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		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56205</id>
		<title>Warhammer 40,000/10th Edition Tactics/Adeptus Ministorum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56205"/>
		<updated>2023-06-16T04:46:48Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Dedicated Transports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] Adepta Sororitas and Adeptus Ministorum tactics. [[Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Sisters of Battle==&lt;br /&gt;
PROS&lt;br /&gt;
*Models are gorgeous, thanks to the amazing refresh a few years back.&lt;br /&gt;
*Miracle Dice is even more common, allowing you to stack the odds in your favor in all sorts of fun, zany ways. &lt;br /&gt;
*Meltas are still our main Anti-Tank weapons thanks to Miracle Dice.&lt;br /&gt;
&lt;br /&gt;
CONS&lt;br /&gt;
*Despite the game being less killy, your infantry is still made of paper.&lt;br /&gt;
*[[Fail|Battle Sisters and Dominions are now locked at 10 models, so Immolators are only good for your melee squads (Celestian Sacresants and Repentia) or Retributors]]. Wondering if you can still put regular Celestians in them? See below...&lt;br /&gt;
*[[Khornate Knights|Celestians are squatted]], [[Derp|despite having a relatively new, plastic kit]]. [[Matthew Ward|Guess we know who is back writing for Geedubs...]]&lt;br /&gt;
*Despite strength increases on your anti-tank weapons, all monsters and vehicles have had their toughness increased so you&#039;re still going to struggle to hurt them.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith&#039;&#039;&#039;: Pretty familiar to how they acted last edition. Each turn (or whenever you lose a unit), you roll a d6 and stash that result in a special pool to use.&lt;br /&gt;
**These dice can be used to count on a number of rolls (Battleshock, Advances, Charges, Hits, Wounds, Saves, and Damage). However, with the revamp to Battleshock, you now absolutely want to roll high for every die you get.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Hallowed Martyrs===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Blood of Martyrs:&#039;&#039;&#039; Your units add +1 to Hit when they&#039;re below their starting strength and +1 to wound when below half-strength. Pretty much there to compensate for how fragile your sisters are as T3 W1 models protected by only a 3+/6++ save.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Rejoice the Fallen (1 CP):&#039;&#039;&#039; Whenever an enemy shoots at one of your units and kills a model, you can immediately fire back at them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Canoness:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dialogus:&#039;&#039;&#039; A support hero who gives her squad the ability to use stratagems even when battle-shocked as well as the ability to turn one miracle dice they use into a natural 6, giving those low rolls some use. Can join a canoness or palatine in another unit so any unit of sisters can enjoy these vital buffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dogmata:&#039;&#039;&#039; A sister carrying a big power mace. Not only does the unit she join improve their OC by 1, any enemy battle-shock or Leadership tests taken within 6&amp;quot; of her have to take a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hospitaller:&#039;&#039;&#039; While she can&#039;t resurrect the dead, she does give a 5+ FNP and has the ability to heal 3 wounds on any {{W40kKeyword|Infantry Character}} (read: Canoness or Palatine) within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imagifier:&#039;&#039;&#039; A sister defined by her giant icon, blessing her and any unit she joins with a 4++ invuln (and a 2+ save for Celestian Sacresants). Fortunately, she can join any unit already attached to a Canoness or Palatine so they can get the most out of the saves. Any time a friendly unit dies, you can re-roll the Miracle Dice they generate so that you can guarantee you get the best rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Palatine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preacher:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missionary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Morvenn Vahl]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aestred Thurga &amp;amp; Agathae Dolan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ephrael Stern|The Daemonifuge]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Saint Celestine]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister Superior Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Triumph of [[Saint Katherine]]:&#039;&#039;&#039; The walking procession returns as a giant blob of T3 3+/4++ wounds with OC6 to help cap objectives. Its value lies more in its buffs than in its combat potential, as it&#039;s only equipped with a bunch of bolt pistols and S5 AP-2 Relic Weapons. Every turn, you can pick two different buff auras (reduced to one once it hits 5 wounds) to give to any girls within 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;The Fiery Heart:&#039;&#039; Any friendly units that are destroyed automatically give a 6 for a Miracle Die.&lt;br /&gt;
**&#039;&#039;Censer of the Sacred Rose:&#039;&#039; Friendly units improve Ld by 1.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Ebon Chalice:&#039;&#039; Friendly units can perform multiple Acts of Faith each turn instead of just one.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Sacred Shroud:&#039;&#039; Any Rapid Fire weapons used gain an extra attack.&lt;br /&gt;
**&#039;&#039;Icon of the Valorous Heart:&#039;&#039; Friendly units gain a 6+ FNP save.&lt;br /&gt;
**&#039;&#039;Petals of the Bloody Rose:&#039;&#039; Friendly units gain &#039;&#039;Lethal Hits&#039;&#039; on their melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Battle Sisters Squad:&#039;&#039;&#039; Your most basic bolter bitches remain as they were, with the 3+/6++ save now being baked into their statline rather than being some special faction rules. Their armaments remain roughly as effective as they have been, with recommended options being the Artificer-Crafted Storm Bolter and Heavy Bolters if you&#039;re intending to cap objectives.&lt;br /&gt;
**More than ever this edition, you&#039;ll be seeing multiple ways of gaining new Miracle Dice. By default, you get an additional Miracle Die if you have this unit sitting on an objective. On top of that, you can buy a Cherub to recover a Miracle Die after spending it on this unit once per game. Grabbing a Simulacrum Imperialis gives you yet another for wiping an enemy unit, which gives you plenty of ways to generate Acts of Faith.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Sisters Novitiate:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestian Sacresants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestians:&#039;&#039;&#039; [[Squatted|Gone]], [[Wat|despite having an official kit]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominion Squad:&#039;&#039;&#039; Now locked to [[Wat|10 models a unit so they can&#039;t go in an immolator anymore]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retributor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seraphim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zephyrim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arco-Flagellants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Cult Assassins:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Paragon Warsuits&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exorcist&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Castigator&#039;&#039;&#039;: Now comes base with a rule that lets you re-roll to hit against INFANTRY if using autocannons or MONSTERS and VEHICLES if using the battle cannon, then forcing a battle shock test against said units if you manage to hit at least one attack.&lt;br /&gt;
**&#039;&#039;Autocannon:&#039;&#039;&lt;br /&gt;
**&#039;&#039;Battle Cannon:&#039;&#039; Lost 24&amp;quot; of range, 2 ap and the secondary anti-infantry profile. In return gained 3 attacks base and a point of strength.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mortifier&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Penitent Engines&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Immolator&#039;&#039;&#039;: Because of 10th&#039;s new pants-on-head unit sizes, you&#039;ll only be taking this for melee squads and Retributors. Don&#039;t think you can take them with a 10 man squad for the extra firepower, because Dedicated Transport die on deployment if they don&#039;t have models in them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rhino&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56204</id>
		<title>Warhammer 40,000/10th Edition Tactics/Adeptus Ministorum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56204"/>
		<updated>2023-06-16T04:45:09Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Why Play Sisters of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] Adepta Sororitas and Adeptus Ministorum tactics. [[Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Sisters of Battle==&lt;br /&gt;
PROS&lt;br /&gt;
*Models are gorgeous, thanks to the amazing refresh a few years back.&lt;br /&gt;
*Miracle Dice is even more common, allowing you to stack the odds in your favor in all sorts of fun, zany ways. &lt;br /&gt;
*Meltas are still our main Anti-Tank weapons thanks to Miracle Dice.&lt;br /&gt;
&lt;br /&gt;
CONS&lt;br /&gt;
*Despite the game being less killy, your infantry is still made of paper.&lt;br /&gt;
*[[Fail|Battle Sisters and Dominions are now locked at 10 models, so Immolators are only good for your melee squads (Celestian Sacresants and Repentia) or Retributors]]. Wondering if you can still put regular Celestians in them? See below...&lt;br /&gt;
*[[Khornate Knights|Celestians are squatted]], [[Derp|despite having a relatively new, plastic kit]]. [[Matthew Ward|Guess we know who is back writing for Geedubs...]]&lt;br /&gt;
*Despite strength increases on your anti-tank weapons, all monsters and vehicles have had their toughness increased so you&#039;re still going to struggle to hurt them.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith&#039;&#039;&#039;: Pretty familiar to how they acted last edition. Each turn (or whenever you lose a unit), you roll a d6 and stash that result in a special pool to use.&lt;br /&gt;
**These dice can be used to count on a number of rolls (Battleshock, Advances, Charges, Hits, Wounds, Saves, and Damage). However, with the revamp to Battleshock, you now absolutely want to roll high for every die you get.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Hallowed Martyrs===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Blood of Martyrs:&#039;&#039;&#039; Your units add +1 to Hit when they&#039;re below their starting strength and +1 to wound when below half-strength. Pretty much there to compensate for how fragile your sisters are as T3 W1 models protected by only a 3+/6++ save.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Rejoice the Fallen (1 CP):&#039;&#039;&#039; Whenever an enemy shoots at one of your units and kills a model, you can immediately fire back at them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Canoness:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dialogus:&#039;&#039;&#039; A support hero who gives her squad the ability to use stratagems even when battle-shocked as well as the ability to turn one miracle dice they use into a natural 6, giving those low rolls some use. Can join a canoness or palatine in another unit so any unit of sisters can enjoy these vital buffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dogmata:&#039;&#039;&#039; A sister carrying a big power mace. Not only does the unit she join improve their OC by 1, any enemy battle-shock or Leadership tests taken within 6&amp;quot; of her have to take a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hospitaller:&#039;&#039;&#039; While she can&#039;t resurrect the dead, she does give a 5+ FNP and has the ability to heal 3 wounds on any {{W40kKeyword|Infantry Character}} (read: Canoness or Palatine) within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imagifier:&#039;&#039;&#039; A sister defined by her giant icon, blessing her and any unit she joins with a 4++ invuln (and a 2+ save for Celestian Sacresants). Fortunately, she can join any unit already attached to a Canoness or Palatine so they can get the most out of the saves. Any time a friendly unit dies, you can re-roll the Miracle Dice they generate so that you can guarantee you get the best rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Palatine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preacher:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missionary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Morvenn Vahl]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aestred Thurga &amp;amp; Agathae Dolan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ephrael Stern|The Daemonifuge]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Saint Celestine]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister Superior Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Triumph of [[Saint Katherine]]:&#039;&#039;&#039; The walking procession returns as a giant blob of T3 3+/4++ wounds with OC6 to help cap objectives. Its value lies more in its buffs than in its combat potential, as it&#039;s only equipped with a bunch of bolt pistols and S5 AP-2 Relic Weapons. Every turn, you can pick two different buff auras (reduced to one once it hits 5 wounds) to give to any girls within 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;The Fiery Heart:&#039;&#039; Any friendly units that are destroyed automatically give a 6 for a Miracle Die.&lt;br /&gt;
**&#039;&#039;Censer of the Sacred Rose:&#039;&#039; Friendly units improve Ld by 1.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Ebon Chalice:&#039;&#039; Friendly units can perform multiple Acts of Faith each turn instead of just one.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Sacred Shroud:&#039;&#039; Any Rapid Fire weapons used gain an extra attack.&lt;br /&gt;
**&#039;&#039;Icon of the Valorous Heart:&#039;&#039; Friendly units gain a 6+ FNP save.&lt;br /&gt;
**&#039;&#039;Petals of the Bloody Rose:&#039;&#039; Friendly units gain &#039;&#039;Lethal Hits&#039;&#039; on their melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Battle Sisters Squad:&#039;&#039;&#039; Your most basic bolter bitches remain as they were, with the 3+/6++ save now being baked into their statline rather than being some special faction rules. Their armaments remain roughly as effective as they have been, with recommended options being the Artificer-Crafted Storm Bolter and Heavy Bolters if you&#039;re intending to cap objectives.&lt;br /&gt;
**More than ever this edition, you&#039;ll be seeing multiple ways of gaining new Miracle Dice. By default, you get an additional Miracle Die if you have this unit sitting on an objective. On top of that, you can buy a Cherub to recover a Miracle Die after spending it on this unit once per game. Grabbing a Simulacrum Imperialis gives you yet another for wiping an enemy unit, which gives you plenty of ways to generate Acts of Faith.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Sisters Novitiate:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestian Sacresants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestians:&#039;&#039;&#039; [[Squatted|Gone]], [[Wat|despite having an official kit]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominion Squad:&#039;&#039;&#039; Now locked to [[Wat|10 models a unit so they can&#039;t go in an immolator anymore]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retributor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seraphim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zephyrim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arco-Flagellants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Cult Assassins:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Paragon Warsuits&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exorcist&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Castigator&#039;&#039;&#039;: Now comes base with a rule that lets you re-roll to hit against INFANTRY if using autocannons or MONSTERS and VEHICLES if using the battle cannon, then forcing a battle shock test against said units if you manage to hit at least one attack.&lt;br /&gt;
**&#039;&#039;Autocannon:&#039;&#039;&lt;br /&gt;
**&#039;&#039;Battle Cannon:&#039;&#039; Lost 24&amp;quot; of range, 2 ap and the secondary anti-infantry profile. In return gained 3 attacks base and a point of strength.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mortifier&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Penitent Engines&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Immolator&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rhino&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56201</id>
		<title>Warhammer 40,000/10th Edition Tactics/Adeptus Ministorum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56201"/>
		<updated>2023-06-15T14:02:21Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Why Play Sisters of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] Adepta Sororitas and Adeptus Ministorum tactics. [[Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Sisters of Battle==&lt;br /&gt;
PROS&lt;br /&gt;
*Models are gorgeous, thanks to the amazing refresh a few years back.&lt;br /&gt;
*Miracle Dice is even more common, allowing you to stack the odds in your favor in all sorts of fun, zany ways. &lt;br /&gt;
*Meltas are still our main Anti-Tank weapons thanks to Miracle Dice.&lt;br /&gt;
&lt;br /&gt;
CONS&lt;br /&gt;
*Despite the game being less killy, your infantry is still made of paper.&lt;br /&gt;
*[[Khornate Knights|Celestians are squatted]], [[Derp|despite having a relatively new, plastic kit]]. [[Matthew Ward|Guess we know who is back writing for Geedubs...]]&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith&#039;&#039;&#039;: Pretty familiar to how they acted last edition. Each turn (or whenever you lose a unit), you roll a d6 and stash that result in a special pool to use.&lt;br /&gt;
**These dice can be used to count on a number of rolls (Battleshock, Advances, Charges, Hits, Wounds, Saves, and Damage). However, with the revamp to Battleshock, you now absolutely want to roll high for every die you get.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Hallowed Martyrs===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Blood of Martyrs:&#039;&#039;&#039; Your units add +1 to Hit when they&#039;re below their starting strength and +1 to wound when below half-strength. Pretty much there to compensate for how fragile your sisters are as T3 W1 models protected by only a 3+/6++ save.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Rejoice the Fallen (1 CP):&#039;&#039;&#039; Whenever an enemy shoots at one of your units and kills a model, you can immediately fire back at them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Canoness:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dialogus:&#039;&#039;&#039; A support hero who gives her squad the ability to use stratagems even when battle-shocked as well as the ability to turn one miracle dice they use into a natural 6, giving those low rolls some use. Can join a canoness or palatine in another unit so any unit of sisters can enjoy these vital buffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dogmata:&#039;&#039;&#039; A sister carrying a big power mace. Not only does the unit she join improve their OC by 1, any enemy battle-shock or Leadership tests taken within 6&amp;quot; of her have to take a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hospitaller:&#039;&#039;&#039; While she can&#039;t resurrect the dead, she does give a 5+ FNP and has the ability to heal 3 wounds on any {{W40kKeyword|Infantry Character}} (read: Canoness or Palatine) within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imagifier:&#039;&#039;&#039; A sister defined by her giant icon, blessing her and any unit she joins with a 4++ invuln (and a 2+ save for Celestian Sacresants). Fortunately, she can join any unit already attached to a Canoness or Palatine so they can get the most out of the saves. Any time a friendly unit dies, you can re-roll the Miracle Dice they generate so that you can guarantee you get the best rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Palatine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preacher:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missionary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Morvenn Vahl]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aestred Thurga &amp;amp; Agathae Dolan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ephrael Stern|The Daemonifuge]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Saint Celestine]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister Superior Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Triumph of [[Saint Katherine]]:&#039;&#039;&#039; The walking procession returns as a giant blob of T3 3+/4++ wounds with OC6 to help cap objectives. Its value lies more in its buffs than in its combat potential, as it&#039;s only equipped with a bunch of bolt pistols and S5 AP-2 Relic Weapons. Every turn, you can pick two different buff auras (reduced to one once it hits 5 wounds) to give to any girls within 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;The Fiery Heart:&#039;&#039; Any friendly units that are destroyed automatically give a 6 for a Miracle Die.&lt;br /&gt;
**&#039;&#039;Censer of the Sacred Rose:&#039;&#039; Friendly units improve Ld by 1.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Ebon Chalice:&#039;&#039; Friendly units can perform multiple Acts of Faith each turn instead of just one.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Sacred Shroud:&#039;&#039; Any Rapid Fire weapons used gain an extra attack.&lt;br /&gt;
**&#039;&#039;Icon of the Valorous Heart:&#039;&#039; Friendly units gain a 6+ FNP save.&lt;br /&gt;
**&#039;&#039;Petals of the Bloody Rose:&#039;&#039; Friendly units gain &#039;&#039;Lethal Hits&#039;&#039; on their melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Battle Sisters Squad:&#039;&#039;&#039; Your most basic bolter bitches remain as they were, with the 3+/6++ save now being baked into their statline rather than being some special faction rules. Their armaments remain roughly as effective as they have been, with recommended options being the Artificer-Crafted Storm Bolter and Heavy Bolters if you&#039;re intending to cap objectives.&lt;br /&gt;
**More than ever this edition, you&#039;ll be seeing multiple ways of gaining new Miracle Dice. By default, you get an additional Miracle Die if you have this unit sitting on an objective. On top of that, you can buy a Cherub to recover a Miracle Die after spending it on this unit once per game. Grabbing a Simulacrum Imperialis gives you yet another for wiping an enemy unit, which gives you plenty of ways to generate Acts of Faith.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Celestian Sacresants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestians:&#039;&#039;&#039; [[Squatted|Gone]], [[Wat|despite having an official kit]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominion Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retributor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seraphim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zephyrim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arco-Flagellants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Cult Assassins:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Exorcist&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56200</id>
		<title>Warhammer 40,000/10th Edition Tactics/Adeptus Ministorum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56200"/>
