant, and thus he has a 6" bubble giving all friendly {{W40Kkeyword|mounted}} and {{W40Kkeyword|fly vehicle}} units ''Ignores Cover'' while a smaller 3" bubble gives him ''Lone Operative'' so he has some protection. Once per turn when an enemy moves within 9" of him, he can immediately move 6", giving him a bit of a tactical scoot wherever you need him. =====Epic Heroes===== *'''[[Azrael]]:''' *'''[[Asmodai]]:''' *'''[[Belial]]:''' *'''[[Ezekiel]]:''' *'''[[Lazarus]]:''' *'''[[Lion El'Jonson]]:''' A foregone conclusion since he was revealed at the end of the last edition. Like Roboute, he does have the ability to hide behind regular marines despite being too big to join them. However, Lion's a lot more fighty, always getting ''Fights First'' so he can chop things up with Fealty. This gem's still rather powerful to handle most monsters with its Strike profile, but S12 will see it run into walls when facing tanks if you don't proc ''Lethal Hits''. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor's Shield provides more than a bit of extra protection, as he's got a monstrous 2+/3++ save with the shield providing damage reduction and the ability to deal a mortal wound to an attacker if he rolls a natural 6 on a save in melee. **As with his brother, Lion also gets Primarch of the First, his choice between one of three different auras he can emit each turn. All Secrets Revealed is a trap that forces enemies within 12" that use a stratagem to make a battleshock test or else waste the CP spent and give you a CP in return. Martial Exemplar lets friendly units within 6" add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6" a 4+ FNP against mortal wounds. *'''[[Sammael]]:''' ====Infantry==== *'''Deathwing Command Squad:''' With a lot of the special rules being relegated to the various detachments, the Deathwing seem to be little more than glorified Terminators. Fortunately, the Command Squad remains a very reliable retinue for any Terminator heroes, as you have a Narthecium to resurrect 1 dead non-{{W40Kkeyword|character}} model per turn and an Ancient to improve the squad's OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with ''Precision'' to nail any rival characters without needing your attached leader to intervene as well as a +1 to charge and advance rolls. Keeping him alive also makes the Heroic Intervention strat free. *'''Deathwing Knights:''' The melee-obsessed termies. While they don't get the Deathwing rule for constant WS 3+, any damage they take is reduced by 1 to make them an excellent retinue for any Termie captains. Each man takes a Mace of Absolution to make them high-powered can openers while their sergeant gets a Flail of the Unforgiven, its dip in damage offset by a higher AP on top of ''Sustained Hits 1'' and ''Devastating Wounds''. **This is also where you get the rules for the Watchers in the Dark, which every other DW squad can equip despite lacking rules for them. As this is the edition that removed psychic powers, you're instead given a single-use 4+ FNP against mortal wounds. Not all psychic powers, some of which might have a high enough AP to cut through their 2+ save, just the ones that deal MWs. *'''Deathwing Terminator Squad:''' Pretty much equivalent to any other Terminator squad with the exception of being able to equip any member with twin claws or hammer+shield if you need some extra melee support in your squad. Aside from the basic weapons given to terminators, you get to add a Plasma Cannon for a high-powered bombardment weapon with ''Blast'' if you just want anti-MEQ explosives. No-one in the unit can take a Power Weapon, but their datasheet lists its rules anyway just to confuse you; for even more needless headaches, you can take a Watcher in the Dark as wargear, but its rules are on the {{W40Kkeyword|deathwing knights}} datasheet instead, so you can't tell at a glance how your unit works. ====Mounted==== *'''Ravenwing Black Knights:''' Specialized bikers with a 5++ save, Plasma Talons for anti-MEQ firepower and special combat weapons (aka the old Corvus Hammers), capable of getting either ''Anti-Infantry 4+'' or ''Anti-Vehicle 4+'' each turn so you can always get the edge on the enemy. The grenade launchers are helpful for when you need to do crowd control. *'''Ravenwing Command Squad:''' Black Knights equipped with all the trappings of a command squad - A banner for bonus OC, a narthecium to raise dead bikes, and a champion with a special power weapon that can add +1 to advance and charge rolls and gives free Heroic Intervention. ====Vehicles==== *'''Ravenwing Darkshroud:''' A bigger land speeder with either a heavy bolter or assault cannon. However, the real draw is their 6" bubble of ''Stealth'' and cover, somethingthat you'll absolutely want to hide your troops behind. *'''Ravenwing Land Speeder Vengeance:''' =====Aircraft===== *'''Nephilim Jetfighter:''' *'''Ravenwing Dark Talon:''' </div> </div> ===[[White Scars]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text. <div class="mw-collapsible-content"> ====Epic Heroes==== *'''[[Kor'sarro Khan]]:''' While he still can't ride a bike, he can help his squad move as fast as possible by giving all guns ''Assault'' (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons ''Lance'' for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing ''Lethal Hits'' on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has ''Precision'' and any characters he kills gives him a free CP. </div> </div> ===[[Space Wolves]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators. Thematically, these guys are <s>fucking furries</s> a bunch of football hooligans <s>angry space Vikings</s> who <s>can't read</s> have no respect for anything other than their own strength and culture rather than any book. Their way of organisation is rather unorthodox but no less effective.