		<updated>2023-06-15T14:01:44Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Why Play Sisters of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] Adepta Sororitas and Adeptus Ministorum tactics. [[Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Sisters of Battle==&lt;br /&gt;
PROS&lt;br /&gt;
*Models are gorgeous, thanks to the amazing refresh a few years back.&lt;br /&gt;
*Miracle Dice is even more common, allowing you to stack the odds in your favor in all sorts of fun, zany ways. &lt;br /&gt;
*Meltas are still our main Anti-Tank weapons thanks to Miracle Dice.&lt;br /&gt;
&lt;br /&gt;
CONS&lt;br /&gt;
*Despite the game being less killy, your infantry is still made of paper.&lt;br /&gt;
*Celestians are squatted, [[Derp|despite having a relatively new, plastic kit]]. [[Matthew Ward|Guess we know who is back writing for Geedubs...]]&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith&#039;&#039;&#039;: Pretty familiar to how they acted last edition. Each turn (or whenever you lose a unit), you roll a d6 and stash that result in a special pool to use.&lt;br /&gt;
**These dice can be used to count on a number of rolls (Battleshock, Advances, Charges, Hits, Wounds, Saves, and Damage). However, with the revamp to Battleshock, you now absolutely want to roll high for every die you get.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Hallowed Martyrs===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Blood of Martyrs:&#039;&#039;&#039; Your units add +1 to Hit when they&#039;re below their starting strength and +1 to wound when below half-strength. Pretty much there to compensate for how fragile your sisters are as T3 W1 models protected by only a 3+/6++ save.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Rejoice the Fallen (1 CP):&#039;&#039;&#039; Whenever an enemy shoots at one of your units and kills a model, you can immediately fire back at them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Canoness:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dialogus:&#039;&#039;&#039; A support hero who gives her squad the ability to use stratagems even when battle-shocked as well as the ability to turn one miracle dice they use into a natural 6, giving those low rolls some use. Can join a canoness or palatine in another unit so any unit of sisters can enjoy these vital buffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dogmata:&#039;&#039;&#039; A sister carrying a big power mace. Not only does the unit she join improve their OC by 1, any enemy battle-shock or Leadership tests taken within 6&amp;quot; of her have to take a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hospitaller:&#039;&#039;&#039; While she can&#039;t resurrect the dead, she does give a 5+ FNP and has the ability to heal 3 wounds on any {{W40kKeyword|Infantry Character}} (read: Canoness or Palatine) within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imagifier:&#039;&#039;&#039; A sister defined by her giant icon, blessing her and any unit she joins with a 4++ invuln (and a 2+ save for Celestian Sacresants). Fortunately, she can join any unit already attached to a Canoness or Palatine so they can get the most out of the saves. Any time a friendly unit dies, you can re-roll the Miracle Dice they generate so that you can guarantee you get the best rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Palatine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preacher:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missionary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Morvenn Vahl]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aestred Thurga &amp;amp; Agathae Dolan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ephrael Stern|The Daemonifuge]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Saint Celestine]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister Superior Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Triumph of [[Saint Katherine]]:&#039;&#039;&#039; The walking procession returns as a giant blob of T3 3+/4++ wounds with OC6 to help cap objectives. Its value lies more in its buffs than in its combat potential, as it&#039;s only equipped with a bunch of bolt pistols and S5 AP-2 Relic Weapons. Every turn, you can pick two different buff auras (reduced to one once it hits 5 wounds) to give to any girls within 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;The Fiery Heart:&#039;&#039; Any friendly units that are destroyed automatically give a 6 for a Miracle Die.&lt;br /&gt;
**&#039;&#039;Censer of the Sacred Rose:&#039;&#039; Friendly units improve Ld by 1.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Ebon Chalice:&#039;&#039; Friendly units can perform multiple Acts of Faith each turn instead of just one.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Sacred Shroud:&#039;&#039; Any Rapid Fire weapons used gain an extra attack.&lt;br /&gt;
**&#039;&#039;Icon of the Valorous Heart:&#039;&#039; Friendly units gain a 6+ FNP save.&lt;br /&gt;
**&#039;&#039;Petals of the Bloody Rose:&#039;&#039; Friendly units gain &#039;&#039;Lethal Hits&#039;&#039; on their melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Battle Sisters Squad:&#039;&#039;&#039; Your most basic bolter bitches remain as they were, with the 3+/6++ save now being baked into their statline rather than being some special faction rules. Their armaments remain roughly as effective as they have been, with recommended options being the Artificer-Crafted Storm Bolter and Heavy Bolters if you&#039;re intending to cap objectives.&lt;br /&gt;
**More than ever this edition, you&#039;ll be seeing multiple ways of gaining new Miracle Dice. By default, you get an additional Miracle Die if you have this unit sitting on an objective. On top of that, you can buy a Cherub to recover a Miracle Die after spending it on this unit once per game. Grabbing a Simulacrum Imperialis gives you yet another for wiping an enemy unit, which gives you plenty of ways to generate Acts of Faith.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Celestian Sacresants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestians:&#039;&#039;&#039; [[Squatted|Gone]], [[Wat|despite having an official kit]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominion Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retributor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seraphim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zephyrim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arco-Flagellants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Cult Assassins:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Exorcist&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56199</id>
		<title>Warhammer 40,000/10th Edition Tactics/Adeptus Ministorum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56199"/>
		<updated>2023-06-15T14:01:32Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Why Play Sisters of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] Adepta Sororitas and Adeptus Ministorum tactics. [[Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Sisters of Battle==&lt;br /&gt;
PROS&lt;br /&gt;
*Models are gorgeous, thanks to the amazing refresh a few years back.&lt;br /&gt;
*Miracle Dice is even more common, allowing you to stack the odds in your favor in all sorts of fun, zany ways. &lt;br /&gt;
*Meltas are still our main Anti-Tank weapons thanks to Miracle Dice.&lt;br /&gt;
&lt;br /&gt;
CONS&lt;br /&gt;
*Despite the game being less killy, your infantry is still made of paper.&lt;br /&gt;
*Celestians are squatted, [[Derp|despite having a relatively new, plastic kit]]. [[Matthew Ward|Guess we know who is back writing for /tg/...]]&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith&#039;&#039;&#039;: Pretty familiar to how they acted last edition. Each turn (or whenever you lose a unit), you roll a d6 and stash that result in a special pool to use.&lt;br /&gt;
**These dice can be used to count on a number of rolls (Battleshock, Advances, Charges, Hits, Wounds, Saves, and Damage). However, with the revamp to Battleshock, you now absolutely want to roll high for every die you get.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Hallowed Martyrs===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Blood of Martyrs:&#039;&#039;&#039; Your units add +1 to Hit when they&#039;re below their starting strength and +1 to wound when below half-strength. Pretty much there to compensate for how fragile your sisters are as T3 W1 models protected by only a 3+/6++ save.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Rejoice the Fallen (1 CP):&#039;&#039;&#039; Whenever an enemy shoots at one of your units and kills a model, you can immediately fire back at them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Canoness:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dialogus:&#039;&#039;&#039; A support hero who gives her squad the ability to use stratagems even when battle-shocked as well as the ability to turn one miracle dice they use into a natural 6, giving those low rolls some use. Can join a canoness or palatine in another unit so any unit of sisters can enjoy these vital buffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dogmata:&#039;&#039;&#039; A sister carrying a big power mace. Not only does the unit she join improve their OC by 1, any enemy battle-shock or Leadership tests taken within 6&amp;quot; of her have to take a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hospitaller:&#039;&#039;&#039; While she can&#039;t resurrect the dead, she does give a 5+ FNP and has the ability to heal 3 wounds on any {{W40kKeyword|Infantry Character}} (read: Canoness or Palatine) within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imagifier:&#039;&#039;&#039; A sister defined by her giant icon, blessing her and any unit she joins with a 4++ invuln (and a 2+ save for Celestian Sacresants). Fortunately, she can join any unit already attached to a Canoness or Palatine so they can get the most out of the saves. Any time a friendly unit dies, you can re-roll the Miracle Dice they generate so that you can guarantee you get the best rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Palatine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preacher:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missionary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Morvenn Vahl]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aestred Thurga &amp;amp; Agathae Dolan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ephrael Stern|The Daemonifuge]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Saint Celestine]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister Superior Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Triumph of [[Saint Katherine]]:&#039;&#039;&#039; The walking procession returns as a giant blob of T3 3+/4++ wounds with OC6 to help cap objectives. Its value lies more in its buffs than in its combat potential, as it&#039;s only equipped with a bunch of bolt pistols and S5 AP-2 Relic Weapons. Every turn, you can pick two different buff auras (reduced to one once it hits 5 wounds) to give to any girls within 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;The Fiery Heart:&#039;&#039; Any friendly units that are destroyed automatically give a 6 for a Miracle Die.&lt;br /&gt;
**&#039;&#039;Censer of the Sacred Rose:&#039;&#039; Friendly units improve Ld by 1.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Ebon Chalice:&#039;&#039; Friendly units can perform multiple Acts of Faith each turn instead of just one.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Sacred Shroud:&#039;&#039; Any Rapid Fire weapons used gain an extra attack.&lt;br /&gt;
**&#039;&#039;Icon of the Valorous Heart:&#039;&#039; Friendly units gain a 6+ FNP save.&lt;br /&gt;
**&#039;&#039;Petals of the Bloody Rose:&#039;&#039; Friendly units gain &#039;&#039;Lethal Hits&#039;&#039; on their melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Battle Sisters Squad:&#039;&#039;&#039; Your most basic bolter bitches remain as they were, with the 3+/6++ save now being baked into their statline rather than being some special faction rules. Their armaments remain roughly as effective as they have been, with recommended options being the Artificer-Crafted Storm Bolter and Heavy Bolters if you&#039;re intending to cap objectives.&lt;br /&gt;
**More than ever this edition, you&#039;ll be seeing multiple ways of gaining new Miracle Dice. By default, you get an additional Miracle Die if you have this unit sitting on an objective. On top of that, you can buy a Cherub to recover a Miracle Die after spending it on this unit once per game. Grabbing a Simulacrum Imperialis gives you yet another for wiping an enemy unit, which gives you plenty of ways to generate Acts of Faith.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Celestian Sacresants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestians:&#039;&#039;&#039; [[Squatted|Gone]], [[Wat|despite having an official kit]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominion Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retributor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seraphim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zephyrim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arco-Flagellants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Cult Assassins:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Exorcist&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56198</id>
		<title>Warhammer 40,000/10th Edition Tactics/Adeptus Ministorum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Ministorum&amp;diff=56198"/>
		<updated>2023-06-15T13:59:59Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] Adepta Sororitas and Adeptus Ministorum tactics. [[Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Sisters of Battle==&lt;br /&gt;
PROS&lt;br /&gt;
*Models are gorgeous, thanks to the amazing refresh a few years back.&lt;br /&gt;
*Miracle Dice is even more common, allowing you to stack the odds in your favor in all sorts of fun, zany ways. &lt;br /&gt;
*Meltas are still our main Anti-Tank weapons thanks to Miracle Dice.&lt;br /&gt;
&lt;br /&gt;
CONS&lt;br /&gt;
*Despite the game being less killy, your infantry is still made of paper.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith&#039;&#039;&#039;: Pretty familiar to how they acted last edition. Each turn (or whenever you lose a unit), you roll a d6 and stash that result in a special pool to use.&lt;br /&gt;
**These dice can be used to count on a number of rolls (Battleshock, Advances, Charges, Hits, Wounds, Saves, and Damage). However, with the revamp to Battleshock, you now absolutely want to roll high for every die you get.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Hallowed Martyrs===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Blood of Martyrs:&#039;&#039;&#039; Your units add +1 to Hit when they&#039;re below their starting strength and +1 to wound when below half-strength. Pretty much there to compensate for how fragile your sisters are as T3 W1 models protected by only a 3+/6++ save.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Rejoice the Fallen (1 CP):&#039;&#039;&#039; Whenever an enemy shoots at one of your units and kills a model, you can immediately fire back at them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Canoness:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dialogus:&#039;&#039;&#039; A support hero who gives her squad the ability to use stratagems even when battle-shocked as well as the ability to turn one miracle dice they use into a natural 6, giving those low rolls some use. Can join a canoness or palatine in another unit so any unit of sisters can enjoy these vital buffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dogmata:&#039;&#039;&#039; A sister carrying a big power mace. Not only does the unit she join improve their OC by 1, any enemy battle-shock or Leadership tests taken within 6&amp;quot; of her have to take a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hospitaller:&#039;&#039;&#039; While she can&#039;t resurrect the dead, she does give a 5+ FNP and has the ability to heal 3 wounds on any {{W40kKeyword|Infantry Character}} (read: Canoness or Palatine) within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imagifier:&#039;&#039;&#039; A sister defined by her giant icon, blessing her and any unit she joins with a 4++ invuln (and a 2+ save for Celestian Sacresants). Fortunately, she can join any unit already attached to a Canoness or Palatine so they can get the most out of the saves. Any time a friendly unit dies, you can re-roll the Miracle Dice they generate so that you can guarantee you get the best rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Palatine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preacher:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missionary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Morvenn Vahl]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aestred Thurga &amp;amp; Agathae Dolan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ephrael Stern|The Daemonifuge]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Saint Celestine]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister Superior Junith Eruita:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Triumph of [[Saint Katherine]]:&#039;&#039;&#039; The walking procession returns as a giant blob of T3 3+/4++ wounds with OC6 to help cap objectives. Its value lies more in its buffs than in its combat potential, as it&#039;s only equipped with a bunch of bolt pistols and S5 AP-2 Relic Weapons. Every turn, you can pick two different buff auras (reduced to one once it hits 5 wounds) to give to any girls within 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;The Fiery Heart:&#039;&#039; Any friendly units that are destroyed automatically give a 6 for a Miracle Die.&lt;br /&gt;
**&#039;&#039;Censer of the Sacred Rose:&#039;&#039; Friendly units improve Ld by 1.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Ebon Chalice:&#039;&#039; Friendly units can perform multiple Acts of Faith each turn instead of just one.&lt;br /&gt;
**&#039;&#039;Simulacrum of the Sacred Shroud:&#039;&#039; Any Rapid Fire weapons used gain an extra attack.&lt;br /&gt;
**&#039;&#039;Icon of the Valorous Heart:&#039;&#039; Friendly units gain a 6+ FNP save.&lt;br /&gt;
**&#039;&#039;Petals of the Bloody Rose:&#039;&#039; Friendly units gain &#039;&#039;Lethal Hits&#039;&#039; on their melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Battle Sisters Squad:&#039;&#039;&#039; Your most basic bolter bitches remain as they were, with the 3+/6++ save now being baked into their statline rather than being some special faction rules. Their armaments remain roughly as effective as they have been, with recommended options being the Artificer-Crafted Storm Bolter and Heavy Bolters if you&#039;re intending to cap objectives.&lt;br /&gt;
**More than ever this edition, you&#039;ll be seeing multiple ways of gaining new Miracle Dice. By default, you get an additional Miracle Die if you have this unit sitting on an objective. On top of that, you can buy a Cherub to recover a Miracle Die after spending it on this unit once per game. Grabbing a Simulacrum Imperialis gives you yet another for wiping an enemy unit, which gives you plenty of ways to generate Acts of Faith.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Celestian Sacresants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestians:&#039;&#039;&#039; [[Squatted|Gone]], [[Wat|despite having an official kit]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominion Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retributor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seraphim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zephyrim Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arco-Flagellants:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Cult Assassins:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Exorcist&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57288</id>
		<title>Warhammer 40,000/10th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57288"/>