<br> On the tabletop, these guys focus on the assault. You want to get in close, and start checking off sagas from your Champions of Russ detachment (unless you just go with Gladius). <div class="mw-collapsible-content"> ====Characters==== *'''Cyberwolf:''' A wolf with metal bitz on them is somehow special enough to be a character. Attaching him to other wolves grants the squad ''Scouts 6"'' while he gets +1 to hit and wound an enemy below half-strength. *'''Iron Priest:''' The wolfy Techmarine. While he's otherwise identical in terms of rules, he does have special armaments that are stuck onto him: a high-powered Tempest Hammer good for pasting TEQ and a Helfrost Pistol that can either be a puny hand flamer or something on-par with a weaker plasma pistol with high AP and Damage. *'''Wolf Lord on Thunderwolf:''' Your equivalent to the Captain. His giant wolf provides the same movement, Toughness and OC boosts as a bike, but instead of a twin bolter he now has some supporting attacks in melee. He now provides his attached squad of Thunderwolves a +1 to advance and charge rolls as if he were a company champion. *'''Wolf Guard Battle Leader:''' Your equivalent to the Lieutenant. <tabs> <tab name="Terminator"> Also grants his lord a 4+++, which makes him quite handy for blocking out snipers. While he can only grab a combi-weapon for an alternative gun, his melee weapon choices remain quite wide, including being able to dual-wield power weapons. </tab> <tab name="Thunderwolf"> Provides his unit a single-use ability to move d6" after getting shot, which at the very least gets them within charging range. Of course, he gets the wide list of melee weapons for use on top of the supporting bites from his pet wolf. </tab> </tabs> *'''Wolf Guard Pack Leader:''' Replacing the old option to upgrade Blood Claws/Grey Hunters/Long Fangs, these guys only grant a single-use re-roll of a battle-shock test and nothing more. Well, he's able to join any units already joined by another character, making something of disposable fodder for characters, forcing enemies in melee to pick between either fighting the big guy with all the buffs or this separate but equally annoying wolf. **Comes in standard, jump pack, and terminator varieties, but their armaments are pretty much identical to the captain's except for the terminator, which lets you take a cyclone missile launcher, combi-weapon, and thunder hammer so you can properly support a Long Fangs unit with additional dakka. =====Epic Heroes===== *'''[[Logan Grimnar]]:''' **'''Stormbringer:''' *'''[[Arjac Rockfist]]:''' *'''[[Bjorn the Fell-Handed]]:''' M8" T9 Sv2+ W8 Ld6+ OC3, halves incoming damage. This glorious bastard is simultaneously your best bet at achieving Saga of the Bear (and you can recover from having done it with a Techmarine or Iron Priest) and Saga of the Beastslayer, since he's inherently exposed, durable, and has very good gun choices. If you're going to field Space Wolves in their detachment, you should consider him an auto-include. He has an array of gun choices, most of which you'll never make, so here's the short list of tempting ones. **Multi-melta: Better than the Twin Lascannon at achieving Saga of the Beastslayer, but requires you to get close to your target to make that happen. If you have a credible plan for getting close, this is your best bet. **Plasma Cannon: Ideal A*BS*D in Hazardous mode, ''plus'' you can use Hazardous to attempt Saga of the Bear on your own terms. Not the ''best'' at Saga of the Beastslayer, but has perfectly adequate range. **Twin Lascannon: Has the range and offensive oomph to really let you go for Saga of the Beastslayer on your own terms, as soon as you've rendered something wounded enough to probably die in one shot. If you're scared of the Plasma Cannon's Hazardous mode, this is your best bet for sitting back at range. *'''[[Canis Wolfborn]]:''' *'''[[Harald Deathwolf]]:''' *'''[[Krom Dragongaze]]:''' *'''[[Lukas the Trickster]]:''' *'''[[Murderfang]]:''' *'''[[Njal Stormcaller]]:''' *'''[[Ragnar Blackmane]]:''' *'''[[Ulrik the Slayer]]:''' ====Battleline==== *'''Blood Claws:''' Angry assault marines, gaining +1 to Strength and Attacks when they charge. Uniquely capable of taking some special weapons that even the codex ones can't like the grav-guns and plasma. That said, they need the supporting characters because their chainswords don't get any of the tricks that get given to standard assault marines. *'''Grey Hunters:''' The grizzled old guys of the chapter. They're Tactical Marines without the option for heavy guns. That's really all you need and they're always able to remain mobile - especially since they can ride around in a Razorback. ====Infantry==== *'''Hounds of Morkai:''' Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get ''Devastating Wounds'', ''Precision'' and ''Anti-Psyker 4+'' so you know just who to throw these bastards to. On top of that, they can target one enemy within 12" during the shooting phase (upped to 18" if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they're a psyker. If they fail, the unit isn't only battle-shocked but now take a -1 to hit with any ''Psychic'' weapons they