		<updated>2023-06-15T10:10:12Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Faction Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Imperial Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Imperial Guard|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Space Marines|Mary Sues]], Guardsmen go to war wielding nothing more than the standard-issue [[Flak Armor|T-shirts]], [[Lasgun|Flashlights]], and [[Humanity Fuck Yeah|Adamantine Balls]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
 &lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Voice of Command&#039;&#039;&#039;: Every Command phase, your {{W40kKeyword|Officer}} units can issue out a number of orders as noted on their datacards to units within 6&amp;quot; of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.&lt;br /&gt;
**&#039;&#039;Move! Move! Move!&#039;&#039;: The ordered unit adds +3M.&lt;br /&gt;
**&#039;&#039;Fix Bayonets!&#039;&#039;: The ordered unit improves the WS of its melee weapons by +1.&lt;br /&gt;
**&#039;&#039;Take Aim!&#039;&#039;: The ordered unit improves the BS of its guns by +1.&lt;br /&gt;
**&#039;&#039;First Rank Fire! Second Rank Fire!&#039;&#039;: The ordered unit adds +1 additional attack to any &#039;&#039;Rapid Fire&#039;&#039; attacks it has.&lt;br /&gt;
***Because Rapid Fire now adds attacks instead of multiplying, order doesn&#039;t matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3.  Note that going from 4 shots to 5 shots is &#039;&#039;usually&#039;&#039; worse than +1 to hit because most of your army is BS4+, but if you&#039;re BS3+ they break even and BS2+ or better going to 5 shots is better, and that&#039;s &#039;&#039;after&#039;&#039; special rules like &#039;&#039;&#039;Sustained Hits&#039;&#039;&#039;, which work like additive improvements to BS/WS for interactions like these.&lt;br /&gt;
***More importantly, it&#039;s now ANY Rapid Fire weapon, not just Lasguns. This means it&#039;s almost always going to be better than Take Aim if the ordered squad has one or more Plasma Guns and is shooting MEQs, as they tend to be the majority of the squad&#039;s damage output in this instance.&lt;br /&gt;
**&#039;&#039;Take Cover!&#039;&#039;: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.&lt;br /&gt;
**&#039;&#039;Duty and Honour!&#039;&#039;: The ordered unit improves its Leadership and OC by +1.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Combined Regiment===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Armoured Might (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Vehicle}} reduces the damage they take from any guns by 1.&lt;br /&gt;
*&#039;&#039;&#039;Expert Bombardiers (1 CP):&#039;&#039;&#039; Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren&#039;t battle-shocked gain +1 to hit the marked unit with any &#039;&#039;Indirect Fire&#039;&#039; guns for the phase.&lt;br /&gt;
*&#039;&#039;&#039;Fields of Fire (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Platoon}} or {{W40kKeyword|Squadron}} unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they&#039;re battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Command (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Officer}} unit that isn&#039;t battle-shocked can immediately issue an order during the enemy&#039;s Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements! (2 CP):&#039;&#039;&#039; Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov&#039;s wisdom has managed to reach every commander&#039;s handbook.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Infantry}} unit fires on an enemy unit that isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, that enemy takes a -1 to hit rolls until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; Lets a squad roll 1d6 whenever you use a stratagem on them, with any {{W40kKeyword|Officer}} units within 6&amp;quot; of them adding +1 to the roll. On a 6+, 1 CP is refunded.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Platoon Command Squad:&#039;&#039;&#039; Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you&#039;re planning on taking a heavy weapons team. They also have a 6&amp;quot; bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.&lt;br /&gt;
**Master Vox lets the squad double the range of their orders, which is very handy if you&#039;re keeping them away from the front lines. The medi-pack gives a basic 6+ FNP and the Regimental Standard allows for the squad to improve their OC by 1. [[RAW]] this boost is shared by attached units, so have fun with your [[Cheese|25 guardsmen with a total OC of 90 (2 for the Command squad, 4 for the Infantry Squad) and FnP 6+]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; While the shared 4+ FNP against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, [[Games Workshop|which is kind of a slap in the face since non-&#039;&#039;Hazardous&#039;&#039; Psychic Tests were supposed to have been removed]]. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with &#039;&#039;Blast&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;, though using the Focused profile adds &#039;&#039;Hazardous&#039;&#039; for a few extra attacks.&lt;br /&gt;
**As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Lord Solar Leontus:&#039;&#039;&#039; As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of [[Tactical genius]] from an old legend) and gives an extra CP every turn where he&#039;s alive. While he join the Rough Riders as you&#039;d expect, he can surprisingly join any squad of infantry despite going much faster than them.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troops:&#039;&#039;&#039; Cadia&#039;s finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you&#039;ll always put on the sergeant), but you can&#039;t pick the same one twice without doubling up on the unit&#039;s size.&lt;br /&gt;
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you&#039;ll be needing that bit of security as you press on the offense.&lt;br /&gt;
*&#039;&#039;&#039;Catachan Jungle Fighters:&#039;&#039;&#039; [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don&#039;t get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword? They&#039;re even in the fucking kit.]]&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg:&#039;&#039;&#039; Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they&#039;re below half-strength.&lt;br /&gt;
**Sadly, while they have a rule for a medi-pack so they can resurrect d3 trooper models (the sergeants can&#039;t be brought back, nor can anything attached) each turn, [[40K Rules Blooper Reel|they can&#039;t use it, because it&#039;s a Wargear rule and none of them carry the item or can purchase it]].&lt;br /&gt;
*&#039;&#039;&#039;Infantry Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; Don&#039;t seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18&amp;quot; Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they&#039;ll be firing for overwatch (4+ if they&#039;re on an objective) and the &#039;&#039;Heavy&#039;&#039; keyword lets them fire on the move while sitting still lets them hit on a 4+.&lt;br /&gt;
**They can take the following heavy weapons&lt;br /&gt;
*** Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it&#039;ll be.&lt;br /&gt;
***Heavy Bolter - 3A S5 AP-1 D2&lt;br /&gt;
***Lascannon - 1A S12 AP-3 Dd6+1&lt;br /&gt;
***Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast&lt;br /&gt;
*&#039;&#039;&#039;Ratling Snipers:&#039;&#039;&#039; Nimble little pests with S4 AP-2 D2 &#039;&#039;Precision&#039;&#039; sniper rifles. Thanks to &#039;&#039;Infiltrators&#039;&#039;, they can set up wherever you need them to shoot and &#039;&#039;Stealth&#039;&#039; offers a bit of protection wherever they go. While &#039;&#039;Heavy&#039;&#039; only gives benefit if they don&#039;t move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ:&#039;&#039;&#039; Good ol&#039; reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, it&#039;s mediocre BS gets a bit a help with reroll 1&#039;s which spikes to full rerolls if what you&#039;re attacking is on an objective you&#039;re not controlling.&lt;br /&gt;
*&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; The big boss clearly benefited from the edition change, as it&#039;s now at a monstrous T13 W24. Hell, now it&#039;s big enough that it can count as cover for any models hiding behind it.&lt;br /&gt;
====Walker====&lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; Any {{W40kKeyword|Officer}} units inside this unit are still able to issue orders. Useful if you&#039;re running an infantry-heavy force since you&#039;ll be able to keep them at their best.&lt;br /&gt;
*&#039;&#039;&#039;Taurox:&#039;&#039;&#039; Upgraded, it can now carry 12 {{W40kKeyword|Infantry}} models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won&#039;t matter much since Guardsmen aren&#039;t usually keen on actually fighting up close.&lt;br /&gt;
**Has only two weapons to consider: The Storm Bolter if you want more shots with &#039;&#039;Rapid Fire 2&#039;&#039; or the high-powered Twin Autocannons with &#039;&#039;Twin-Linked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57287</id>
		<title>Warhammer 40,000/10th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57287"/>
		<updated>2023-06-15T08:12:45Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Battleline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Imperial Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Imperial Guard|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Space Marines|Mary Sues]], Guardsmen go to war wielding nothing more than the standard-issue [[Flak Armor|T-shirts]], [[Lasgun|Flashlights]], and [[Humanity Fuck Yeah|Adamantine Balls]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
 &lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Voice of Command&#039;&#039;&#039;: Every Command phase, your {{W40kKeyword|Officer}} units can issue out a number of orders as noted on their datacards to units within 6&amp;quot; of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.&lt;br /&gt;
**&#039;&#039;Move! Move! Move!&#039;&#039;: The ordered unit adds +3M.&lt;br /&gt;
**&#039;&#039;Fix Bayonets!&#039;&#039;: The ordered unit improves the WS of its melee weapons by +1.&lt;br /&gt;
**&#039;&#039;Take Aim!&#039;&#039;: The ordered unit improves the BS of its guns by +1.&lt;br /&gt;
**&#039;&#039;First Rank Fire! Second Rank Fire!&#039;&#039;: The ordered unit adds +1 additional attack to any &#039;&#039;Rapid Fire&#039;&#039; attacks it has.  Because Rapid Fire now adds attacks instead of multiplying, order doesn&#039;t matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3.  Note that going from 4 shots to 5 shots is &#039;&#039;usually&#039;&#039; worse than +1 to hit because most of your army is BS4+, but if you&#039;re BS3+ they break even and BS2+ or better going to 5 shots is better, and that&#039;s &#039;&#039;after&#039;&#039; special rules like &#039;&#039;&#039;Sustained Hits&#039;&#039;&#039;, which work like additive improvements to BS/WS for interactions like these.&lt;br /&gt;
**&#039;&#039;Take Cover!&#039;&#039;: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.&lt;br /&gt;
**&#039;&#039;Duty and Honour!&#039;&#039;: The ordered unit improves its Leadership and OC by +1.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Combined Regiment===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Armoured Might (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Vehicle}} reduces the damage they take from any guns by 1.&lt;br /&gt;
*&#039;&#039;&#039;Expert Bombardiers (1 CP):&#039;&#039;&#039; Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren&#039;t battle-shocked gain +1 to hit the marked unit with any &#039;&#039;Indirect Fire&#039;&#039; guns for the phase.&lt;br /&gt;
*&#039;&#039;&#039;Fields of Fire (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Platoon}} or {{W40kKeyword|Squadron}} unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they&#039;re battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Command (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Officer}} unit that isn&#039;t battle-shocked can immediately issue an order during the enemy&#039;s Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements! (2 CP):&#039;&#039;&#039; Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov&#039;s wisdom has managed to reach every commander&#039;s handbook.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Infantry}} unit fires on an enemy unit that isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, that enemy takes a -1 to hit rolls until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; Lets a squad roll 1d6 whenever you use a stratagem on them, with any {{W40kKeyword|Officer}} units within 6&amp;quot; of them adding +1 to the roll. On a 6+, 1 CP is refunded.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Platoon Command Squad:&#039;&#039;&#039; Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you&#039;re planning on taking a heavy weapons team. They also have a 6&amp;quot; bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.&lt;br /&gt;
**Master Vox lets the squad double the range of their orders, which is very handy if you&#039;re keeping them away from the front lines. The medi-pack gives a basic 6+ FNP and the Regimental Standard allows for the squad to improve their OC by 1. [[RAW]] this boost is shared by attached units, so have fun with your [[Cheese|25 guardsmen with a total OC of 90 (2 for the Command squad, 4 for the Infantry Squad) and FnP 6+]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; While the shared 4+ FNP against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, [[Games Workshop|which is kind of a slap in the face since non-&#039;&#039;Hazardous&#039;&#039; Psychic Tests were supposed to have been removed]]. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with &#039;&#039;Blast&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;, though using the Focused profile adds &#039;&#039;Hazardous&#039;&#039; for a few extra attacks.&lt;br /&gt;
**As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Lord Solar Leontus:&#039;&#039;&#039; As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of [[Tactical genius]] from an old legend) and gives an extra CP every turn where he&#039;s alive. While he join the Rough Riders as you&#039;d expect, he can surprisingly join any squad of infantry despite going much faster than them.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troops:&#039;&#039;&#039; Cadia&#039;s finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you&#039;ll always put on the sergeant), but you can&#039;t pick the same one twice without doubling up on the unit&#039;s size.&lt;br /&gt;
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you&#039;ll be needing that bit of security as you press on the offense.&lt;br /&gt;
*&#039;&#039;&#039;Catachan Jungle Fighters:&#039;&#039;&#039; [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don&#039;t get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword? They&#039;re even in the fucking kit.]]&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg:&#039;&#039;&#039; Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they&#039;re below half-strength.&lt;br /&gt;
**Sadly, while they have a rule for a medi-pack so they can resurrect d3 trooper models (the sergeants can&#039;t be brought back, nor can anything attached) each turn, [[40K Rules Blooper Reel|they can&#039;t use it, because it&#039;s a Wargear rule and none of them carry the item or can purchase it]].&lt;br /&gt;
*&#039;&#039;&#039;Infantry Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; Don&#039;t seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18&amp;quot; Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they&#039;ll be firing for overwatch (4+ if they&#039;re on an objective) and the &#039;&#039;Heavy&#039;&#039; keyword lets them fire on the move while sitting still lets them hit on a 4+.&lt;br /&gt;
**They can take the following heavy weapons&lt;br /&gt;
*** Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it&#039;ll be.&lt;br /&gt;
***Heavy Bolter - 3A S5 AP-1 D2&lt;br /&gt;
***Lascannon - 1A S12 AP-3 Dd6+1&lt;br /&gt;
***Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast&lt;br /&gt;
*&#039;&#039;&#039;Ratling Snipers:&#039;&#039;&#039; Nimble little pests with S4 AP-2 D2 &#039;&#039;Precision&#039;&#039; sniper rifles. Thanks to &#039;&#039;Infiltrators&#039;&#039;, they can set up wherever you need them to shoot and &#039;&#039;Stealth&#039;&#039; offers a bit of protection wherever they go. While &#039;&#039;Heavy&#039;&#039; only gives benefit if they don&#039;t move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ:&#039;&#039;&#039; Good ol&#039; reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, it&#039;s mediocre BS gets a bit a help with reroll 1&#039;s which spikes to full rerolls if what you&#039;re attacking is on an objective you&#039;re not controlling.&lt;br /&gt;
*&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; The big boss clearly benefited from the edition change, as it&#039;s now at a monstrous T13 W24. Hell, now it&#039;s big enough that it can count as cover for any models hiding behind it.&lt;br /&gt;
====Walker====&lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; Any {{W40kKeyword|Officer}} units inside this unit are still able to issue orders. Useful if you&#039;re running an infantry-heavy force since you&#039;ll be able to keep them at their best.&lt;br /&gt;
*&#039;&#039;&#039;Taurox:&#039;&#039;&#039; Upgraded, it can now carry 12 {{W40kKeyword|Infantry}} models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won&#039;t matter much since Guardsmen aren&#039;t usually keen on actually fighting up close.&lt;br /&gt;
**Has only two weapons to consider: The Storm Bolter if you want more shots with &#039;&#039;Rapid Fire 2&#039;&#039; or the high-powered Twin Autocannons with &#039;&#039;Twin-Linked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57286</id>
		<title>Warhammer 40,000/10th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57286"/>
		<updated>2023-06-15T07:48:51Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Battleline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Imperial Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Imperial Guard|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Space Marines|Mary Sues]], Guardsmen go to war wielding nothing more than the standard-issue [[Flak Armor|T-shirts]], [[Lasgun|Flashlights]], and [[Humanity Fuck Yeah|Adamantine Balls]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
 &lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Voice of Command&#039;&#039;&#039;: Every Command phase, your {{W40kKeyword|Officer}} units can issue out a number of orders as noted on their datacards to units within 6&amp;quot; of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.&lt;br /&gt;
**&#039;&#039;Move! Move! Move!&#039;&#039;: The ordered unit adds +3M.&lt;br /&gt;
**&#039;&#039;Fix Bayonets!&#039;&#039;: The ordered unit improves the WS of its melee weapons by +1.&lt;br /&gt;
**&#039;&#039;Take Aim!&#039;&#039;: The ordered unit improves the BS of its guns by +1.&lt;br /&gt;
**&#039;&#039;First Rank Fire! Second Rank Fire!&#039;&#039;: The ordered unit adds +1 additional attack to any &#039;&#039;Rapid Fire&#039;&#039; attacks it has.  Because Rapid Fire now adds attacks instead of multiplying, order doesn&#039;t matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3.  Note that going from 4 shots to 5 shots is &#039;&#039;usually&#039;&#039; worse than +1 to hit because most of your army is BS4+, but if you&#039;re BS3+ they break even and BS2+ or better going to 5 shots is better, and that&#039;s &#039;&#039;after&#039;&#039; special rules like &#039;&#039;&#039;Sustained Hits&#039;&#039;&#039;, which work like additive improvements to BS/WS for interactions like these.&lt;br /&gt;
**&#039;&#039;Take Cover!&#039;&#039;: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.&lt;br /&gt;
**&#039;&#039;Duty and Honour!&#039;&#039;: The ordered unit improves its Leadership and OC by +1.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Combined Regiment===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Armoured Might (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Vehicle}} reduces the damage they take from any guns by 1.&lt;br /&gt;
*&#039;&#039;&#039;Expert Bombardiers (1 CP):&#039;&#039;&#039; Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren&#039;t battle-shocked gain +1 to hit the marked unit with any &#039;&#039;Indirect Fire&#039;&#039; guns for the phase.&lt;br /&gt;