use. *'''Long Fangs:''' RAW unplayable, as RAW they aren't {{W40Kkeyword|adeptus astartes}}, but ''hopefully'' no opponent will be a stickler for that. Significantly better than baseline Devastatator Squads: not only can you take a Wolf Guard Pack Leader in Terminator Armor for a pair of additional missile launchers, but instead of gaining '''Ignores Cover''' from Remaining Stationary, you gain re-rolling 1 to hit, which is ''better''. *'''Skyclaws:''' Give the Blood Claws jump packs but no longer gives them the {{W40kKeyword|Battleline}} keyword. Otherwise remain just as inclined to charge, but they sadly don't get the ability to deal mortal wounds on the charge. *'''Wolf Guard:''' Absolute trash. If you're in a Gladius detachment so you're not forced to drop the good stuff, just take a real Command Squad. *'''Wolf Guard Terminators:''' Combination regular/assault terminators. *'''Wolf Scouts:''' Veterans as scouts, and they have the firepower to show. On top of the missile launchers and heavy bolters, they can also grab special guns if the bolter and shotgun don't cut it for them. Their sergeant, meanwhile, has a lot of fancy tools to employ both in melee and at range. *'''Wulfen:''' ====Beasts==== *'''Fenrisian Wolves:''' ====Mounted==== *'''Thunderwolf Cavalry:''' This unit isn't good at murdering anything, especially since you'll always swap their pistols out for storm shields. What they're good at is mobility and durability, meaning they're good escorts for a leader. Leader options are: **'''Logan Grimnar on Stormrider''' (1/battle your whole army can re-roll charges and melee hit rolls) **'''Canis Wolfborn''' (Led unit has '''Sustained Hits 1''', but that's putting lipstick on a pig) **'''Harald Deathwolf''' ('''Devastating Wounds'' on the wolves' jaws only, ugh) **'''Wolf Lord on Thunderwolf''' (+1 to Advance and Charge rolls and 1/round free strat, now we're getting somewhere) ***'''Wolf Guard Battle Leader''' ('''Lethal Hits''' and 1/battle move 1d6" after being shot, and can stack with a Wolf Lord, Harald, or Logan) ====Vehicles==== *'''Space Wolves Venerable Dreadnought:''' *'''Wulfen Dreadnought:''' =====Aircraft===== *'''Stormfang Gunship:''' *'''Stormwolf:''' </div> </div> ===[[Imperial Fists]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text. <div class="mw-collapsible-content"> ====Epic Heroes==== *'''[[Darnath Lysander]]:''' The world's angriest terminator remains ever-obstinate. On top of being an angry man with a super-hammer and shield, he has a single-use ability to make his save a 2+/2++ for a turn, making him nigh-unkillable. On top of that, if he's leading a unit of terminators, the enemy has to take -1 to wound if their weapon's Strength beats the Terminator's Toughness - It doesn't matter how strong those meltas and lascannons are, they're still taking that reduction. *'''[[Tor Garadon]]:''' A Gravis Captain with the unique loadout of Grav-gun and super Power Fist at S12 AP-2 D2 that can reduce anything it sees to scrap - and that's before adding his own special benefits that add +2 to Strength, AP and Damage when used against any {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}} or {{W40kKeyword|Fortification}}. Fortunately, any Gravis unit he joins (Aggressors, Eradicators, Heavy Intercessors) can get some benefit by getting ''Lethal Hits'' and ''Ignores Cover'', benefiting anything that isn't flamer Aggressors. *'''[[Pedro Kantor]]:''' Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn't really offer a whole lot to any squad he provides. Rather than the stuff a Captain would normally get, he instead gives the unit +1 to hit if they're missing models and +1 to wound if they're below half-strength. Simply put, this doesn't cut it. He has a single-use ability to give every weapon in his unit +1 attack on any Command phase, which has its uses, but it's at the cost of being able to use a free stratagem any turn. </div> </div> ===[[Blood Angels]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Blood Angels Pauldron.jpeg|100px|left|]]''In the grim darkness of the far future, there is always a risk of becoming blinded by rage''. <br> Thematically, these guys are a bunch of poncy space vampires who constantly battle their own genetic curses. These curses turn out to be their greatest strengths, as they become genuine monsters made to [[Rip and Tear]].<br> On the tabletop, these guys go pretty deep for both melee and speed with your unique units mostly focusing on jump packs or being Death Company.<br> <div class="mw-collapsible-content"> ====Characters==== *'''Sanguinary Priest:''' An apothecary with a chainsword. Rather than resurrecting the dead, he grants a 5+++ FNP to whoever he leads and improves the AP of their melee weapons by 1. Fortunately, he can join a squad already led by a captain, chapter master, or lieutenant, allowing some welcome protection and melee support for everyone. He joins the "standard" set of firstborn squads with Command Squads replaced by Devastator Squads to avoid letting you (thematically speaking) double up on apothecaries in 1 unit: Assault, Devastator, Tactical, or Vanguard Squad. **'''with Jump Pack:''' Because it'd be weird if you couldn't buy one for him. Changes what he can lead to the standard Jump Pack set (assault Squads with Jump Packs and Vanguard Veteran Squads with Jump Packs). =====Epic Heroes===== *'''[[Astorath]] the Grim:''' A jump pack chaplain with a very ferocious axe who can only join jump pack DC. Any pack he leads gets the