*&#039;&#039;&#039;Fields of Fire (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Platoon}} or {{W40kKeyword|Squadron}} unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they&#039;re battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Command (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Officer}} unit that isn&#039;t battle-shocked can immediately issue an order during the enemy&#039;s Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements! (2 CP):&#039;&#039;&#039; Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov&#039;s wisdom has managed to reach every commander&#039;s handbook.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Infantry}} unit fires on an enemy unit that isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, that enemy takes a -1 to hit rolls until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; Lets a squad roll 1d6 whenever you use a stratagem on them, with any {{W40kKeyword|Officer}} units within 6&amp;quot; of them adding +1 to the roll. On a 6+, 1 CP is refunded.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Platoon Command Squad:&#039;&#039;&#039; Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you&#039;re planning on taking a heavy weapons team. They also have a 6&amp;quot; bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.&lt;br /&gt;
**Master Vox lets the squad double the range of their orders, which is very handy if you&#039;re keeping them away from the front lines. The medi-pack gives a basic 6+ FNP and the Regimental Standard allows for the squad to improve their OC by 1. [[RAW]] this boost is shared by attached units, so have fun with your [[Cheese|25 guardsmen with a total OC of 90 (2 for the Command squad, 4 for the Infantry Squad) and FnP 6+]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; While the shared 4+ FNP against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, [[Games Workshop|which is kind of a slap in the face since non-&#039;&#039;Hazardous&#039;&#039; Psychic Tests were supposed to have been removed]]. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with &#039;&#039;Blast&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;, though using the Focused profile adds &#039;&#039;Hazardous&#039;&#039; for a few extra attacks.&lt;br /&gt;
**As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Lord Solar Leontus:&#039;&#039;&#039; As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of [[Tactical genius]] from an old legend) and gives an extra CP every turn where he&#039;s alive. While he join the Rough Riders as you&#039;d expect, he can surprisingly join any squad of infantry despite going much faster than them.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troops:&#039;&#039;&#039; Cadia&#039;s finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you&#039;ll always put on the sergeant), but you can&#039;t pick the same one twice without doubling up on the unit&#039;s size.&lt;br /&gt;
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you&#039;ll be needing that bit of security as you press on the offense.&lt;br /&gt;
*&#039;&#039;&#039;Catachan Jungle Fighters:&#039;&#039;&#039; [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don&#039;t get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword? They&#039;re even in the fucking kit.]]&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg:&#039;&#039;&#039; Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they&#039;re below half-strength. Fortunately, they can buy a medi-pack so they can resurrect d3 trooper models (the sergeants can&#039;t be brought back, nor can anything attached) each turn and keep your troops alive, especially the plasma gunner after they kill themselves.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; Don&#039;t seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18&amp;quot; Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they&#039;ll be firing for overwatch (4+ if they&#039;re on an objective) and the &#039;&#039;Heavy&#039;&#039; keyword lets them fire on the move while sitting still lets them hit on a 4+.&lt;br /&gt;
**They can take the following heavy weapons&lt;br /&gt;
*** Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it&#039;ll be.&lt;br /&gt;
***Heavy Bolter - 3A S5 AP-1 D2&lt;br /&gt;
***Lascannon - 1A S12 AP-3 Dd6+1&lt;br /&gt;
***Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast&lt;br /&gt;
*&#039;&#039;&#039;Ratling Snipers:&#039;&#039;&#039; Nimble little pests with S4 AP-2 D2 &#039;&#039;Precision&#039;&#039; sniper rifles. Thanks to &#039;&#039;Infiltrators&#039;&#039;, they can set up wherever you need them to shoot and &#039;&#039;Stealth&#039;&#039; offers a bit of protection wherever they go. While &#039;&#039;Heavy&#039;&#039; only gives benefit if they don&#039;t move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ:&#039;&#039;&#039; Good ol&#039; reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, it&#039;s mediocre BS gets a bit a help with reroll 1&#039;s which spikes to full rerolls if what you&#039;re attacking is on an objective you&#039;re not controlling.&lt;br /&gt;
*&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; The big boss clearly benefited from the edition change, as it&#039;s now at a monstrous T13 W24. Hell, now it&#039;s big enough that it can count as cover for any models hiding behind it.&lt;br /&gt;
====Walker====&lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; Any {{W40kKeyword|Officer}} units inside this unit are still able to issue orders. Useful if you&#039;re running an infantry-heavy force since you&#039;ll be able to keep them at their best.&lt;br /&gt;
*&#039;&#039;&#039;Taurox:&#039;&#039;&#039; Upgraded, it can now carry 12 {{W40kKeyword|Infantry}} models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won&#039;t matter much since Guardsmen aren&#039;t usually keen on actually fighting up close.&lt;br /&gt;
**Has only two weapons to consider: The Storm Bolter if you want more shots with &#039;&#039;Rapid Fire 2&#039;&#039; or the high-powered Twin Autocannons with &#039;&#039;Twin-Linked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57285</id>
		<title>Warhammer 40,000/10th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57285"/>
		<updated>2023-06-15T07:48:21Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Battleline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Imperial Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Imperial Guard|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Space Marines|Mary Sues]], Guardsmen go to war wielding nothing more than the standard-issue [[Flak Armor|T-shirts]], [[Lasgun|Flashlights]], and [[Humanity Fuck Yeah|Adamantine Balls]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
 &lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Voice of Command&#039;&#039;&#039;: Every Command phase, your {{W40kKeyword|Officer}} units can issue out a number of orders as noted on their datacards to units within 6&amp;quot; of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.&lt;br /&gt;
**&#039;&#039;Move! Move! Move!&#039;&#039;: The ordered unit adds +3M.&lt;br /&gt;
**&#039;&#039;Fix Bayonets!&#039;&#039;: The ordered unit improves the WS of its melee weapons by +1.&lt;br /&gt;
**&#039;&#039;Take Aim!&#039;&#039;: The ordered unit improves the BS of its guns by +1.&lt;br /&gt;
**&#039;&#039;First Rank Fire! Second Rank Fire!&#039;&#039;: The ordered unit adds +1 additional attack to any &#039;&#039;Rapid Fire&#039;&#039; attacks it has.  Because Rapid Fire now adds attacks instead of multiplying, order doesn&#039;t matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3.  Note that going from 4 shots to 5 shots is &#039;&#039;usually&#039;&#039; worse than +1 to hit because most of your army is BS4+, but if you&#039;re BS3+ they break even and BS2+ or better going to 5 shots is better, and that&#039;s &#039;&#039;after&#039;&#039; special rules like &#039;&#039;&#039;Sustained Hits&#039;&#039;&#039;, which work like additive improvements to BS/WS for interactions like these.&lt;br /&gt;
**&#039;&#039;Take Cover!&#039;&#039;: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.&lt;br /&gt;
**&#039;&#039;Duty and Honour!&#039;&#039;: The ordered unit improves its Leadership and OC by +1.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Combined Regiment===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Armoured Might (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Vehicle}} reduces the damage they take from any guns by 1.&lt;br /&gt;
*&#039;&#039;&#039;Expert Bombardiers (1 CP):&#039;&#039;&#039; Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren&#039;t battle-shocked gain +1 to hit the marked unit with any &#039;&#039;Indirect Fire&#039;&#039; guns for the phase.&lt;br /&gt;
*&#039;&#039;&#039;Fields of Fire (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Platoon}} or {{W40kKeyword|Squadron}} unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they&#039;re battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Command (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Officer}} unit that isn&#039;t battle-shocked can immediately issue an order during the enemy&#039;s Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements! (2 CP):&#039;&#039;&#039; Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov&#039;s wisdom has managed to reach every commander&#039;s handbook.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Infantry}} unit fires on an enemy unit that isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, that enemy takes a -1 to hit rolls until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; Lets a squad roll 1d6 whenever you use a stratagem on them, with any {{W40kKeyword|Officer}} units within 6&amp;quot; of them adding +1 to the roll. On a 6+, 1 CP is refunded.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Platoon Command Squad:&#039;&#039;&#039; Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you&#039;re planning on taking a heavy weapons team. They also have a 6&amp;quot; bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.&lt;br /&gt;
**Master Vox lets the squad double the range of their orders, which is very handy if you&#039;re keeping them away from the front lines. The medi-pack gives a basic 6+ FNP and the Regimental Standard allows for the squad to improve their OC by 1. [[RAW]] this boost is shared by attached units, so have fun with your [[Cheese|25 guardsmen with a total OC of 90 (2 for the Command squad, 4 for the Infantry Squad) and FnP 6+]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; While the shared 4+ FNP against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, [[Games Workshop|which is kind of a slap in the face since non-&#039;&#039;Hazardous&#039;&#039; Psychic Tests were supposed to have been removed]]. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with &#039;&#039;Blast&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;, though using the Focused profile adds &#039;&#039;Hazardous&#039;&#039; for a few extra attacks.&lt;br /&gt;
**As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Lord Solar Leontus:&#039;&#039;&#039; As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of [[Tactical genius]] from an old legend) and gives an extra CP every turn where he&#039;s alive. While he join the Rough Riders as you&#039;d expect, he can surprisingly join any squad of infantry despite going much faster than them.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troops:&#039;&#039;&#039; Cadia&#039;s finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you&#039;ll always put on the sergeant), but you can&#039;t pick the same one twice without doubling up on the unit&#039;s size.&lt;br /&gt;
**Regardless of size, the Cadians remain valuable bodyguards, being able to accompany two leaders (regardless of size), provided that only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you&#039;ll be needing that bit of security as you press on the offense.&lt;br /&gt;
*&#039;&#039;&#039;Catachan Jungle Fighters:&#039;&#039;&#039; [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don&#039;t get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword, they&#039;re even in the fucking kit.]]&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg:&#039;&#039;&#039; Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they&#039;re below half-strength. Fortunately, they can buy a medi-pack so they can resurrect d3 trooper models (the sergeants can&#039;t be brought back, nor can anything attached) each turn and keep your troops alive, especially the plasma gunner after they kill themselves.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; Don&#039;t seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18&amp;quot; Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they&#039;ll be firing for overwatch (4+ if they&#039;re on an objective) and the &#039;&#039;Heavy&#039;&#039; keyword lets them fire on the move while sitting still lets them hit on a 4+.&lt;br /&gt;
**They can take the following heavy weapons&lt;br /&gt;
*** Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it&#039;ll be.&lt;br /&gt;
***Heavy Bolter - 3A S5 AP-1 D2&lt;br /&gt;
***Lascannon - 1A S12 AP-3 Dd6+1&lt;br /&gt;
***Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast&lt;br /&gt;
*&#039;&#039;&#039;Ratling Snipers:&#039;&#039;&#039; Nimble little pests with S4 AP-2 D2 &#039;&#039;Precision&#039;&#039; sniper rifles. Thanks to &#039;&#039;Infiltrators&#039;&#039;, they can set up wherever you need them to shoot and &#039;&#039;Stealth&#039;&#039; offers a bit of protection wherever they go. While &#039;&#039;Heavy&#039;&#039; only gives benefit if they don&#039;t move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ:&#039;&#039;&#039; Good ol&#039; reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, it&#039;s mediocre BS gets a bit a help with reroll 1&#039;s which spikes to full rerolls if what you&#039;re attacking is on an objective you&#039;re not controlling.&lt;br /&gt;
*&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; The big boss clearly benefited from the edition change, as it&#039;s now at a monstrous T13 W24. Hell, now it&#039;s big enough that it can count as cover for any models hiding behind it.&lt;br /&gt;
====Walker====&lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; Any {{W40kKeyword|Officer}} units inside this unit are still able to issue orders. Useful if you&#039;re running an infantry-heavy force since you&#039;ll be able to keep them at their best.&lt;br /&gt;
*&#039;&#039;&#039;Taurox:&#039;&#039;&#039; Upgraded, it can now carry 12 {{W40kKeyword|Infantry}} models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won&#039;t matter much since Guardsmen aren&#039;t usually keen on actually fighting up close.&lt;br /&gt;
**Has only two weapons to consider: The Storm Bolter if you want more shots with &#039;&#039;Rapid Fire 2&#039;&#039; or the high-powered Twin Autocannons with &#039;&#039;Twin-Linked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57284</id>
		<title>Warhammer 40,000/10th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57284"/>
		<updated>2023-06-15T07:47:38Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Battleline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Imperial Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Imperial Guard|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Space Marines|Mary Sues]], Guardsmen go to war wielding nothing more than the standard-issue [[Flak Armor|T-shirts]], [[Lasgun|Flashlights]], and [[Humanity Fuck Yeah|Adamantine Balls]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
 &lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Voice of Command&#039;&#039;&#039;: Every Command phase, your {{W40kKeyword|Officer}} units can issue out a number of orders as noted on their datacards to units within 6&amp;quot; of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.&lt;br /&gt;
**&#039;&#039;Move! Move! Move!&#039;&#039;: The ordered unit adds +3M.&lt;br /&gt;
**&#039;&#039;Fix Bayonets!&#039;&#039;: The ordered unit improves the WS of its melee weapons by +1.&lt;br /&gt;
**&#039;&#039;Take Aim!&#039;&#039;: The ordered unit improves the BS of its guns by +1.&lt;br /&gt;
**&#039;&#039;First Rank Fire! Second Rank Fire!&#039;&#039;: The ordered unit adds +1 additional attack to any &#039;&#039;Rapid Fire&#039;&#039; attacks it has.  Because Rapid Fire now adds attacks instead of multiplying, order doesn&#039;t matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3.  Note that going from 4 shots to 5 shots is &#039;&#039;usually&#039;&#039; worse than +1 to hit because most of your army is BS4+, but if you&#039;re BS3+ they break even and BS2+ or better going to 5 shots is better, and that&#039;s &#039;&#039;after&#039;&#039; special rules like &#039;&#039;&#039;Sustained Hits&#039;&#039;&#039;, which work like additive improvements to BS/WS for interactions like these.&lt;br /&gt;
**&#039;&#039;Take Cover!&#039;&#039;: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.&lt;br /&gt;
**&#039;&#039;Duty and Honour!&#039;&#039;: The ordered unit improves its Leadership and OC by +1.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Combined Regiment===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Armoured Might (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Vehicle}} reduces the damage they take from any guns by 1.&lt;br /&gt;
*&#039;&#039;&#039;Expert Bombardiers (1 CP):&#039;&#039;&#039; Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren&#039;t battle-shocked gain +1 to hit the marked unit with any &#039;&#039;Indirect Fire&#039;&#039; guns for the phase.&lt;br /&gt;
*&#039;&#039;&#039;Fields of Fire (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Platoon}} or {{W40kKeyword|Squadron}} unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they&#039;re battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Command (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Officer}} unit that isn&#039;t battle-shocked can immediately issue an order during the enemy&#039;s Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements! (2 CP):&#039;&#039;&#039; Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov&#039;s wisdom has managed to reach every commander&#039;s handbook.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Infantry}} unit fires on an enemy unit that isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, that enemy takes a -1 to hit rolls until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; Lets a squad roll 1d6 whenever you use a stratagem on them, with any {{W40kKeyword|Officer}} units within 6&amp;quot; of them adding +1 to the roll. On a 6+, 1 CP is refunded.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Platoon Command Squad:&#039;&#039;&#039; Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you&#039;re planning on taking a heavy weapons team. They also have a 6&amp;quot; bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.&lt;br /&gt;
**Master Vox lets the squad double the range of their orders, which is very handy if you&#039;re keeping them away from the front lines. The medi-pack gives a basic 6+ FNP and the Regimental Standard allows for the squad to improve their OC by 1. [[RAW]] this boost is shared by attached units, so have fun with your [[Cheese|25 guardsmen with a total OC of 90 (2 for the Command squad, 4 for the Infantry Squad) and FnP 6+]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; While the shared 4+ FNP against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, [[Games Workshop|which is kind of a slap in the face since non-&#039;&#039;Hazardous&#039;&#039; Psychic Tests were supposed to have been removed]]. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with &#039;&#039;Blast&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;, though using the Focused profile adds &#039;&#039;Hazardous&#039;&#039; for a few extra attacks.&lt;br /&gt;
**As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Lord Solar Leontus:&#039;&#039;&#039; As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of [[Tactical genius]] from an old legend) and gives an extra CP every turn where he&#039;s alive. While he join the Rough Riders as you&#039;d expect, he can surprisingly join any squad of infantry despite going much faster than them.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troops:&#039;&#039;&#039; Cadia&#039;s finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you&#039;ll always put on the sergeant), but you can&#039;t pick the same one twice without doubling up on the unit&#039;s size.&lt;br /&gt;
**Regardless of size, the Cadians remain valuable bodyguards, being able to accompany two leaders (regardless of size), provided that only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you&#039;ll be needing that bit of security as you press on the offense.&lt;br /&gt;
*&#039;&#039;&#039;Catachan Jungle Fighters:&#039;&#039;&#039; [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don&#039;t get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword, they&#039;re even in the fucking kit.]]&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg:&#039;&#039;&#039; Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they&#039;re below half-strength. Fortunately, they can buy a medi-pack so they can resurrect d3 trooper models (the sergeants can&#039;t be brought back, nor can anything attached) each turn and keep your troops alive, especially the plasma gunner after they kill themselves.&lt;br /&gt;
**Able to accompany two leaders (regardless of size), provided that only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; Don&#039;t seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18&amp;quot; Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they&#039;ll be firing for overwatch (4+ if they&#039;re on an objective) and the &#039;&#039;Heavy&#039;&#039; keyword lets them fire on the move while sitting still lets them hit on a 4+.&lt;br /&gt;
**They can take the following heavy weapons&lt;br /&gt;
*** Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it&#039;ll be.&lt;br /&gt;
***Heavy Bolter - 3A S5 AP-1 D2&lt;br /&gt;
***Lascannon - 1A S12 AP-3 Dd6+1&lt;br /&gt;
***Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast&lt;br /&gt;
*&#039;&#039;&#039;Ratling Snipers:&#039;&#039;&#039; Nimble little pests with S4 AP-2 D2 &#039;&#039;Precision&#039;&#039; sniper rifles. Thanks to &#039;&#039;Infiltrators&#039;&#039;, they can set up wherever you need them to shoot and &#039;&#039;Stealth&#039;&#039; offers a bit of protection wherever they go. While &#039;&#039;Heavy&#039;&#039; only gives benefit if they don&#039;t move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ:&#039;&#039;&#039; Good ol&#039; reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, it&#039;s mediocre BS gets a bit a help with reroll 1&#039;s which spikes to full rerolls if what you&#039;re attacking is on an objective you&#039;re not controlling.&lt;br /&gt;
*&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; The big boss clearly benefited from the edition change, as it&#039;s now at a monstrous T13 W24. Hell, now it&#039;s big enough that it can count as cover for any models hiding behind it.&lt;br /&gt;
====Walker====&lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; Any {{W40kKeyword|Officer}} units inside this unit are still able to issue orders. Useful if you&#039;re running an infantry-heavy force since you&#039;ll be able to keep them at their best.&lt;br /&gt;
*&#039;&#039;&#039;Taurox:&#039;&#039;&#039; Upgraded, it can now carry 12 {{W40kKeyword|Infantry}} models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won&#039;t matter much since Guardsmen aren&#039;t usually keen on actually fighting up close.&lt;br /&gt;
**Has only two weapons to consider: The Storm Bolter if you want more shots with &#039;&#039;Rapid Fire 2&#039;&#039; or the high-powered Twin Autocannons with &#039;&#039;Twin-Linked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57283</id>
		<title>Warhammer 40,000/10th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Imperial_Guard&amp;diff=57283"/>
		<updated>2023-06-15T07:46:04Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Imperial Guard]] tactics. [[Warhammer 40,000/9th Edition Tactics/Imperial Guard|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Space Marines|Mary Sues]], Guardsmen go to war wielding nothing more than the standard-issue [[Flak Armor|T-shirts]], [[Lasgun|Flashlights]], and [[Humanity Fuck Yeah|Adamantine Balls]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
 &lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Voice of Command&#039;&#039;&#039;: Every Command phase, your {{W40kKeyword|Officer}} units can issue out a number of orders as noted on their datacards to units within 6&amp;quot; of them. Each unit can only be affected by one order every turn and the orders wear off if the unit is battle-shocked.&lt;br /&gt;
**&#039;&#039;Move! Move! Move!&#039;&#039;: The ordered unit adds +3M.&lt;br /&gt;
**&#039;&#039;Fix Bayonets!&#039;&#039;: The ordered unit improves the WS of its melee weapons by +1.&lt;br /&gt;
**&#039;&#039;Take Aim!&#039;&#039;: The ordered unit improves the BS of its guns by +1.&lt;br /&gt;
**&#039;&#039;First Rank Fire! Second Rank Fire!&#039;&#039;: The ordered unit adds +1 additional attack to any &#039;&#039;Rapid Fire&#039;&#039; attacks it has.  Because Rapid Fire now adds attacks instead of multiplying, order doesn&#039;t matter: an A1 RF 1 weapon goes from 2/1 shots to 3/2, depending on range, while an A2 RF 2 weapon goes from 4/2 to 5/3.  Note that going from 4 shots to 5 shots is &#039;&#039;usually&#039;&#039; worse than +1 to hit because most of your army is BS4+, but if you&#039;re BS3+ they break even and BS2+ or better going to 5 shots is better, and that&#039;s &#039;&#039;after&#039;&#039; special rules like &#039;&#039;&#039;Sustained Hits&#039;&#039;&#039;, which work like additive improvements to BS/WS for interactions like these.&lt;br /&gt;
**&#039;&#039;Take Cover!&#039;&#039;: The ordered unit improves its armor save by +1 to a maximum of a 3+ save.&lt;br /&gt;
**&#039;&#039;Duty and Honour!&#039;&#039;: The ordered unit improves its Leadership and OC by +1.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
&lt;br /&gt;
===Combined Regiment===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Armoured Might (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Vehicle}} reduces the damage they take from any guns by 1.&lt;br /&gt;
*&#039;&#039;&#039;Expert Bombardiers (1 CP):&#039;&#039;&#039; Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren&#039;t battle-shocked gain +1 to hit the marked unit with any &#039;&#039;Indirect Fire&#039;&#039; guns for the phase.&lt;br /&gt;
*&#039;&#039;&#039;Fields of Fire (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Platoon}} or {{W40kKeyword|Squadron}} unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they&#039;re battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Command (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Officer}} unit that isn&#039;t battle-shocked can immediately issue an order during the enemy&#039;s Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements! (2 CP):&#039;&#039;&#039; Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). Chenkov&#039;s wisdom has managed to reach every commander&#039;s handbook.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Infantry}} unit fires on an enemy unit that isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, that enemy takes a -1 to hit rolls until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; Lets a squad roll 1d6 whenever you use a stratagem on them, with any {{W40kKeyword|Officer}} units within 6&amp;quot; of them adding +1 to the roll. On a 6+, 1 CP is refunded.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Platoon Command Squad:&#039;&#039;&#039; Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you&#039;re planning on taking a heavy weapons team. They also have a 6&amp;quot; bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy.&lt;br /&gt;
**Master Vox lets the squad double the range of their orders, which is very handy if you&#039;re keeping them away from the front lines. The medi-pack gives a basic 6+ FNP and the Regimental Standard allows for the squad to improve their OC by 1. [[RAW]] this boost is shared by attached units, so have fun with your [[Cheese|25 guardsmen with a total OC of 90 (2 for the Command squad, 4 for the Infantry Squad) and FnP 6+]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; While the shared 4+ FNP against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, [[Games Workshop|which is kind of a slap in the face since non-&#039;&#039;Hazardous&#039;&#039; Psychic Tests were supposed to have been removed]]. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with &#039;&#039;Blast&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;, though using the Focused profile adds &#039;&#039;Hazardous&#039;&#039; for a few extra attacks.&lt;br /&gt;
**As a reminder, the invuln only triggers during the shooting phase. As such, do NOT let them stand near the front where they can get run through like the mere men they are.&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Lord Solar Leontus:&#039;&#039;&#039; As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders, he can throw three units into reserves after everyone deploys (having learned some tricks of [[Tactical genius]] from an old legend) and gives an extra CP every turn where he&#039;s alive. While he join the Rough Riders as you&#039;d expect, he can surprisingly join any squad of infantry despite going much faster than them.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troops:&#039;&#039;&#039; Cadia&#039;s finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you&#039;ll always put on the sergeant), but you can&#039;t pick the same one twice without doubling up on the unit&#039;s size.&lt;br /&gt;
**Regardless of size, the Cadians remain valuable bodyguards, being able to accompany two leaders (regardless of size), provided that only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
**Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you&#039;ll be needing that bit of security as you press on the offense.&lt;br /&gt;
*&#039;&#039;&#039;Catachan Jungle Fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg:&#039;&#039;&#039; Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (and their Sergeants can carry bolters, if you want to count those as special weapons). Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they&#039;re below half-strength. Fortunately, they can buy a medi-pack so they can resurrect d3 trooper models (the sergeants can&#039;t be brought back, nor can anything attached) each turn and keep your troops alive, especially the plasma gunner after they kill themselves.&lt;br /&gt;
**Able to accompany two leaders (regardless of size), provided that only one of them is a {{W40kKeyword|Command Squad}} unit.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; Don&#039;t seem to have improved any durability-wise compared to 9th and their Lasguns got nerfed to Las Small Arms, being nothing more than 18&amp;quot; Pistols. While their BS remains questionable for the guns they have, that 5+ BS is the same they&#039;ll be firing for overwatch (4+ if they&#039;re on an objective) and the &#039;&#039;Heavy&#039;&#039; keyword lets them fire on the move while sitting still lets them hit on a 4+.&lt;br /&gt;
**They can take the following heavy weapons&lt;br /&gt;
*** Autocannon, now a 2A S9 AP-1 D3 weapon, finally differentiating itself from the HB with the additional point of damage and S thats on par with a Krak Missile, but only time will tell how useful it&#039;ll be.&lt;br /&gt;
***Heavy Bolter - 3A S5 AP-1 D2&lt;br /&gt;
***Lascannon - 1A S12 AP-3 Dd6+1&lt;br /&gt;
***Missile Launcher (Krak) S9 AP-2 Dd6 or (Frag) at S4 APO D1, Blast&lt;br /&gt;
*&#039;&#039;&#039;Ratling Snipers:&#039;&#039;&#039; Nimble little pests with S4 AP-2 D2 &#039;&#039;Precision&#039;&#039; sniper rifles. Thanks to &#039;&#039;Infiltrators&#039;&#039;, they can set up wherever you need them to shoot and &#039;&#039;Stealth&#039;&#039; offers a bit of protection wherever they go. While &#039;&#039;Heavy&#039;&#039; only gives benefit if they don&#039;t move, they do have a special ability that lets them move after shooting, letting them scurry away from any potential retribution after popping the heads of any attached heroes.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ:&#039;&#039;&#039; Good ol&#039; reliable. While not the jack of all trades in terms of damage dealer it once was in previous editions, lacking the strength and AP to go after the tanks you really want to hit it against, it&#039;s mediocre BS gets a bit a help with reroll 1&#039;s which spikes to full rerolls if what you&#039;re attacking is on an objective you&#039;re not controlling.&lt;br /&gt;
*&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; The big boss clearly benefited from the edition change, as it&#039;s now at a monstrous T13 W24. Hell, now it&#039;s big enough that it can count as cover for any models hiding behind it.&lt;br /&gt;
====Walker====&lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; Any {{W40kKeyword|Officer}} units inside this unit are still able to issue orders. Useful if you&#039;re running an infantry-heavy force since you&#039;ll be able to keep them at their best.&lt;br /&gt;
*&#039;&#039;&#039;Taurox:&#039;&#039;&#039; Upgraded, it can now carry 12 {{W40kKeyword|Infantry}} models with heavy weapons teams taking 2 models and Ogryns counting as 3. Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won&#039;t matter much since Guardsmen aren&#039;t usually keen on actually fighting up close.&lt;br /&gt;
**Has only two weapons to consider: The Storm Bolter if you want more shots with &#039;&#039;Rapid Fire 2&#039;&#039; or the high-powered Twin Autocannons with &#039;&#039;Twin-Linked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=/m/&amp;diff=1023</id>
		<title>/m/</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=/m/&amp;diff=1023"/>
		<updated>2023-06-14T11:31:01Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: Undo revision 898435 by TheMechaManiac (talk) Discuss it on the talk page, don&amp;#039;t vandalise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
[http://boards.4chan.org/m/ /m/] is the [[4chan]] board for all things giant robots. Sometimes it&#039;s also about small robots. Sometimes it&#039;s also about spaceships. Sometimes it&#039;s also about guys in rubber suits that look like robots. If it&#039;s even remotely mechanical in some form, chances are it&#039;s /m/-related. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
/m/ is primarily a board for talking about mecha anime/manga, although many different topics frequent the board as well as long as it&#039;s vaguely Sci-Fi. Topics range from Super Robots (Gigantic superhero-like robots with special techniques such as rocket punches and blazing swords), Real Robots (Smaller mass-produced robots with more militaristic loadouts such as rifles and grenades), [[Power Armor]] (Human-sized bodysuits filled with strength-enhancing mechanical bits), and many other topics like space battleships, kaiju, and Gundam models.&lt;br /&gt;
&lt;br /&gt;
==Mecha in /tg/==&lt;br /&gt;
Although not as common as [[Elf|elves]] or [[Orc|orcs]], robots and other mechanical things do pop up quite frequently in various /tg/ media. Below is a list of some of the more well-known examples of mecha and /m/-related factions in /tg/-related media.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;[[Warhammer 40,000]]&#039;&#039; - Robots of a wide range of shapes and sizes appear in the 40K universe, used by many different races/factions.&lt;br /&gt;
**&#039;&#039;&#039;[[Space Marines]]:&#039;&#039;&#039; The many legions of Adeptus Astartes deploy a variety of [[Dreadnoughts]] with many different patterns and weapons to chose from. Notable Dreads include [[Tankred]] and [[Bjorn_the_Fell_Handed|Bjorn]]. The [[Grey Knights]] make use of their faction-exclusive [[Dreadknights]], although they do look quite silly doing so.&lt;br /&gt;
**&#039;&#039;&#039;[[Titan_(Warhammer_40,000)#Imperial_Titans|Imperial Titans]]:&#039;&#039;&#039; The Imperium of Man&#039;s Titans tower over any battlefield they should come across, ranging between [[Imperial_Knight|huge]], [[Warlord_Battle_Titan|HUGE]], and &#039;&#039;&#039;[[Emperor_Battle_Titan|HUGE]]&#039;&#039;&#039; varieties. &lt;br /&gt;
**&#039;&#039;&#039;[[Adeptus Mechanicus]]:&#039;&#039;&#039; The Adeptus Mechanicus is about as close as you&#039;ll get to finding a personification of /m/ in the 40k universe. Asides from their various [[Legio_Cybernetica|battle-bots]] the Mechanicus also use [[Onager_Dunecrawler|Dunecrawlers]] and [[Ironstrider_Ballistarius|Chicken]] [[Sydonian_Dragoon|Walkers]]. The various cybernetic troops of the Mechanicus such as the [[Skitarii]], [[Servitors]], and [[Techpriest|Techpriests]] are also pretty fucking /m/. &lt;br /&gt;
**&#039;&#039;&#039;[[Imperial Guard]]:&#039;&#039;&#039; While the Astra Militarum is primarily made up of guardsmen and tanks, they do make use of the [[Sentinel]], a pretty basic chicken-walker. &lt;br /&gt;
**&#039;&#039;&#039;[[Chaos Space Marines]]:&#039;&#039;&#039; Like their Emperor-aligned counterparts, Chaos Space Marines make similar use of [[Chaos_Dreadnought|Chaos Dreadnoughts/Helbrutes]] within their numbers. Many Titans also defected during the Horus Heresy and are still used by the Chaos Legions. &lt;br /&gt;
**&#039;&#039;&#039;[[Orks]]:&#039;&#039;&#039; The Greenskins are adept at throwing together many a machine from whatever they can find lying around. Notable orky mechs include the [[Killa Kan]], the [[Deff Dred]], The [[Gorkanaut]]/[[Morkanaut]], The [[Stompa]], and the [[Gargant]].&lt;br /&gt;
**&#039;&#039;&#039;[[Eldar]]:&#039;&#039;&#039; Similar to how Dreadnoughts are &amp;quot;piloted&amp;quot; by near-dead Marines, [[Wraithguard|Wraithguards]] are constructs containing the souls of fallen Aeldari warriors. There are a few variants of the Wraithguard, including the always [[Rage|angry]] [[Wraithblades]] and the massive [[Wraithknight|Wraithknights]]. The Eldar also have their [[Revenant_Scout_Titan|own]] [[Phantom_Battle_Titan|Titans]].&lt;br /&gt;
**&#039;&#039;&#039;[[Tau]]:&#039;&#039;&#039; Designed from the ground up to appeal to the average [[Weeaboo]], the Tau and their [[Battlesuit|Battlesuits]] would be the defacto /m/ 40k faction if the Adeptus Mechanicus didn&#039;t exist. The most common Battlesuits you&#039;ll see on the tabletop are the [[XV-8 Crisis Battlesuit]] and the [[XV104 Riptide Battlesuit]]. [[Farsight|Commander Farsight]], he is a Char!&lt;br /&gt;
**&#039;&#039;&#039;[[Necron]]:&#039;&#039;&#039; While the Necron don&#039;t pilot any giant robots, being zombie-terminator-egyptians is good enough to being /m/.&lt;br /&gt;
*&#039;&#039;[[BattleTech]]&#039;&#039; - The premiere western mech tabletop game, even if most of its designs from the game&#039;s early years originated from anime like [[Shadow_Hawk|Dougram]]. The most famous war machines in the setting are [[BattleMech]]s and their [[OmniMech]] offspring.&lt;br /&gt;
*&#039;&#039;[[Gamma Wolves]]&#039;&#039; - Imagine if you will, [[Mordheim]] but if he mecha.&lt;br /&gt;
*&#039;&#039;[[Jovian Chronicles]]&#039;&#039; - DP9&#039;s space mecha combat game and resident gundam expy.&lt;br /&gt;
*&#039;&#039;[[Heavy Gear]]&#039;&#039; - A wargame sort of like BattleTech that also has some video games and cartoons, the mechs in this are similar to the Armored Troopers seen in the VOTOMs series.&lt;br /&gt;
*&#039;&#039;[[Mechaton]]/[[Mechaton Titan]]&#039;&#039; - Another wargame similar to Battletech, but you design your own minis out of Lego. See also: Mobile Frame Zero.&lt;br /&gt;
*&#039;&#039;[[MechaTop]]&#039;&#039; - A crowd funded war game centered around /m/ related models and figures on various sized bases.&lt;br /&gt;
*&#039;&#039;[[Mekton]]&#039;&#039; - A mecha-themed pen-and-paper RPG with pretty loose rules, leading to all kinds of [[Awesome|hot-blooded]] shenanigans. &lt;br /&gt;
*&#039;&#039;[[Magic: The Gathering]]&#039;&#039; - Various /m/ aspects include the sad-robot [[Karn]], the Bio-mechanical menace of [[Phyrexia]], and the many artifact-focused Planes such as [[Mirrodin]] and [[Kaladesh]].&lt;br /&gt;
*&#039;&#039;[[Yu-Gi-Oh]]&#039;&#039; - What, of course a Japanese card game is going to throw some giant robots into the mix. Some notable /m/ archetypes include Ancient Gears, A-to-Z, Masked HEROs, Super-Quantum, and Synchrons.&lt;br /&gt;
*&#039;&#039;[[Cardfight!! Vanguard]]&#039;&#039; - Another CCG from Japan, this one is slightly more /m/-related than Yu-Gi-Oh due to the Dimensional Police clan being OBARI AS FUCK.&lt;br /&gt;
&lt;br /&gt;
==/m/ and /tg/==&lt;br /&gt;
/m/ and /tg/ have a storied history with one another, being one of the homes of 40K threads before the creation of /tg/ during 4chan&#039;s early years. Whether it be arguing about how an Emperor Battle Titan can take on a Evangelion or the logistics of declaring [[Exterminatus]] on [[Transformers|Unicron]], both /m/ and /tg/ share the same brand of autism when it comes to their respective franchises. Also worth mentioning is [[Quest|ZeonQuest]], a long-running Gundam-themed quest that&#039;s worth a read.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most emblematic of this crossover would be [[Adeptus Evangelion]], a hack of [[Dark Heresy]] which places players as Eva pilots. This would later spin off to [[Bliss Stage]], a more original system.&lt;br /&gt;
&lt;br /&gt;
The two boards also associate well with their fellow [[FLGS]] compatriots [[/co/]] and [[/toy/]], taking part in regular friendly matches during the [[4chan cup]].&lt;br /&gt;
&lt;br /&gt;
==/m/ Essentials==&lt;br /&gt;
Want to get into /m/ culture but have no idea where to start? Here&#039;s a beginners guide. Short answer 1: Any anime that appeared in &#039;&#039;Super Robot Wars&#039;&#039;, preferably from the &#039;&#039;Alpha&#039;&#039; and &#039;&#039;Z&#039;&#039; games. Short answer 2: [https://imgur.com/a/khYCEq3 Use this chart]. Long answer: Check out several sub genres, the most common lead ins being listed with similar titles you can watch if you end up enjoying them.&lt;br /&gt;
&lt;br /&gt;
*Any anime created by Go Nagai. Literally, any, does not matter if it is subbed or not. &#039;&#039;Mazinger&#039;&#039; and &#039;&#039;Getter Robo&#039;&#039; are the most talked about though. &#039;&#039;God Mazinger&#039;&#039; had production issues so expect that to be the black sheep of the bunch. Both versions of &#039;&#039;Gaiking&#039;&#039; qualify as Go Nagai titles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gundam&#039;&#039;, is considered one of, if not the, first &amp;quot;real robot&amp;quot; series, where the giant robots and their pilots aren&#039;t super heroes, but war machines with military crew. Universal Century entries are the most recommended, but if you watch at least four shows and at least one movie you&#039;re good to go, just don&#039;t fall for memes. Just note that every entry has fans and opponents, just because you don&#039;t see a faction does not mean they do not exist.&lt;br /&gt;