chance to fight before dying and any charges they make give their weapons ''Devastating Wounds''. *'''[[Luis Dante|Lord Commander Dante]]:''' *'''Brother [[Corbulo]]:''' A special Sanguinary Priest, the only differentiating factor being that his chainsword has +1 Strength and ''Sustained Hits 1'' *'''[[Erasmus Tycho|Captain Tycho]]:''' *'''[[Erasmus Tycho|Tycho the Lost]]:''' *'''[[Lemartes]]:''' A Chaplain on a jump pack who can only pick up jump pack DC. Alongside the 6+ FNP symbolic of the Death Company, he also grants them ''Lethal Hits'' on melee, something his unique Crozius already enjoys. *'''[[Mephiston]]:''' *'''The [[Sanguinor]]:''' *'''[[Gabriel Seth]]:''' Though he's Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can't interact with any other BA Epic Heroes. While he's no stronger than the basic firstborn captain, he is very mobile by letting an attached unit (a Tac Squad, Assault Squad, Command Squad or Vanguard Vets) charge after advancing. He's also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with ''Sustained Hits 1'' as well as an extra attack for every 5 enemy models within 6" of him. Put him in front of a mob of gaunts or boyz, and he'll cleave through them like nothing. ====Infantry==== *'''Death Company Intercessors:''' Intercessors with 6+ FNP. That said, they can only be led by a Primaris Chaplain. If you don't at least have a Chaplain within 12" of them, then these guys lose their OC1 and can never fall back, making them useful only as a kamikaze unit. Fortunately nothing forces you to pick either the bolt rifle or chainsword loadouts, as you get a free use of either Heroic Intervention or Fire Overwatch each turn - provided you didn't use it before. *'''Death Company Marines:''' The original Death Company. This gives you more freedom to pick how many of your models can go either melee or ranged, and the melee ones can freely pick whether or not they pick up power weapons and thunder hammers. While they lack free stratagems, they do gain ''Sustained Hits 1'' if they lose models and ''Sustained Hits 2'' if they're below half-strength. **'''Jump Packs:''' Re-rolling to charge at least makes them far more likely to reach combat - it's the only place they're meant to go. Sadly, they don't gain anything to make charges more deadly and the jump Chaplain's power only gives you smashes during the fight. *'''Sanguinary Guard:''' The jump pack answer to the Command Squad. Maybe they don't have an apothecary on hand, but having one as a retinue in place of jump pack Assault marines makes enemies take -1 to hit (natively) and -1 to wound (as a retinue). ====Vehicles==== *'''Baal Predator:''' Can re-roll advance rolls (so average 4.25", not average 3.5") and all ranged weapons gain '''Assault''' when the model advances (which is functionally the same as always having it) but can only target {{W40Kkeyword|infantry}} units when they shoot, which is extremely crippling. The default loadout is just a Razorback but worse since it's not a transport, but you can take sponson weapons (2 heavy flamers or bolters) and more importantly swap out the turret TAC for a Baal Flamestorm Cannon: 18: Ad6+3 BS '''Torrent''' S6 AP-2 ('''Ignores Cover''') D2. Good news: the BFC is better than a TAC against nearly everything. Bad news: the heavy flamers are generally inferior to heavy bolters, and unlike a real Predator, you can't take lascannon sponsons; more importantly, the BFC has fundamentally similar performance to a Predator Destructor's Predator Autocannon against the majority of targets (remember, at BFC range, the autocannon fires 8 shots) at inferior range. tl;dr '''Never take this, a Predator Destructor does the same job better.''' =====Walkers===== *'''Death Company Dreadnought:''' The Furioso Fists have 1 AP over the classic dreadfist, making them a bit better on tanks even before accounting for all the MWs you deal before fighting in melee. If you go fisting, take a Magna-Grapple to make things easier on yourself - You want to be fighting {{W40kKeyword|Monsters}} and {{W40kKeyword|Vehicles}}, so a +2 on charge rolls is vital at the cost of the {{W40kKeyword|Smoke}} keyword. Taking the Blood Talons is only worth it for fighting infantry mobs. A helpful ability this dread gets is the ability to fight back if anyone tries to attack at any range. **The underslung guns on your fists will offer some support, but you're going to be pressed for choices. Just by default, you only get a storm bolter on one fist while the other fist comes with an odd melta. The only alternatives you get for both are heavy flamers. *'''Furioso Dreadnought:''' Comes with a Frag Cannon so you have a better gun to blow apart hordes at close range. That said, you can still go double-fisting if you want - after all, you're getting ''[Twin-Linked]'' for going full melee. Just beware that you lack the DC 6+ FNP. *'''Librarian Dreadnought:''' A Furioso Dread with one fist and a force halberd for a supporting attack - While a lot less powerful than the fist, it's capable of a lot more damage. If you want real psychic power, it has the Blood Lance power for a single shot that can ram through lighter tanks. **The Librarian Dread comes with two psychic buffs that make it better for support. One is a 6" bubble that gives everyone a 5+ FNP against mortal wounds and psychic powers, the other is a risky power that lets you redeploy one {{W40kKeyword|Infantry}} squad within 12" anywhere on the board. </div> </div> ===[[Iron Hands]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text. <div class="mw-collapsible-content"> ====Epic Heroes==== *'''[[Malkaan Feirros|Iron Father Feirros]]:''' A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn't get angrier if a tank dies near him, he can instead give his squad (only being Eradicators, Aggressors or Heavy Intercessors due to his Gravis Armour, but can't attach any servitors for some reason) a 5+ FNP save. For the Heavy Intercessors, this is wild since they now have something that can be used to ignore any hits they suffer, regardless of whether or not they can reduce the attack's AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs. **Much as with the Techmarine above, he can be used to make a firebase unit. Attach him to a full squad of Heavy Intercessors and park them and a Ballistus Dreadnought on a backfield objective, Feirros will keep the latter in operation while the former gain 5+ FNP and along with Ferros' Forge Bolter can dump 16 Heavy Bolt Rifle and 9 Heavy Bolter shots on the enemy. All sans 6 of the Heavy Bolter shots are at BS 2+ (unlike the regular Techmarine build, [[Derp|apparently Servitors are better shots with their Heavy Bolters than actual Marines as they have 3+ BS when a Techmarine is with them]]), so you'll only get 5 dead marines vs the 7.5 of the Techmarine build. Overall, this means you should probably use him for a choppy sort of build, as below. **Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he'll keep the Dreadnought at full wounds and buffed, while his Aggressors soak enemy fire and clear out any chaff between the Dreadnought and its <s>victim</s> target. </div> </div> ===[[Ultramarines]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day. [https://en.wikipedia.org/wiki/Primus_inter_pares First among equals], the Ultramarines set the standard for everyone else, and are paragons of strategy. Appropriate, since their Primarch wrote the Codex Astartes. On the tabletop, said primarch helps with giving you an extra usage of Oath of Moment. Even with only one character shown? People are already upset about your unique units. (And that's before we get to the rest of the special snowflakes) <div class="mw-collapsible-content"> ====Epic Heroes==== *'''[[Marneus Calgar]]:''' Now is attached to his Victrix Guard, providing a 4+ FNP while they're alive and two souped-up power swords to complement his own ''Twin-Linked'' power fists with heavy pistols strapped onto them. He provides 1 CP for every turn he's alive, but more importantly, he can attach to a very wide set of units despite being a giant guy in Gravis Armour - This works in his favor since he can let any unit he joins shoot and charge after advancing or falling back. Excellent for keeping his squad at their absolute best at every opportunity. *'''[[Cato Sicarius|Captain Sicarius]]:''' One of the very few plasma pistols that never worries about overheating. He can give any squad he joins ''Assault'' on their guns and ''Scouts 6"'', which feels a bit redundant on the Vanguard Vets (if they can't stack, that is). He also has the ability to move 6" if any enemies move within 9" of them so they can close in for the assault. *'''[[Ortan Cassius|Chaplain Cassius]]:''' Comes with a slightly stronger Crozius and a combi-weapon with ''Torrent'' and ''Ignores Cover'' being the only thing to remind us that it's meant to be a combi-flamer. While he doesn't give +1 to wound like typical Chaplains, he does provide a squad ''Devastating Wounds''. He also gives his squad the chance to make one attack after dying in melee on a 4+. *'''[[Varro Tigurius|Chief Librarian Tigurius]]:''' His psychic hood not only grants a 4+ FNP against psychic weapons, but also against any mortal wounds - whether psychic or mundane. He also has the far more powerful perk of making enemies suffer -1 to hit his unit while also granting a single free use of either Counter-Offensive, Fire Overwatch, Go to Ground or Heroic Intervention. *'''[[Antaro Chronus|Sergeant Chronus]]:''' Remains someone meant to pilot tanks, as he starts out commanding any Land Raider, Predator or Rhino-based battletank. The lucky tank not only gets a 2+ BS across all their guns (though it's uncertain if it accounts for any damage tracks the tank might have), but they can re-roll one wound roll each turn, making whatever he hits a big threat. That said, the servo-arm is now even more token since he can't even repair the tank he's riding. *'''[[Torias Telion|Sergeant Telion]]:''' The major force multiplier for scouts, as he's not only giving them +1 OC but also +1 to hit and your choice of either ''Lethal Hits'', ''Precision'' or ''Sustained Hits 1'' each turn. While this applies to all weapons, he's probably best at home at range, as his special bolter is pretty much a sniper. *'''[[Uriel Ventris]]:''' Grants one squad of {{W40kKeyword|Infantry}} the ability to deep-strike (Note: it doesn't have to be the squad he joined), but more importantly he can let you re-use stratagems, though you still need to spend CP for it - in exchange he can use strats even though the squad's battle-shocked. He's got a pretty basic loadout, with his power sword gaining ''Sustained Hits 1'' while touting a bolt rifle. *'''[[Roboute Guilliman]]:''' The Avenging Son has received an extra wound and can come back from the dead on a 3+ (with 6 wounds) the first time he's defeated. While he can't join units, he gains Lone Operative any time he's within 3" of any Space Marines infantry units to compensate. (Sadly, he