** &#039;&#039;Mobile Fighter G Gundam&#039;&#039; is the series&#039; exception to the thing about the giant robots being war machines by having the robots be martial artists piloted by hot blooded manly men who are also national sterotypes. Despite the radical departure, it&#039;s actually liked by parts of the fandom.&lt;br /&gt;
** &#039;&#039;Build Fighters&#039;&#039; is directly /tg/ related, being about assembled and painted models (many of which are kitbashed) that then, through super science, animate and fight each other. Don&#039;t pick it as your first since, aside from being wildly different, there&#039;s massive in-jokes in every scene.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Armored Trooper VOTOMS&#039;&#039;, 80s vintage cheese, manly as fuck, and plenty of hard science. Other similar anime include &#039;&#039;SPT Layzner&#039;&#039;, &#039;&#039;Metal Armor Dragonar&#039;&#039;, &#039;&#039;Heavy Metal L-Gaim&#039;&#039;, &#039;&#039;Panzer World Galient&#039;&#039;, the &#039;&#039;Appleseed&#039;&#039; franchise, &#039;&#039;Crusher Joe&#039;&#039;, and &#039;&#039;Venus Wars&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Neon Genesis Evangelion&#039;&#039;, for the more artistic folks or those that like mysterious settings. Other similar anime include &#039;&#039;Big O&#039;&#039;, &#039;&#039;RahXephon&#039;&#039;, &#039;&#039;De:Vasady&#039;&#039;, &#039;&#039;Zegapain&#039;&#039;, the &#039;&#039;Eureka Seven&#039;&#039; franchise, &#039;&#039;Betterman&#039;&#039;, &#039;&#039;Argento Soma&#039;&#039;, &#039;&#039;Star Driver&#039;&#039;, and &#039;&#039;Captain Earth&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hades Project Zeorymer&#039;&#039;, the most essential for /m/ OVAs with short episode lengths. Other similar anime include &#039;&#039;MegaZone 23&#039;&#039;, &#039;&#039;DanGaiOh&#039;&#039;, the &#039;&#039;Iczer&#039;&#039; trilogy, &#039;&#039;Madox 01&#039;&#039;, &#039;&#039;MD Geist&#039;&#039; 1 and 2, and &#039;&#039;Big Wars&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;The Vision of Escaflowne&#039;&#039;, most prolific fantasy mecha anime out there. Other similar anime include &#039;&#039;Aura Battler Dunbine&#039;&#039;, &#039;&#039;Nobunaga The Fool&#039;&#039;, &#039;&#039;Ryu Knight&#039;&#039;, the &#039;&#039;Aquarion&#039;&#039; trilogy, &#039;&#039;Comet Lucifer&#039;&#039;, &#039;&#039;Brave Raideen&#039;&#039;, &#039;&#039;Regalia: The Three Sacred Stars&#039;&#039;, and the &#039;&#039;Lamune&#039;&#039; franchise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gravion&#039;&#039;, manly and Obari as fuck! Just a warning: Not for the faint of heart, Klein Sandman confirmed for fabulous justice. Other similar anime include &#039;&#039;Godannar!!&#039;&#039; (because one exclamation point is not manly enough), &#039;&#039;Linebarrels of Iron&#039;&#039;, &#039;&#039;Viper&#039;s Creed&#039;&#039;, &#039;&#039;Majestic Prince&#039;&#039;, &#039;&#039;Combat Mecha Xabungle&#039;&#039;, &#039;&#039;Great Dandaioh&#039;&#039;, &#039;&#039;Dai-Guard&#039;&#039;, &#039;&#039;Daitarn 3&#039;&#039;, and &#039;&#039;Blue Gender&#039;&#039;. &#039;&#039;Super Robot Wars Original Generation: The Inspector&#039;&#039; is recommended only for the manliest of men (or if you&#039;ve done a lot of homework and want a celebration of the genre).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gunbuster&#039;&#039; and its sequel &#039;&#039;Diebuster&#039;&#039;, loaded with space adventure and action (when it gets around to it). Other similar anime include &#039;&#039;Space Runaway Ideon&#039;&#039;, &#039;&#039;Heroic Age&#039;&#039;, &#039;&#039;Star Gunman Bismarck&#039;&#039;, &#039;&#039;Vandread&#039;&#039;, &#039;&#039;God Mars&#039;&#039;, &#039;&#039;Angel Links&#039;&#039;, the &#039;&#039;Macross&#039;&#039; franchise, &#039;&#039;Galaxy Whirlwind Braiger&#039;&#039; (which has been compared to &#039;&#039;Cowboy Bebop&#039;&#039;), and &#039;&#039;RobiHachi&#039;&#039; (more of a comedy akin to &#039;&#039;Futurama&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;The King of Braves GaoGaiGar&#039;&#039; and its finale &#039;&#039;FINAL&#039;&#039;, kid friendly version of manly and fitting for those that grew up with &#039;&#039;TransFormers&#039;&#039;. Other similar anime include other entries in the &#039;&#039;Yuusha&#039;&#039; franchise, &#039;&#039;Zoids&#039;&#039;, the &#039;&#039;Eldoran&#039;&#039; trilogy (&#039;&#039;Raijin-Oh&#039;&#039;, &#039;&#039;Ganbaruger&#039;&#039;, and &#039;&#039;Gosaurer&#039;&#039;), &#039;&#039;Gear Fighter Dendoh&#039;&#039;, &#039;&#039;Goshogun&#039;&#039;, and &#039;&#039;Trider G7&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Zambot 3&#039;&#039;, classic super robot cheese with darkness. Other similar anime include &#039;&#039;MOSPEADA&#039;&#039;, &#039;&#039;Dancouga&#039;&#039;, &#039;&#039;Orguss&#039;&#039;, &#039;&#039;Steel Jeeg&#039;&#039;, the Robot Romance trilogy (consisting of &#039;&#039;Combattler V&#039;&#039;, &#039;&#039;Voltes V&#039;&#039;, &#039;&#039;Daimos&#039;&#039;, and as a fourth spiritual/comedic member &#039;&#039;Daltanious&#039;&#039;), &#039;&#039;Golion&#039;&#039; (aka where Lion Force/Classic Voltron spawned from), and &#039;&#039;Space Warrior Baldios&#039;&#039; (Beware: It&#039;s the darkest anime mentioned here).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Neo Human Casshern&#039;&#039;, the original 70s version, it will give you a solid feel of how /m/ likes their tokusatsu and &amp;quot;small&amp;quot; mecha anime. Other similar anime include both the original &#039;&#039;Tekkaman&#039;&#039; and its remake &#039;&#039;Tekkaman Blade&#039;&#039;, &#039;&#039;Hurricane Polymar&#039;&#039;, &#039;&#039;Samurai Flamenco&#039;&#039;, &#039;&#039;Machine Robo: Revenge of Cronos&#039;&#039; (beware the atrocious subtitles), the &#039;&#039;Guyver&#039;&#039; franchise, &#039;&#039;Overman King Gainer&#039;&#039;, &#039;&#039;Heroman&#039;&#039;, and &#039;&#039;Raideen The Superior&#039;&#039;. &#039;&#039;Concrete Revolutio&#039;&#039; also gets mentioned, but there is a steep divide as to whether or not it is a cultural artifact or a tremendous mess (the first half especially), proceed with caution if you decide to try it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Code Geass&#039;&#039;, a good entry point for those that like genre mixing with their mecha with science babble and ridiculous twists. Other similar anime include &#039;&#039;Full Metal Panic!&#039;&#039;, &#039;&#039;Cross Ange&#039;&#039;, &#039;&#039;Giant Gorg&#039;&#039;, the &#039;&#039;Fafner&#039;&#039; franchise, &#039;&#039;Buddy Complex&#039;&#039;, &#039;&#039;Heavy Object&#039;&#039;, &#039;&#039;Martian Successor Nadesico&#039;&#039;, &#039;&#039;Unit Pandora&#039;&#039;, &#039;&#039;The Price of Smiles&#039;&#039;, and &#039;&#039;Dorvack&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gargantia&#039;&#039;, an extremely atypical mecha story the focuses more on world building, but have lots of mecha elements. Other similar anime include &#039;&#039;M3: The Dark Metal&#039;&#039;, &#039;&#039;Aldnoah.Zero&#039;&#039;, &#039;&#039;Neo Ranga&#039;&#039;, &#039;&#039;Blue Submarine No 6&#039;&#039;, &#039;&#039;Lagrane: The Flower of Rin-ne&#039;&#039;, &#039;&#039;Iron Leaguer&#039;&#039;, &#039;&#039;Basquash!&#039;&#039;, &#039;&#039;Strike The Blood&#039;&#039;, and &#039;&#039;Astro Ganger&#039;&#039;. &#039;&#039;Dancouga Nova&#039;&#039; gets special mention because the tone shifts rapidly from real robot to super robot setting which is extremely rare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Megas XLR&#039;&#039;, the most praised western cartoon on /m/ for being choke-full of robot action, comedy, monsters, and other /m/ minutia. Other similar cartoons include the &#039;&#039;TransFormers&#039;&#039; franchise, the &#039;&#039;Voltron&#039;&#039; franchise, &#039;&#039;Hulk and The Agents of SMASH&#039;&#039;, &#039;&#039;Exosquad&#039;&#039;, &#039;&#039;Sym-Bionic Titan&#039;&#039;, &#039;&#039;Big Guy and Rusty the Boy Robot&#039;&#039;, and &#039;&#039;Heavy Gear&#039;&#039; are all western cartoons featuring giant robots. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Legend of the Galactic Heroes&#039;&#039;, the long running 100+ episode space opera is highly praised on /m/. While not strictly a mecha show, it gets the Science Fiction pass. Other space opera shows mentioned favorably on /m/ include &#039;&#039;Space Battleship Yamato 2199&#039;&#039; (which recently appeared in SRW V in it&#039;s 2199 incarnation), &#039;&#039;Captain Harlock&#039;&#039;, &#039;&#039;Crest of the Stars&#039;&#039;, its sequel &#039;&#039;Banner of the Stars&#039;&#039;, &#039;&#039;Outlaw Star&#039;&#039;, and &#039;&#039;Daikengo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Daiohja&#039;&#039; gets a special mention because unlike nearly every other mecha anime out there it doesn&#039;t have an overarching antagonist, most episodes are focused on world building for different planets, very inconsistent in its technology, the humor is childish, and the titular mecha never loses (you&#039;d think that&#039;d be more common in older titles but no). It&#039;s a bit &#039;&#039;too&#039;&#039; unique to compare it to much else.&lt;br /&gt;
&lt;br /&gt;
===For the war gamin&#039; crowd===&lt;br /&gt;
While the listings above would help most people looking to get into the genre, war gamers understandably may want something more in their element. The following mecha titles deal with at least one of the following: Real robots, mechs that come off production lines, heavy use of military strategy and/or vehicles (tanks, choppers, jets, mobile projectile launchers, submarines, battleships, etc.), very detailed in the fictional science department, or would be easy to integrate with homebrew wargaming. &#039;&#039;Dougram&#039;&#039;, &#039;&#039;Crusher Joe&#039;&#039;, and &#039;&#039;Macross&#039;&#039; are not listed because those were the big three anime franchises that inspired BattleTech; &#039;&#039;Gundam&#039;&#039; and &#039;&#039;VOTOMS&#039;&#039; are so huge they deserve their own pages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ideon&#039;&#039;: The antagonist faction uses a fuck load of ships with some ground vehicles and basic mech variety, Earth forces also have some futuristic vehicles for self defense. Downsides include an absurdly overpowered titular mecha, most mecha are 100 meter range yet have paper armor like reverse AT-ATs, and if you didn&#039;t like Starkiller Base from &#039;&#039;The Force Awakens&#039;&#039; you might be turned off by the final battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Xabungle&#039;&#039;: Every mecha counts as a real robot and deals almost entirely with mercenaries, vehicles are limited to hovercrafts and land ships (as in giant boats on land). Downsides include factions being gang levels of small for the most part and it breaks the fourth wall every few episodes, definitely not for nit and gritty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Acrobunch&#039;&#039;: The antagonist faction has smaller clans to give it diversity which includes their mecha, mecha aside from the titular Acrobunch are real robots that consist of grunts and a commander, and the Earth forces use a variety of vehicles and actually pose a threat. Downsides include an ending that makes &#039;&#039;Evangelion&#039;&#039; look sane and one of the commander mecha got destroyed by simply being knocked over. That is not a joke.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Dunbine&#039;&#039;: Very real robot-y with lots of neutral giant monsters that serve as random hazards, medieval themed, political thrills, advancements in technology, and has useful vehicles. Downsides include mecha being absurdly overpowered when out of their setting thanks to their Aura Barriers (so overpowered even one basic mooks can level cities like Las Vegas and tank conventional weapons) and melee focus may turn off those that favor long range weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Orguss&#039;&#039;: Transforming flying robots with basic designs that focus on projectiles and ancient robots that hate humans later come into play. Downsides include the titular mecha is a little overpowering, the setting can turn off people that prefer more realistic scenarios, and the sequel heavily favors super robots until the titular mech goes into action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Dorvack&#039;&#039;: Transforming robots that turn into robots, power armors, lots of military vehicles, heavily uses tactics in most episodes, has realistic depictions of battles, and aside from a few color variations all the enemies are mass produced units. Downsides include little consequences for order disobedience that can break suspension of disbelief, occasional animation issues in the last third, and the main villain is so mysterious and overpowered he can seem out of place with the rest of the setting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;L-Gaim&#039;&#039;: Heavy on world building, variety in mechs, weapons, and vehicles, and the titular mecha is not overpowered. Downsides include designs that are more pulp fiction heavy rather than realistic despite being a real robot series, vehicles are hardly given any respect, and the main villain may put off those wanting realistic world building.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;SPT Layzner&#039;&#039;: Variety of mechs and vehicles, gives a grim atmosphere for most of the series, plenty of world building, and lots of space and aerial fights. Downsides include the main character being exceptionally wimpy for the first half of the series, the protagonists have very few mecha, and the titular mecha slowly becomes over powered. There is a divide whether or not the last third is better than the first or not since the grim atmosphere slowly dissipates in favor of acting like &#039;&#039;Fist of The North Star&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Patlabor&#039;&#039;: Police mecha that stop construction worker mecha from doing crimes with military mecha sometimes attacking; all mechs being fairly realistic. Downsides include a lot of comedy that can be hit or miss and a lot of random monsters in an otherwise realistic setting, one of them even being the main antagonist of the third movie.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Dragonar&#039;&#039;: Basically an early Gundam series without newtypes, lots of space combat and reasonable mech variety. Downsides include very few vehicles outside of super weapons and can be more heavy with comedy than early Gundam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Jushin Liger&#039;&#039;: A Go Nagai anime that involves organic mecha, but in the second half real robots and the Self Defense Force play a prominent role as giant monsters start being mass produced. All that with a soundtrack and iconography so manly it got adopted in real life Japanese wrestling! Downsides include vehicles being treated as a joke as standard in kaiju movies and one of the villains has the old &amp;quot;separated at birth&amp;quot; shtick. Also be warned it&#039;s gory as fuck, imagine if [[Angron]] directed a children&#039;s cartoon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Nadesico&#039;&#039;: Earth and Mars against colonies from Jupiter&#039;s moons, heavy focus on ship to ship combat, basic mech designs, and strategies are frequent. Downsides include the second antagonist faction in the movie being a bit too small, the first antagonist faction uses super robot designs which can turn people off, and the idea of boson particles allowing for force fields and teleporting during combat may come across as unnecessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gasaraki&#039;&#039;: Real robots use a bunch of guns while uncovering the robots they were based off of which were created by ancient aliens on the far side of the Moon. It takes its world building very seriously, respects the use of vehicles to an extent, uses mostly realistic technology, and uses a lot of strategy. Downsides include a lack of variety for the mecha, the cast can appear to be too cluttered, and unless you&#039;re okay with a lot of spiritual imagery this might be off putting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Blue Gender&#039;&#039;: Real robots fighting off giant bugs spawned from the Earth itself because humans polluted it too damn much. Mostly the same pros and cons as Gasaraki (same creator, Ryosuke Takahashi) but a fuck of a lot more violent and high in the sex and nudity department.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Full Metal Panic!&#039;&#039;: Lots of mechs that are mostly realistic, focus on mercenaries, lots of variable weapons and equipment, strategy is heavily used, and actually has underwater combat. Downsides include black box technology (mostly the Lambda Driver) is a bit unrealistic and until season 4 it heavily mingles high school life with military aspects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Flag&#039;&#039;: Highly realistic shown through the literal lens of a war photographer, heavy on world building, is highly respectable toward vehicles, and uses a lot of strategy both on and off the field. Downsides include a severe lack of action for long stretches and little variety for mecha and factions; China becomes a player in the last third out of left field with their Lonkus (which may or may not be [[Timber Wolf]] homages).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Code Geass&#039;&#039;: Mecha variety, strategy is heavily used in most fights, and there are several nation factions. Downsides include color coating may get on the nerves of others, very heavy on melee combat over long range weaponry, and /m/ has been divided with the fights once flying capabilities were included.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Viper&#039;s Creed&#039;&#039;: Basic mercenaries versus rogue AI, realistic motorcycle mecha against bug mecha, and strategies are used. Also /m/ complains about the lack of rule 34. Downsides include a lack of variety in mecha and factions and it is more cyberpunk than military themed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;M3: The Dark Metal&#039;&#039;: Basic transformable robots with lots of world building and is respectable toward mecha that are not used by the main character. Downsides include being more of a horror series featuring real robots versus monsters, science is played loosely, and a lack of faction variety.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Buddy Complex&#039;&#039;: Same as Dragonar, an offbrand Gundam series without newtypes with mecha variety and lots of world building. Downsides include color coating can be off putting and uses time travel which can confuse people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Aldnoah.Zero&#039;&#039;: Heavy on strategies, features real robots versus super robots, and heavy on the fictional science. Downsides include the main character might come across as too smart and vehicles hardly get any respect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Heavy Object&#039;&#039;: Basic shapes as mecha rather than humanoids, acting more as mobile fortresses, and features lots of world building and is heavy on fictional science. Downsides include most of the focus being two goofballs sabotaging mechs rather than mech fights and vehicles are hardly used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Unit Pandora&#039;&#039;: Transformable robots that fight cyborg animals and loaded with Warhammer homages. Enough said.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;The Cost of Smiles&#039;&#039;: Real robots limited to only a handful of types, main upgrades involve thrusters, landships are present and environments come heavy into play. Downsides include the first episode does not reflect the rest of the series and minor mecha variety gives it less depth than most real robot anime.&lt;br /&gt;
&lt;br /&gt;
==/ourguys/==&lt;br /&gt;
Lots of characters are /m/, but very few ever make it to the rank of /ourguys/.&lt;br /&gt;
&lt;br /&gt;
*Coop from &#039;&#039;Megas XLR&#039;&#039;&lt;br /&gt;
*Boss, Nuke, and Mucha from &#039;&#039;Mazinger&#039;&#039;&lt;br /&gt;
*[[Perturabo]] and the [[Iron Warriors]]&lt;br /&gt;
*The entirety of the [[Adeptus Mechanicus]]&lt;br /&gt;
*[[Soul Grinder|SOUL GRINDERS]]&lt;br /&gt;
*[[Chaos Dwarfs]]&lt;br /&gt;
*[[Ikit Claw]] and the rest of [[Clan Skryre]]&lt;br /&gt;
*Sargent Keroro from &#039;&#039;Keroro Gunsou&#039;&#039;&lt;br /&gt;
*Kira Yamato from &#039;&#039;Gundam Seed&#039;&#039; (will induce [[Skub]] unless it&#039;s his Super Robot Wars incarnation that is more likeable due to enforced character development)&lt;br /&gt;
*Staz Blood from &#039;&#039;Blood Lad&#039;&#039;&lt;br /&gt;
*Murray from &#039;&#039;Sly Cooper&#039;&#039;&lt;br /&gt;
*Ratchet and Clank&lt;br /&gt;
*Yattarn from &#039;&#039;Captain Harlock&#039;&#039;&lt;br /&gt;
*Setsuna Seiei from &#039;&#039;Gundam 00&#039;&#039;&lt;br /&gt;
*Rika Domeki from &#039;&#039;Dai-Guard&#039;&#039;&lt;br /&gt;
*Akito Tenkawa, Gai Daigoji, and Hikaru Amano from &#039;&#039;Nadesico&#039;&#039;&lt;br /&gt;
*Yutaro &amp;quot;is this a pigeon?&amp;quot; Katori from &#039;&#039;Fighbird&#039;&#039;&lt;br /&gt;
*Might Senpuji from &#039;&#039;Might Gaine&#039;&#039;&lt;br /&gt;
*Chirico Cuvie from &#039;&#039;VOTOMS&#039;&#039;&lt;br /&gt;
*Ultraman Geed&lt;br /&gt;
*Shinn Asuka from &#039;&#039;Gundam Seed Destiny&#039;&#039; when Kira is not around (then again, more likeable in his Super Robot Wars incarnation)&lt;br /&gt;
*Jiron Amos from &#039;&#039;Xabungle&#039;&#039;&lt;br /&gt;
*Inspector Gadget&lt;br /&gt;
*Sweet Tooth from &#039;&#039;Twisted Metal&#039;&#039;&lt;br /&gt;
*Sho Hayami&lt;br /&gt;
*Genesect from &#039;&#039;Pokemon&#039;&#039;&lt;br /&gt;
*Rei Kurushima from &#039;&#039;Pastel Memories&#039;&#039;&lt;br /&gt;
*Metalder&lt;br /&gt;
*Jiban&lt;br /&gt;
*The Boukengers&lt;br /&gt;
*The Go-Busters&lt;br /&gt;
*Kamen Rider Fourze&lt;br /&gt;
*Star Fox McCloud&lt;br /&gt;
*Kirby&lt;br /&gt;
*Dr. Eggman from &#039;&#039;Sonic The Hedgehog&#039;&#039;&lt;br /&gt;
*Metal Gears&lt;br /&gt;
*Iron Man&lt;br /&gt;
*Owl Guldy from &#039;&#039;Gonna Be The Twintail!&#039;&#039;&lt;br /&gt;