still can't take transports because he's not {{W40kKeyword|infantry}}.) His shooting is roughly the same since while the Hand of Dominion is only ''Rapid Fire 2'' now, it compensates with AP-2. In melee, he's as dangerous as ever, with the Emperor's Sword granting 14 S8 AP-3 D2 attacks with ''Devastating Wounds'' and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with ''Lethal Hits''. Finally, Adept of the Codex lets him choose one of three buffs at the start of the Command Phase, which will last until the next Command Phase: **''Primarch of the XIIIth:'' Friendly units within 6" gain +1 to OC and can re-roll Leadership and Battle-Shock tests. **''Master of Battle:'' After picking the target for Oath of Moment, select a second enemy unit. If the first target dies, your army receives the re-roll bonuses that Oath of Moment provides against the second target. **''Supreme Strategist:'' A friendly Space Marine unit within 12" can be targeted with a Stratagem for free, even if the Stratagem you're targeting it with has already been used that Command Phase. ====Infantry==== *'''Tyrannic War Veterans:''' 5 Tacticals with ''Anti-Tyranids 4+'' and ''Devastating Wounds'' against Tyranids, so they have everything they'll need to rip through smaller nids. That said, this is all they can do since they can't equip anything else and can't be attached to anyone but Cassius. </div> </div> ===[[Salamanders]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text. <div class="mw-collapsible-content"> ====Epic Heroes==== *'''[[Adrax Agatone]]:''' *'''[[Vulkan He'Stan]]:''' </div> </div> ===[[Raven Guard]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text. <div class="mw-collapsible-content"> ====Epic Heroes==== *'''[[Kayvaan Shrike]]:''' An absolute sneak, complete with ''Stealth'' and ''Lone Operative'' so he has protection without anyone around him with the added bonus of being able to fly into reserves if he needs to, and while he can join an Assault squad or Vanguard Vets for additional jump pack shenanigans, he can let them enjoy the benefits of ''Lone Operative'' if he's in charge of them. **Losing the {{W40kKeyword|Phobos}} keyword pretty much acts as an unequivocal win for Shrike, since none of those units could ever fly around at his speed. Getting his retinue the ability to fly with him lets him easily get past any retinue and put his claws to work ripping through enemy characters with ''Precision''. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined. </div> </div> ===[[Black Templars]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Black_Templars_Livery.png|100px|left|]]''In the grim darkness of the far future, there will be only war.'' <br>Actual quote by Sigismund, he called it first. The Great Crusade never ended for these guys. Not confined to a sector like other chapters, the Black Templars fight the enemies of mankind wherever they are. On the tabletop, we've only seen Sword Brethren so far. But with how they look? It's a good time to be on a crusade. <div class="mw-collapsible-content"> ====Characters==== *'''Castellan:''' A very zealous Primaris Lieutenant with restrictions on what he can lead and worse weapon choices, a complete waste of your time. *'''Marshal:''' A very zealous Primaris Captain with restrictions on what he can lead and worse weapon choices, a complete waste of your time. =====Epic Heroes===== *'''High Marshal [[Helbrecht]]:''' *'''[[Grimaldus|High Chaplain Grimaldus]]:''' *'''The [[Emperor's Champion]]:''' ====Battleline==== *'''Crusader Squad:''' A band of zealous Firstborn with chainswords that can re-roll advances and charges. *'''Primaris Crusader Squad:''' A band of zealous Primarines with chainswords that can re-roll advances and charges. *'''Primaris Sword Brethren:''' A band of zealous Primarines with chainswords and power weapons aplenty. Helping them out is Vow-sworn Bladesmen, which lets them add +1 to either attacks or damage for their melee weapons each Fight phase, which means a lot when combined with detachment vows. Will this also apply to the leader? Will we see 12 D2 attacks from Helbrecht? ====Vehicles==== So you saw that the Primaris Vehicles were all blocked for some reason, didn't you? Here's why - the crusade has their own versions! All boils down to replacing the Ironhail heavy stubber slot with a multi-melta, giving your Primaris vehicles extra punch against everything. *'''Black Templars Gladiator Lancer:''' *'''Black Templars Gladiator Reaper:''' *'''Black Templars Gladiator Valiant:''' *'''Black Templars Impulsor:''' *'''Black Templars Repulsor:''' *'''Black Templars Repulsor Executioner:''' </div> </div> ===[[Deathwatch]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end. Peerless xenos hunters, the Deathwatch is the space marine MIB. Veterans drawn from across every chapter, they are geared to combat the alien menace even more so than their by-comparison-ordinary fellow superhumans, using [https://en.wikipedia.org/wiki/SWAT Specialized Weapons And Tactics] seen nowhere else. A rather weird army that runs against the grain of the typical chapter. That said, they have plenty of the units that combine different sorts of units to provide all the firepower without needing to buy the individual models. <div class="mw-collapsible-content"> ====Army Rules==== *'''Kill Teams:''' The necessary rules needed to accommodate the various types of models combined into a kill team, as indicated by the keyword. Models with {{W40kKeyword|Terminator}}, {{W40kKeyword|Jump Pack}}, or {{W40kKeyword|Mounted}} can still enter transports that would traditionally would've refused them, though each of those models take up 2 slots. Those latter two keywords also still count as {{W40kKeyword|Infantry}} for the sake of terrain. And when the unit is being attacked, you use majority T, breaking ties in favor of highest T. ====Characters==== *'''Watch Master:''' Your substitute for a captain, armed with what's essentially a bolter with a beefy S6 AP-2 D3 power weapon with ''Lance''. While he doesn't give free stratagems, he has a one-use ability to make a strat the enemy uses permanently cost 1 CP more and he can let any DW Vets or Proteus Team (the only ones he can accompany) shoot and charge after advancing or falling back. **Is he worth taking over a captain? If you're not looking at any stratagems as your game-changers and just want someone to smack things alongside your exclusive teams; also, if you already ''have'' a captain, Watch Masters have no 1/army restrictions on their abilities like a normal captain's Rites of Battle does. Otherwise it'd be foolish to pass up free strats. =====Epic Heroes===== *'''Watch Captain Artemis:''' A captain with a power sword and a combi-flamer we can only identify as such because it has ''Ignores Cover'' and ''Torrent''. On top of a tanky 3+/4++/6+++, he can come back from the dead on a 2+, giving him a precious lone wound to fight on. Why would you take him? Well, he's like Uriel Ventris in that he can let a squad he leads use a stratagem that was already used. True, it's still using a CP, but it's a useful resource. *'''Kill Team Cassius:''' When a younger Cassius learned the finer arts of xenocide with a band of friends. He leads 8 veterans of varying loadouts, a biker, and a terminator, granting them all ''Devastating Wounds'' while he's still alive. Meanwhile, the entire squad gets to re-roll battle-shock and Leadership checks. Truth be told, the grand consolidation of combi-weapons works somewhat in their favor, as they're now mostly dedicated to being anti-infantry, though it's still split between melee and ranged. Also troubling is how only two members (Cassius and the Terminator) get any invulnerable saves while only the Librarian gives a 4+++ against psychic attacks. **The Veterans all have unique loadouts per member: Vael Donatus (Bolter+CCW), Zadeon Gydrael (LV Melee+Ranged), Rodricus Grytt (Frag Cannon), Antor Delassio (LV Ranged+Melee+Jump Pack), Edryc Sedorax (Twin Claws+Jump Pack), Jensus Natorian (Librarian hood+Force Weapon+Psychic Cleanse for something more rapid-fire without the overload), Drenn Redblade (Bolter+LV Melee), Ennox Sorlock (LV Ranged+CCW). Alongside them is Jetek Suberei (Biker w/ LV Melee) and Garran Barantar (Terminator w/ Heavy Flamer+Fist+LV Ranged) ====Battleline==== *'''Deathwatch Veterans:''' Your elite alien hunters. They still have plenty of firepower to use and Death to the Alien lets them re-roll 1s to hit, improving to re-rolling all hits against units without the {{W40kKeyword|Imperium}} or {{W40kKeyword|Chaos}} keywords (confirming that the dwarves are considered to be xenos by the Imperium), which is ideal when you want to fish for critical hits if you have '''Lethal Hits''' turned on. **Many of your loadout options will turn you into a Proteus Kill Team, Vanguard Veteran Squad, or especially Sternguard Veteran Squad But Worse. Consider very carefully before reaching for this unit; you need a specific plan. For example, a squad of 5 of them with combi-weapons can legally ride a Razorback since they're firstborn, which lets you use the Razorback's re-rolls to wound to help out your '''Devastating Wounds'''. ====Infantry==== *'''Deathwatch Terminator Squad:''' Essentially Assault Terminators who can still pick the special guns. While the Homing Beacon stays, they get the slightly less helpful Terminatus Assault from the Assault Termies, forcing enemies they charge to test for battle-shock. Uniquely, any unit with special guns can still pick up a chainfist or power weapon, but the power fist remains better. If you need more melee power, you can still give anyone twin claws or the hammer+shield. =====Kill Teams===== These teams will always count as {{W40kKeyword|Infantry}} despite potentially carrying bikes or terminators who might throw things off. Hell, you can even fit them in transports, though it'll take a bit of more room to fit them in. *'''Proteus Kill Team:''' The firstborn team, granting +1 to hit when they attack enemies at or above half-strength. Probably the most diverse squad out there, as it lets you pick out various troops, including Terminators and Bikers. **The base vets work just like Deathwatch Veterans, with two nerfs: no sergeant to pick up a Xenophase Blade or force his bolter to be a combi-weapon, and the heavy gunner dudes can't pick up missile launchers. We'll get to the Terminators in a second, but for your 5 base dudes, at least 3 of them have 1 real job: getting shot first to ensure the unit stays at T5. That means you want 3 of them to have an invuln shield, and since base bolters are functionally useless, go ahead and give them power swords ("LV melee weapons"). ***No melee loadout you can take on a base dude can remotely compare to a Terminator with a Terminator Thunder Hammer, which is why we already forced 3 dudes to carry a shield. However, your remaining 2 base dudes ''can'' carry guns worth a damn, so you have a choice there: 2 more shieldbearers for more ablative wounds for the Termis on top of some anti-MEQ melee, or 2 Infernus Heavy Bolters so you can always choose between a Heavy Bolter or a Heavy Flamer. The latter is probably your best bet. **The Terminators raise your unit's T to 5 provided you bring 5 of them, [[derp|which is illegal this edition]]. 