*Graham Imahara from &#039;&#039;MythBusters&#039;&#039;&lt;br /&gt;
*The constellation of Aquarius&lt;br /&gt;
*Every incarnation of Mega Man&lt;br /&gt;
*Jiron Amos from &#039;&#039;Xabungle&#039;&#039;&lt;br /&gt;
*Ryoma &amp;quot;Fuck Dinosaurs&amp;quot; Nagare from &#039;&#039;Getter Robo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AquarionLogosGenesis.png|Aquaion Logos aka The Emperor of Man as interpreted by /m/.&lt;br /&gt;
File:Keroro_gunso.jpg|Keroro Gunso aka The best gunpla builder known to /m/ankind.&lt;br /&gt;
File:M_reccomend.jpg| An old recommendation chart for some /m/ shows.&lt;br /&gt;
File:Mecha_recommendations.jpg| A new recommendation chart for some /m/ shows and movies.&lt;br /&gt;
File:Mecha games.jpg| A variety of /m/ video games including Battletech, Front Mission, and others.&lt;br /&gt;
File:I_am_kira.png|Kira Yamato frequently gets compared to Jesus on /m/.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Board-tans/m]]&lt;br /&gt;
*[[Belisarius Cawl]] (The augmented cyborg /m/ wishes they were)&lt;br /&gt;
*[[Iron Hands]] (The space marine chapter that&#039;s super technology happy)&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://ryusei.booru.org/ The /m/ booru]&lt;br /&gt;
*[http://mmecha.wikia.com/wiki//m/-mecha_Wikia /m/ wikia for random information Wikipedia does not approve of]&lt;br /&gt;
*[http://akurasu.net/wiki/Main_Page A wiki for SRW and various other /m/ games]&lt;br /&gt;
[[Category:4chan]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Titanicus&amp;diff=56215</id>
		<title>Warhammer 40,000/10th Edition Tactics/Adeptus Titanicus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Adeptus_Titanicus&amp;diff=56215"/>
		<updated>2023-06-13T16:16:08Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Why Play Adeptus Titanicus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Adeptus Titanicus]] tactics. [[Warhammer 40,000/9th Edition Tactics/Adeptus Titanicus|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Adeptus Titanicus==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*You are piloting literal god-machines, colossi who tower over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Expect to sacrifice your kidneys and favorite lung to afford a titan.&lt;br /&gt;
*Expect to sacrifice your liver to afford the paint you&#039;ll need for it.&lt;br /&gt;
*You&#039;ve sacrificed your brain if you think it&#039;ll ever see the tabletop in a normal game.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Titanicus&#039;&#039;&#039;: Lets you ally in a single titan in an {{W40kKeyword|Imperium}} army.&lt;br /&gt;
**&#039;&#039;&#039;Titanicus Traitoris&#039;&#039;&#039;: Allows you to ally titans into a {{W40kKeyword|Chaos}} army, though you&#039;re adding in the {{W40kKeyword|Titanicus Traitoris}} faction keyword if you do.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
As per the Daemon index, you can have 1/4 of your army in points be [[Warhammer_40,000/10th_Edition_Tactics/Chaos_Daemons|Chaos Daemons]] - see that page for analysis.&lt;br /&gt;
&lt;br /&gt;
===Warlord Titan===&lt;br /&gt;
Your biggest, your baddest. With Toughness 16 and &#039;&#039;&#039;ONE HUNDRED WOUNDS&#039;&#039;&#039; with a 2+ save, you can easily shrug off most anti-tank weapons with ease, though your 5++ Invuln only works against guns. That massive size will work against it, however, as all stratagems used on this behemoth will cost QUADRUPLE the listed CP cost. On top of that, as usual, once it&#039;s at 1/3 remaining wounds or less, it has a -1 to hit penalty and its monstrous OC of 30 is halved to 15.&lt;br /&gt;
&lt;br /&gt;
===Warhound Scout Titan===&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hormagaunt&amp;diff=255394</id>
		<title>Hormagaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hormagaunt&amp;diff=255394"/>
		<updated>2023-06-13T14:47:05Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Other Variants of Gaunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kraken hormagaunts by gorgurtzdawarlord-d4xx48u.jpg|500px|thumb|right|The original [[Starcraft|zerg-rush]].]]&lt;br /&gt;
&#039;&#039;&#039;Hormagaunts&#039;&#039;&#039; (&#039;&#039;Gaunti gladius&#039;&#039;) are the Tyranids&#039; basic assault organism (read: [[tarpit]]). Equipped with a pair of [[Tyranid_Bio-Weapons##Scything Talons|Scything Talons]], their job is to rush into close combat and either slice things into nice small pieces, or keep enemy walkers from walking anywhere. They can be assisted in the former role by the addition of Toxin Sacs or Adrenal Glands, making them even more killy. They can be assisted in the latter option by keeping some Synapse nearby. As they&#039;re members of the gaunt genus, they&#039;re unsurprisingly most effective when fielded in numbers, though they don&#039;t need quite the same numbers [[termagant]]s do. Good for drowning your enemies in poisoned attacks.&lt;br /&gt;
&lt;br /&gt;
Despite wanting to be run in large groups, gaunts are juuuust a bit too costly and too fragile to serve as true horde-wave forces. Upgraded, they have a similar cost and stat line compared to [[daemonettes]] but without the nice rending, fear, or invulnerable save. They are probably best used as a support unit to back a larger push or to block for a specific unit.&lt;br /&gt;
&lt;br /&gt;
=== Their Role for the &#039;Nids ===&lt;br /&gt;
&lt;br /&gt;
Before the full attack of a Tyranid Hive Fleet, Hormagaunts are often dropped in [[Mycetic Spore|Mycetic Spores]] in such large numbers that even if many are destroyed by orbital defences those that make planetfall will pose a serious health problem to any inhabitants.&lt;br /&gt;
&lt;br /&gt;
Hormagaunts have a deadly instinctual ability to hunt that needs little direction from the Tyranid Hive Mind. They are so single-minded in hunting that they will ignore personal injury and tiredness until they have run down their quarry. Unlike Termagaunts, Hormagaunts can actually eat food; once they&#039;ve run the puny humans down they feed upon their prey, ripping pieces of flesh apart with [[Tyranid_Bio-Weapons##Claws and Teeth|razor sharp teeth]]. However their extremely fast metabolism will always drive them to constantly seek out new victims. They are usually left to their own devices once a Tyranid attack is underway, though occasionally the Hive Mind will intervene and direct them towards a more distant and more important target.&lt;br /&gt;
&lt;br /&gt;
Hormagaunts, &amp;lt;s&amp;gt;un&amp;lt;/s&amp;gt;like other Tyranid creatures, are &amp;lt;s&amp;gt;female&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hermaphrodites&amp;lt;/s&amp;gt; {{BLAM|females that are capable of Parthenogenesis}} and have the ability to lay hundreds of fertile eggs in the ground to reproduce independently of a Hive Fleet. Each Hormagaunt has a short lifespan but once one generation has died a fresh wave will have hatched and grown to maturity, ready to carry on ravaging a world where the previous generation left off. So like ants or [[Orks]], clearing a Hormagaunt is a colossal pain in the ass and may require [[Exterminatus|sustained orbital bombardment filled to the brim with Prometheum.]] Otherwise the surviving population will have a new sport or training program for the [[Planetary Defence Force]].&lt;br /&gt;
&lt;br /&gt;
=== Other Variants of Gaunt ===&lt;br /&gt;
Because [[Games Workshop|the Hive Mind]] loves reusing [[Finecast|bioforms]], there are a number of variants of the gaunt:&lt;br /&gt;
*[[Termagant]]: Their ranged siblings.&lt;br /&gt;
**[[Spinegaunt]]: Termagants that are fanboys of the [[Kelermorph Hybrid|bug cowboy]].&lt;br /&gt;
*[[Gargoyle (Tyranids)|Gargoyle]]: Their flying siblings.&lt;br /&gt;
*[[Barbgaunt]]: One of the new Tyranid models coming out of 10th edition, these unfortunate gaunts are artillerists and thus have been enslaved by parasitic bio-weapons, much like [[Exocrine|the]] [[Biovore|other]] [[Pyrovore|variants]] of Nid artillery.&lt;br /&gt;
*[[Neurogaunt]]: Much like the above, the Neurogaunt is both a new model from 10th edition and enslaved by another parasitic Nid. In this case, it&#039;s a [[Neurocyte]], a biological internet router for the Hive Mind.&lt;br /&gt;
*Nightgaunt: Defined by the 3rd edition codex as a Gargoyle with Scything Talons and an Implant Attack.&lt;br /&gt;
*Deathgaunt: Likewise defined by the 3rd edition codex, a Hormagaunt with Scything Talons and Toxin Sacs.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are many, &#039;&#039;many&#039;&#039; gaunts mentioned in the fluff but not fluffed out beyond the name and some artwork that [[Derp|portrays them all as regular Hormagaunts or Termagants]]. A chance for [[/tg/ gets shit done|/tg/ to get shit done]], especially since a good number can be guessed based on their name and those of the other Nid organisms:&lt;br /&gt;
*Crucigants&lt;br /&gt;
*Exegants: Given the similarities in name to the Exocrine in name, they&#039;re probably a Barbgaunt variant with a small Bio-Plasmic Cannon instead of the Light Bio-Cannon.&lt;br /&gt;
*Genogants&lt;br /&gt;
*Hellgaunts: &amp;lt;s&amp;gt;Similar to [[Hellgun]], so clearly a form carrying a [[Multilaser]]. [[C.S Goto|This pleases them]]&amp;lt;/s&amp;gt;. {{BLAM}}&lt;br /&gt;
*Lashgaunts: Probably Hormagaunts with Lash Whips, like the Spinegaunts are to Termagants.&lt;br /&gt;
*Malgants: While the name is similar to the [[Maleceptor]] and thus implies some form a psychic variant, the Neurogaunt already fills that role. So they&#039;re likely either a variant name for them in the new fluff or some form of offensive psychic repeater.&lt;br /&gt;
*Mortegaunts&lt;br /&gt;
*Protogaunts: Perhaps the original gaunt genus?&lt;br /&gt;
*Pyrogaunts: Some form of flamer variant and probably as shit as their [[Pyrovore|elder brother]].&lt;br /&gt;
*Razorgants&lt;br /&gt;
*Rendergants&lt;br /&gt;
*Slashgaunts&lt;br /&gt;
*Terrorgaunts&lt;br /&gt;
*Toxigaunts: Given the resemblance to the name of the [[Toxicrene]], probably something like that and the [[Venomthrope]], a gaunt with Feeder Tendrils and spore chimneys on their backs. Given the similarities of the Toxicrene and Venomthrope with the Maleceptor and [[Zoanthrope]] respectively, one could even convert some from the Neurogaunts.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tyranid]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hormagaunt&amp;diff=255420</id>
		<title>Hormagaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hormagaunt&amp;diff=255420"/>
		<updated>2023-06-13T14:42:15Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: Added some more info on the many categories of gaunt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kraken hormagaunts by gorgurtzdawarlord-d4xx48u.jpg|500px|thumb|right|The original [[Starcraft|zerg-rush]].]]&lt;br /&gt;
&#039;&#039;&#039;Hormagaunts&#039;&#039;&#039; (&#039;&#039;Gaunti gladius&#039;&#039;) are the Tyranids&#039; basic assault organism (read: [[tarpit]]). Equipped with a pair of [[Tyranid_Bio-Weapons##Scything Talons|Scything Talons]], their job is to rush into close combat and either slice things into nice small pieces, or keep enemy walkers from walking anywhere. They can be assisted in the former role by the addition of Toxin Sacs or Adrenal Glands, making them even more killy. They can be assisted in the latter option by keeping some Synapse nearby. As they&#039;re members of the gaunt genus, they&#039;re unsurprisingly most effective when fielded in numbers, though they don&#039;t need quite the same numbers [[termagant]]s do. Good for drowning your enemies in poisoned attacks.&lt;br /&gt;
&lt;br /&gt;
Despite wanting to be run in large groups, gaunts are juuuust a bit too costly and too fragile to serve as true horde-wave forces. Upgraded, they have a similar cost and stat line compared to [[daemonettes]] but without the nice rending, fear, or invulnerable save. They are probably best used as a support unit to back a larger push or to block for a specific unit.&lt;br /&gt;
&lt;br /&gt;
=== Their Role for the &#039;Nids ===&lt;br /&gt;
&lt;br /&gt;
Before the full attack of a Tyranid Hive Fleet, Hormagaunts are often dropped in [[Mycetic Spore|Mycetic Spores]] in such large numbers that even if many are destroyed by orbital defences those that make planetfall will pose a serious health problem to any inhabitants.&lt;br /&gt;
&lt;br /&gt;
Hormagaunts have a deadly instinctual ability to hunt that needs little direction from the Tyranid Hive Mind. They are so single-minded in hunting that they will ignore personal injury and tiredness until they have run down their quarry. Unlike Termagaunts, Hormagaunts can actually eat food; once they&#039;ve run the puny humans down they feed upon their prey, ripping pieces of flesh apart with [[Tyranid_Bio-Weapons##Claws and Teeth|razor sharp teeth]]. However their extremely fast metabolism will always drive them to constantly seek out new victims. They are usually left to their own devices once a Tyranid attack is underway, though occasionally the Hive Mind will intervene and direct them towards a more distant and more important target.&lt;br /&gt;
&lt;br /&gt;
Hormagaunts, &amp;lt;s&amp;gt;un&amp;lt;/s&amp;gt;like other Tyranid creatures, are &amp;lt;s&amp;gt;female&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hermaphrodites&amp;lt;/s&amp;gt; {{BLAM|females that are capable of Parthenogenesis}} and have the ability to lay hundreds of fertile eggs in the ground to reproduce independently of a Hive Fleet. Each Hormagaunt has a short lifespan but once one generation has died a fresh wave will have hatched and grown to maturity, ready to carry on ravaging a world where the previous generation left off. So like ants or [[Orks]], clearing a Hormagaunt is a colossal pain in the ass and may require [[Exterminatus|sustained orbital bombardment filled to the brim with Prometheum.]] Otherwise the surviving population will have a new sport or training program for the [[Planetary Defence Force]].&lt;br /&gt;
&lt;br /&gt;
=== Other Variants of Gaunt ===&lt;br /&gt;
Because [[Games Workshop|the Hive Mind]] loves reusing [[Finecast|bioforms]], there are a number of variants of the gaunt:&lt;br /&gt;
*[[Termagant]]: Their ranged siblings.&lt;br /&gt;
*[[Spinegaunt]]: Another ranged variant that are fanboys of the [[Kelermorph Hybrid|the bug cowboy]].&lt;br /&gt;
*[[Gargoyle (Tyranids)|Gargoyle]]: Their flying siblings.&lt;br /&gt;
*[[Barbgaunt]]: One of the new Tyranid models coming out of 10th edition, these unfortunate gaunts are artillerists and thus have been enslaved by parasitic bio-weapons, much like [[Exocrine|the]] [[Biovore|other]] [[Pyrovore|variants]] of Nid artillery.&lt;br /&gt;
*[[Neurogaunt]]: Much like the above, the Neurogaunt is both a new model from 10th edition and enslaved by another parasitic Nid. In this case, it&#039;s a [[Neurocyte]], a biological internet router for the Hive Mind.&lt;br /&gt;
*Nightgaunt: Defined by the 3rd edition codex as a Gargoyle with Scything Talons and an Implant Attack.&lt;br /&gt;
*Deathgaunt: Likewise defined by the 3rd edition codex, a Hormagaunt with Scything Talons and Toxin Sacs.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are many, &#039;&#039;many&#039;&#039; gaunts mentioned in the fluff but not fluffed out beyond the name and some artwork that [[Derp|portrays them all as regular Hormagaunts or Termagants]]. A chance for [[/tg/ gets shit done|/tg/ to get shit done]], especially since a good number can be guessed based on their name and those of the other Nid organisms:&lt;br /&gt;
*Crucigants&lt;br /&gt;
*Exegants: Given the similarities in name to the Exocrine in name, they&#039;re probably a Barbgaunt variant with a small Bio-Plasmic Cannon instead of the Light Bio-Cannon.&lt;br /&gt;
*Genogants&lt;br /&gt;
*Hellgaunts: &amp;lt;s&amp;gt;Similar to [[Hellgun]], so clearly a form carrying a [[Multilaser]]. [[C.S Goto|This pleases them]]&amp;lt;/s&amp;gt;. {{BLAM}}&lt;br /&gt;
*Lashgaunts: Probably Hormagaunts with Lash Whips, like the Spinegaunts are to Termagants.&lt;br /&gt;
*Malgants: While the name is similar to the [[Maleceptor]] and thus implies some form a psychic variant, the Neurogaunt already fills that role. So they&#039;re likely either a variant name for them in the new fluff or some form of offensive psychic repeater.&lt;br /&gt;
*Mortegaunts&lt;br /&gt;
*Protogaunts: Perhaps the original gaunt genus?&lt;br /&gt;
*Pyrogaunts: Some form of flamer variant and probably as shit as their [[Pyrovore|elder brother]].&lt;br /&gt;
*Razorgants&lt;br /&gt;
*Rendergants&lt;br /&gt;
*Slashgaunts&lt;br /&gt;
*Terrorgaunts&lt;br /&gt;
*Toxigaunts: Given the resemblance to the name of the [[Toxicrene]], probably something like that and the [[Venomthrope]], a gaunt with Feeder Tendrils and spore chimneys on their backs. Given the similarities of the Toxicrene and Venomthrope with the Maleceptor and [[Zoanthrope]] respectively, one could even convert some from the Neurogaunts.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tyranid]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Tyranids&amp;diff=58601</id>
		<title>Warhammer 40,000/10th Edition Tactics/Tyranids</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Tyranids&amp;diff=58601"/>
		<updated>2023-06-13T12:11:38Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: Undo revision 897995 by 2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5 (talk) Nevermind, apparently twin-linked re-rolls wounds now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Tyranids]] tactics. [[Warhammer 40,000/9th Edition Tactics/Tyranids|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Tyranids==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Now in 10th edition the faction has recieved a bunch of new units, some of them brought from past editions, either by looks like the Screamer Killer Carnifex or by name like the Von Ryan&#039;s Leapers.&lt;br /&gt;
*Last edition&#039;s Synapse daisy chaining for temporary benefits has been severely cut down.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Due to the simplification of rules, weapons, and datasheets, much of the customization of many units has become simply cosmetic if the index is anything to go by.&lt;br /&gt;
*You can only use Shadow in the Warp once per battle. If it doesn&#039;t scare at least half the army, you&#039;ve wasted it.&lt;br /&gt;
*Synapse is now even more vital as some stratagems require you to have creatures inside it in order to make the most out of them.&lt;br /&gt;
*Nothing in your army can use the Tank Shock, Grenade, or Smokescreen stratagems, putting you at an inherent disadvantage out the gate.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;: While a unit is within 6&amp;quot; of one or more Synapse models, it&#039;s within Synapse range. Each time it takes a Battle-shock test, use 3d6 instead of 2d6.&lt;br /&gt;
**On an Ld8+ unit, which is most of your army, this more than doubles your chances of passing the test (41.67% -&amp;gt; 83.80%, a 2.01x multiplier).  On Ld7+, which is your bravest elite, it&#039;s still significant (58.33% -&amp;gt; 90.74%, a 1.56x multiplier).&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;: Once per battle, during either player&#039;s Command Phase, if one or more units with this ability are on the battlefield, each enemy unit must take a Battle-shock test. If someone tries to out-horde you in the hopes of occupying objectives, use this to flip them back to your control - Battle-shocked units have OC 0, which means they may as well not be present for the purpose of holding objectives.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
===Invasion Fleet===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. Gives your army a general focus while also allowing them to gain some extra uses when using Stratagems in Synapse range.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Adaptations:&#039;&#039;&#039; Gives you one of three buffs you can pick between for the entire game.  You&#039;re naturally going to gravitate towards &#039;&#039;Hyper-Aggression&#039;&#039; because routinely your attacks will be fine on accuracy but struggle to wound.&lt;br /&gt;
**&#039;&#039;Swarming Instincts:&#039;&#039; Any attacks against enemy {{W40kKeyword|Infantry}} and {{W40kKeyword|Swarm}} units gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;Hyper-Aggression:&#039;&#039; Any attacks against enemy {{W40kKeyword|Vehicle}} and {{W40kKeyword|Monster}} units gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;Hive Predators:&#039;&#039;  Any critical hits against enemy {{W40kKeyword|Character}} units gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Surge (1 CP):&#039;&#039;&#039; When one unit fights (two if they&#039;re both within Synapse range), they score critical hits on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Regeneration (1 CP):&#039;&#039;&#039; One unit gets a 6+++ FNP against the enemy&#039;s shooting attacks, upped to a 5+++ if the unit&#039;s within Synapse range. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Death Frenzy (1 CP):&#039;&#039;&#039; When a unit is attacked in melee, any models that die before fighting can still attack after the enemy on a 4+ before going down.&lt;br /&gt;
*&#039;&#039;&#039;Endless Swarm (1 CP):&#039;&#039;&#039; During your command phase, two units with the {{W40kKeyword|Endless Multitude}} keyword (so Neurogaunts plus your 3 Battleline units) that are within your Synapse Range can have up to d3+3 destroyed models returned for each one selected.&lt;br /&gt;