3 of them should be gun carriers, with a Cyclone Missile Launcher, Storm Bolter, and Power Fist each. The remaining 1 should take the inexplicably good Terminator Thunder Hammer, which outperforms both the basic dude Thunder Hammer ''and'' the Thunder Hammer your normal Termis can take, which forces a pairing with a Storm Shield for W4. Make no mistake, all 4 Termis are here to murder things, not to tank except as a last resort - you took 3 basic shield dudes for a reason. ***A note on points: right now, the basic veterans are "worth" 20 points each, the terminators are "worth" 42, and the bikers are "worth" 28.33 points each, but the Proteus Kill Team costs 33 points a dude - meaning even if you were able to take 5 Terminators, your "average" value would be 31 points that you're paying 33 for (according to GW's math), and any other choice only makes your points efficiency plummet. While GW certainly can't be trusted to get points values anywhere near correct, this is another reason to ignore bikes and jump pack dudes in your unit. **The jump vets are stuck with a deeply inferior loadout: a power sword with no accompanying invuln shield. As a result, never take these - your base veterans are better. **The bikers each have a "twin boltgun", which is a [[derp|boltgun but worse]], going from A2 to A1 in exchange for '''Twin-Linked''', and a power sword; the reason to take them is that each is OC2 and T5, which, per the Kill Team special rule, will let the entire unit act like it's T5 if half of the models or more are bikers. That means in order for your bikers to protect your other dudes they have to die ''last'' while holding the worst weapons in the team, so you probably don't want any - Terminators are also T5 and carry weapons worth a damn. *'''Fortis Kill Team:''' The Tacticus team, gaining +1 to hit enemies below half-strength. While you can grab plasma incinerators and heavy pistols+chainswords as separate goons, they can't equip much more than they start with. That rests with the basic Intercessors, who can buy special weapons, including LV ranged and melee weapons and plasma pistols. You really shouldn't take this unit - it's ''fundamentally'' Hellblasters But Worse. The only real benefit to taking them is it lets you attach a Judiciar or Primaris Champion to Hellblasters, but why is that your priority? **Basic bitches: one can take a power sword ("LV melee weapon") with no downsides, so always take that. Separately, you can swap out a bolt rifle for a combi-weapon ("LV ranged weapon"), which is a terrible idea, and you can swap out a bolt rifle for several options that are all worse than a hand flamer or a hand flamer. Swapping out 1 rifle (probably on the sword dude) for a hand flamer is an interesting choice that likely depends on which detachment rules you're using. **With no terminators in the unit and no options for actual shields, you're stuck to using the bikers as your shields. Fortunately, these guys can still use their twin bolters for different firepower, trading '''Assault''' and '''Heavy''' for '''Twin-Linked'''. Unfortunately, these guns aren't worth enough to warrant 5 bikes that die last, so don't take any bikes. **If you're stupid enough to take a member with a heavy bolt pistol and chainsword, you deserve what you get. This is a ranged unit. *'''Indomitor Kill Team:''' The Gravis team, gaining +1 to hit if they're below starting strength and +1 to wound if below half-strength. Pretty much required to fire within the 18" range despite having heavy bolt rifles with almost double that. You need them within that range because you've only got the Aggressors to fight back in melee. **These are Eradicators But Worse. Hard Pass. *'''Spectrus Kill Team:''' The Phobos team, capable of flying into reserves at the end of the enemy's turn if they're over 6" away from any enemies. The Infiltrators are necessary as they can equip the only gear available - a Helix Gauntlet for a 5+++ and a Comms Array for a CP refund on a 5+. Alongside them are the far more mobile Incursors and the Reivers with their close-quarters marksmanship letting them hit key targets. **Like with all of the other Primaris Kill Teams, you're better off just fielding real units than using this unit to field a weird mix that can't do anything right. **The Suppressors remain the odd ones out, being the only ones with jump packs and their accelerator autocannons only giving them long-range firepower without any power to actually lock down foes. If you want something just as powerful and capable of killing the person you want, you can just grab Eliminators - just remember that you're getting no las-fusils for genuine anti-tank firepower. ***The datasheet has rules for las-fusils but no option to take them, implying this is yet another 10E Index oversight. ====Mounted==== *'''Veteran Biker Squad:''' Pretty much what you'd expect. All your bikers can grab LV Melee weapons, or a Xenophase Blade for someone really special. The only reason you'd pick a shield is because you really want to be a bunker for whatever character joins them, since these give the 4++ save. ====Aircraft==== *'''Corvus Blackstar:''' </div> </div>
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