*&#039;&#039;&#039;Overrun (1 CP):&#039;&#039;&#039; A unit can consolidate 6&amp;quot; instead of the usual 3&amp;quot; so long as they end movement within engagement range of another enemy. If the unit&#039;s within Synapse range, that consolidation range is boosted to their full movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Insight (1 CP):&#039;&#039;&#039; One unit (two if they&#039;re both within Synapse range) get to use one Hyper-Adaptation that you didn&#039;t pick at the start of the game for the turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Biology:&#039;&#039;&#039; Bearer gets a 5+++ FNP. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has a 4+++ FNP instead.  Best on a Flyrant or Tervigon, who need the protection more than anything.&lt;br /&gt;
*&#039;&#039;&#039;Alien Cunning:&#039;&#039;&#039; After both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can throw them into reserves.  &lt;br /&gt;
**Excellent for anyone since it doesn&#039;t really care who it&#039;s used on.  If you do take it, try to also take Deathleaper, who can make optimal use of the redeploy; it&#039;s also very, very good on Leapers.&lt;br /&gt;
*&#039;&#039;&#039;Perfectly Adapted:&#039;&#039;&#039; Bearer gains a 1/turn ability to re-roll one Hit, Wound, Damage, Advance, or Charge roll, or one saving throw.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Lynchpin:&#039;&#039;&#039; Bearer gains a 9&amp;quot; bubble of Synapse range without getting the actual keyword. Great on a Parasite of Mortrex.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Vardenghast Swarm (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Tyranid Prime, 1 Psychophage, 20 Termagants, 3 Von Ryan&#039;s Leapers, 5 Barbgaunts, 2 Ripper Swarms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychostatic Veil:&#039;&#039;&#039; The default enhancement gives &#039;&#039;Lone Operative&#039;&#039; and a 4++ save, which is fine enough since this box lacks any warriors for the Prime to hide behind. In addition, any melee attacks against the bearer suffer -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Secretion Goad:&#039;&#039;&#039; Once per turn, you can make the bearer target a friendly unit within 6&amp;quot; that&#039;s about to fight or shoot, improving the AP of that unit&#039;s weapons by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Teeming Broods (1 CP):&#039;&#039;&#039; During the movement phase, you can either resurrect d3 models from an existing unit of Termagants or recreate a new squad of 2d6 Termagants if you lost a unit.&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reactive (1 CP):&#039;&#039;&#039; During your opponent shooting or fight phase when one of their units has selected their targets, if its an Tyranid infantry, each time an attack targets that unit, substract 1 from the Hit roll.&lt;br /&gt;
*&#039;&#039;&#039;Voracious Assault (1 CP):&#039;&#039;&#039; On your shooting or fight phase, select one of your units that hasn&#039;t attacked that phase. Until the end of the phase, models of that unit can re-roll Hit rolls if it targets the closest elegible target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Weapons==&lt;br /&gt;
Highlighting changes from 9th to 10th editions in parenthesis. &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;Blue&amp;lt;/span&amp;gt; means improvement and &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;Orange&amp;lt;/span&amp;gt; means degradation. Remember a +AP is a degradation.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Bone sabres&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A8 WS2+ S9 AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+2)&amp;lt;/span&amp;gt; D3.  Worse against armour now, but better against high T thanks to re-rolling to wound.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer claws and talons&#039;&#039;&#039;:  &#039;&#039;&#039;Vanguard Predator&#039;&#039;&#039; A4 WS2+ S4 AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+1)&amp;lt;/span&amp;gt; D1&lt;br /&gt;
*&#039;&#039;&#039;Screamer-killer talons&#039;&#039;&#039;:  A10 WS3+ S10 &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;(+4)&amp;lt;/span&amp;gt; AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+1)&amp;lt;/span&amp;gt; D3 &lt;br /&gt;
*&#039;&#039;&#039;Xenos claws and teeth&#039;&#039;&#039;:  A1 WS4+ S3 AP0 D1&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Bio-plasmic scream&#039;&#039;&#039;:  {{W40Kkeyword|ASSAULT, BLAST}} 18&amp;quot; Ad6+3 &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;(+3)&amp;lt;/span&amp;gt; BS4+ S8 AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+2)&amp;lt;/span&amp;gt; D1&lt;br /&gt;
*&#039;&#039;&#039;Fleshborer&#039;&#039;&#039;:  {{W40Kkeyword|ASSAULT}} 18&amp;quot; A1 BS4+ S5 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Rupture cannon&#039;&#039;&#039;:  {{W40Kkeyword|HEAVY}} 48&amp;quot; A2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(-1)&amp;lt;/span&amp;gt; BS3+ S18 &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;(+4)&amp;lt;/span&amp;gt; AP-4 D2D6 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(-0.5)&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Termagant devourer&#039;&#039;&#039;:  18&amp;quot; A2 BS4+ S4 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Termagant spinefists&#039;&#039;&#039;:  {{W40Kkeyword|ASSAULT, PISTOL, TWIN-LINKED}} 12&amp;quot; A2 BS4+ S3 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Bio-Cannon&#039;&#039;&#039;: {{W40Kkeyword|BLAST, HEAVY}} 24&amp;quot; AD6 BS4+ S5 AP0 D1&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
*&#039;&#039;&#039;Synaptic pulse&#039;&#039;&#039;: {{W40Kkeyword|PSYCHIC, TORRENT}} 18&amp;quot; AD6+3 S5 AP-1 D2&lt;br /&gt;
*&#039;&#039;&#039;Psychic scream&#039;&#039;&#039;: {{W40Kkeyword|IGNORES COVER, PSYCHIC, TORRENT}} 18&amp;quot; A2D6 S5 AP-1 D2&lt;br /&gt;
*&#039;&#039;&#039;Psychic overload&#039;&#039;&#039;: {{W40Kkeyword|BLAST, PSYCHIC}} 18&amp;quot; AD6+3 BS+3 S10 AP-2 D3&lt;br /&gt;
*&#039;&#039;&#039;Warp Blast&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;witchfire&#039;&#039;:&lt;br /&gt;
**&#039;&#039;focused witchfire&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Broodlord:&#039;&#039;&#039; While this is a psyker that can be attached to a mob of Genestealers, it lacks the {{W40kKeyword|Synapse}} keyword and merely has an ability to make a unit it fights suffer -1 to hit. Leading a pack gives them all &#039;&#039;Devastating Wounds&#039;&#039;, which not only is already applied to its own claws (on top of &#039;&#039;Twin-Linked&#039;&#039; for all the re-rolls to wound) but also lets the smaller ones rip through terminators with familiar ease. They&#039;re wasted otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Hive Tyrant:&#039;&#039;&#039; Your monstrous leader for the nids and your mainstay for most cases. Each one can let a unit within 12&amp;quot; use a free strat, even if that strat has been used before.&lt;br /&gt;
**As a monstrous unit with at least T9 W10 with a 2+/4++ save, they&#039;re very hard to ignore. Fortunately, each comes with a paired bonesword and whip, coming in at a lethal S9 AP-2 D3 with a healthy number of &#039;&#039;Twin-Linked&#039;&#039; attacks. You can replace these with less impressive scything talons (S7 AP-2 D2 with &#039;&#039;Extra Attacks&#039;&#039; so they can at least pair up with something else), a Heavy Venom Cannon (for W3 MEQ) or a Stranglethorn Cannon (better suited for actual MEQ as well as TEQ now that TEQ is T5).&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;On Foot&amp;quot;&amp;gt;&lt;br /&gt;
Gets bumped to Toughness 10 and capable of attaching to some Tyrant Guard, just as the hive mind intended. Onslaught gives them a 6&amp;quot; bubble that lets units gain &#039;&#039;Assault&#039;&#039; on their guns, which at least gives them some use when camping next to a Tyrannofex or some warriors that need to rush in.&lt;br /&gt;
*As they have two sets of arms to work with, replacing the bonesword+whip for scything talons doesn&#039;t make a whole lot of sense when you have a second pair anyway. Instead, replace the scything talons with a Stranglethorn Cannon (since you&#039;ll grant it &#039;&#039;&#039;Assault&#039;&#039;&#039;) and leave the sword+whip to actually stand a chance in melee.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Winged&amp;quot;&amp;gt;&lt;br /&gt;
Airborne (M12&amp;quot; &#039;&#039;&#039;Fly&#039;&#039;&#039;) and thus unable to accompany anything, but has &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;. Paroxysm gives them something akin to an older power, robbing an enemy within 12&amp;quot; of 1 attack on all melee weapons on a 2+. At least this gives them the ability to annoy things as they fly around.&lt;br /&gt;
*Your weapon options are as follows: you &#039;&#039;have&#039;&#039; to have Tyrant Talons, so you can take a Heavy Venom Cannon or Stranglethorn cannon as mentioned above to pair with your Tyrant Talons, or you can take Scything Talons so your melee is Scything + Tyrant, or you can take the default bonesword so your melee is Bonesword (since it&#039;s strictly better than Tyrant).  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neurotyrant:&#039;&#039;&#039; The big psychic monstrosity from the reveal trailer, attended by two smaller floating brains. Not only does it have a power that forces anyone suffering from the Shadow of the Warp to take -1 from their Battleshock tests, it also has the ability to give two friendly units within 12&amp;quot; the ability to always count as if they were under Synapse, making it incredibly useful for any Neurogaunts that aren&#039;t in their retinue.&lt;br /&gt;
**Any unit it joins (of which can only be Neurogaunts or Tyrant Guard) gains +1 to hit and +1 to wound if the enemy is battle-shocked. Neurogaunts won&#039;t be doing much of either with only S3 AP- claws, but it might mean a bit more when you think about the Tyrant Guard...&lt;br /&gt;
*&#039;&#039;&#039;Parasite of Mortrex:&#039;&#039;&#039; Another &#039;&#039;Lone Operative&#039;&#039; with &#039;&#039;Deep Strike&#039;&#039; and &#039;&#039;Stealth&#039;&#039; so they can arrive wherever you need them to rush the enemy. While their melee attacks are plenty decent, the real feature is that single ovipositor strike, a devastating S3 AP-2 D3 hit with &#039;&#039;Anti-Infantry 2+&#039;&#039; to guarantee that anyone it kills spits out d3 Rippers to double down on the irritation. After all, not only do the Rippers rob enemies of OC, the Parasite itself forces enemies to take battle-shock tests to potentially flat-out rob enemies of an objective.&lt;br /&gt;
*&#039;&#039;&#039;Tervigon:&#039;&#039;&#039; Absolutely necessary if you&#039;re spamming Termagants out the ass. Not only do these replenish 3+d3 gaunts to a mob within 6&amp;quot;, all termagants within 6&amp;quot; get &#039;&#039;Lethal Hits&#039;&#039;, which can prove to be incredible with the amount of dice you&#039;ll be dumping. Unfortunately, it can&#039;t hide behind those gaunts.&lt;br /&gt;
**While it has Stinger Salvoes for shooting, they won&#039;t mean much and should never be needed for anything. In melee, the option between talons and claws mostly depend on what you imagine it to be up against - While it should never be in a fight, it&#039;d be preferable to just leave the talons on it to help swat away an aggressive melee mob.&lt;br /&gt;
*&#039;&#039;&#039;Winged Tyranid Prime:&#039;&#039;&#039; Comes with the Shrike&#039;s Wings, but Shrikes don&#039;t seem to be making any comebacks. Instead, you&#039;ll only be able to keep your flying speed if you join a pack of Gargoyles (who&#039;ll die as pitifully as you&#039;d expect). Fortunately, S6 AP-1 D2 talons make him more than a capable threat and joining a pack of Gargoyles or fellow Warriors sees everyone making use of &#039;&#039;Sustained Hits 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Deathleaper:&#039;&#039;&#039; The Super-lictor, complete with a cape. Essentially identical to any other Lictor with one exception - Instead of Pheromone Trail for a free use of a stratagem, instead making enemies within 6&amp;quot; forcing enemies to worsen their Leadership by 1 while half-strength units in that bubble have to take battle-shock tests or else realize the definition of [[Squad Broken]].&lt;br /&gt;
*&#039;&#039;&#039;Old One-Eye:&#039;&#039;&#039; This ancient bastard can pair up with some other Carnifexes, granting them re-rolls to hit with all weapons, but it&#039;s unknown if it also applies to himself too. That said, he&#039;s got no guns of his own, instead relying on the split profiles of his claws and talons to either swat aside hordes or pop tanks. While he&#039;s only got T9 W9 2+ to protect himself, he can at least heal d3 wounds each turn for some durability.&lt;br /&gt;
*&#039;&#039;&#039;The Swarmlord:&#039;&#039;&#039; A bit shifted defensively, losing wounds (W13&amp;gt;W10) but making it up with increased Toughness (T8&amp;gt;T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an S5 AP-1 D2 &#039;&#039;Torrent&#039;&#039; psychic heavy flamer, making it capable of melting marines if nothing else.&lt;br /&gt;
**Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9&amp;quot; Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===Swarms===&lt;br /&gt;
*&#039;&#039;&#039;Ripper Swarms:&#039;&#039;&#039; Never leave home without some if you take the Parasite of Mortrex (otherwise, &#039;&#039;always&#039;&#039; do - they&#039;re trash on their own). While they remain utterly pathetic, their annoying factor has dialed up some by making enemies engaged with them have their Objective Control halved; what cripples them as a unit is their OC 0.  What saves them with the Parasite is that they get delivered directly into melee near a model (the Parasite) that can potentially take the objective thanks to their OC debuff.&lt;br /&gt;
**Remember that the Core Rules simply do not address how to properly halve an odd number.&lt;br /&gt;
&lt;br /&gt;
===Beasts===&lt;br /&gt;
Otherwise called &amp;quot;The Mines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mucolid Spores:&#039;&#039;&#039; Not worth taking on their own if you&#039;re buying a Sporocyst. They&#039;re essentially T4 W3 roadblocks, preventing enemies from starting or ending an advance anywhere within 6&amp;quot; of them. Any enemies who move within 3&amp;quot; of them set them off to explode, dealing d3 MWs on a 2+ and d6 MWs on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Spore Mines:&#039;&#039;&#039;  You&#039;re never going to take these on their own, although you can; you&#039;ll instead buy the models as ammunition for your Biovores. Nowhere near as durable but more numerous. They can still stop enemies from starting or ending an advance anywhere within 6&amp;quot; of them. However, their explosions are much weaker - a 2+ deals just 1 MW while a 6 does d3, the weakness is offset by their numbers.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
All of these have the {{W40kKeyword|Endless Multitude}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Gargoyles:&#039;&#039;&#039; Flying Termagants stuck with Fleshborers. Fortunately, they&#039;re not only faster with 12&amp;quot; movement, but they can fly 6&amp;quot; after shooting, allowing them to more easily kite enemies, &#039;&#039;and&#039;&#039; they have &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;, meaning you can Deep Strike them, shoot, and then move them (what happens to an attached Winged Tyranid Prime if you do this is deeply unclear).  Speaking of which, you &#039;&#039;can&#039;&#039; do that, but it&#039;ll make the Prime &#039;&#039;easier&#039;&#039; to kill with Precision weapons due to them resolving against T3.  &lt;br /&gt;
**Note that Tervigons have no particular interaction with Gargoyles.&lt;br /&gt;
*&#039;&#039;&#039;Hormagaunts:&#039;&#039;&#039; Blindingly fast by charging after advancing. That said, S3 AP-1 won&#039;t really amount to much on their own, so you&#039;ll be needing all those numbers to use these. Endless Swarm is an absolute necessity on these because you will be running through bodies.&lt;br /&gt;
*&#039;&#039;&#039;Termagants:&#039;&#039;&#039; Stats remain the same, with an OC of 2 and Ld set to 8+. They also got a speed boost by being able to move 1d6&amp;quot; if an enemy moves (normal, advance, or fall back) within 9&amp;quot; of them, so they can always keep their distance from moving foes. The Spinefists are their most powerful guns, with 12&amp;quot; A2 BS4+ S3 AP0 D1, &#039;&#039;Assault&#039;&#039;, &#039;&#039;Pistol&#039;&#039;, and &#039;&#039;Twin-Linked&#039;&#039;; the Fleshborer is their weakest gun but is most easily brought into range with 18&amp;quot; and &#039;&#039;&#039;Assault&#039;&#039;&#039;, while the Devourer is also range 18&amp;quot; and more powerful but lacks any special rules and hence is less mobile.  Let&#039;s not kid ourselves, you&#039;ll always take the Spinefists.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Barbgaunts:&#039;&#039;&#039; Another new gaunt variant providing heavy firepower. Their stock Bio-Cannon gives them 24&amp;quot; Ad6(&#039;&#039;Blast&#039;&#039;) BS4+(&#039;&#039;Heavy&#039;&#039;) S5 AP0 D1  to at least handle most mobs. Fortunately, any hits trigger Disruption Bombardment against {{W40Kkeyword|infantry}} units, inflicting -2&amp;quot; Movement and -2 to advance and charge rolls, making it good covering fire for your choppy gaunts and Genestealers.  The reason to take these over Biovores is to spread the love around: &#039;&#039;each model&#039;&#039; will hit at least once 84% of the time and a pair shooting the same unit will jump to 97%, jumping to 92% and 99% respectively if you aren&#039;t moving them.&lt;br /&gt;
*&#039;&#039;&#039;Biovores:&#039;&#039;&#039;  48&amp;quot;(&#039;&#039;Indirect Fire&#039;&#039;) Ad3(&#039;&#039;Blast&#039;&#039;) BS4+(&#039;&#039;Heavy&#039;&#039;) S6 AP-1(&#039;&#039;Devastating Wounds&#039;&#039;) D2 is just better dakka than Barbgaunts have, except you can&#039;t slow down enemy infantry.  Instead, you can waste your shooting to spawn a pack of Spore Mines within 48&amp;quot; of them and more than 9&amp;quot; away from any enemy units, with a number of models equal to the number of biovores in the squad.  That&#039;s &#039;&#039;better&#039;&#039; area denial than Barbgaunts as well, at the cost of having to choose between debuffing movement and inflicting damage directly.&lt;br /&gt;
*&#039;&#039;&#039;Genestealers:&#039;&#039;&#039; Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5++. Offensively, they&#039;re A4 WS2+ S4 AP-2 D1, re-rolling 1s to wound, with full re-rolls to wound if the target is within range of an objective and &#039;&#039;Scouts 8&amp;quot;&#039;&#039; to help them rush onto an objective - but they&#039;re only OC 1 and have precious little ability to chew through a tanky target without a Broodlord sticking with them.&lt;br /&gt;
*&#039;&#039;&#039;Hive Guard:&#039;&#039;&#039;  Sadly, this is a bunch of guns that can&#039;t keep up with other, better guns you have. The Impaler cannon might be able to ignore any cover it sees, but its range is its only real benefit when you could instead grab a Pyrovore to make that same enemy unable to use cover or a Biovore who can instead drop some spore mines so they can&#039;t move out of cover. The Shockcannon, while incredibly reliable at wounding tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039;, sadly only has AP-1 so any tank with armor worth a damn (meaning anything above a Russ) will easily shrug it off. The one advantage they have is that they can hit on a 5+ (4+ when around an objective) when they fire overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Lictor:&#039;&#039;&#039; Another unit for whom &#039;&#039;Lone Operative&#039;&#039; was made - combined with &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Stealth&#039;&#039;, they can be anywhere at any time with plenty of protection against any sudden snipers. Fortunately, it&#039;s just as good at taking down enemy characters thanks to its weapon having &#039;&#039;&#039;Precision&#039;&#039;&#039; and you get 1 CP whenever you kill an enemy character. They can also use the Rapid Ingress strat for free, but this requires them to start in strategic reserves since they lack Deep Strike.  Their melee is A6 WS2+ S7 AP-2 D2 with &#039;&#039;Precision&#039;&#039;, but they&#039;re a lot slower than their main competition, Von Ryan&#039;s Leapers, since they&#039;re M8&amp;quot; rather than M10&amp;quot; and Leapers have infinite-use 0CP Heroic Intervention.  Unless point costs end up deeply strange, you&#039;ll be better off using Leapers as your Infiltrating Stealthy Fights First gribblies (Deathleaper is still good, since that model tosses the Rapid Ingress ability in favor of a seriously useful Battle-Shock manipulating ability).&lt;br /&gt;
*&#039;&#039;&#039;Neurogaunts:&#039;&#039;&#039; One of the two new infantry units, and absolutely pointless. Their Neurocytes make them more of a Synapse amplifier, giving them the {{W40kKeyword|Synapse}} keyword while they&#039;re within range of another {{W40kKeyword|Synapse}} creature, but they&#039;re slow and weak both offensively and defensively.&lt;br /&gt;
**Can also act as a Neurotyrant&#039;s retinue if you&#039;re thinking about giving such a giant floating brain such a disposable meatshield. Being attached makes their Synapse-sharing rule rather pointless.&lt;br /&gt;
*&#039;&#039;&#039;Pyrovores:&#039;&#039;&#039; While no longer variable, they do possess a pretty effective weapon at 12&amp;quot; Ad6+1 S6 AP-1 D1 with &#039;&#039;Ignores Cover&#039;&#039;, &#039;&#039;Torrent&#039;&#039; and &#039;&#039;Twin-Linked&#039;&#039;, so it can take care of plenty of things. Even better, the units it flames can&#039;t hide behind cover for the rest of the turn, so you can have them set up for a firing line of Warriors.  Unfortunately, absolutely crippled by being M5 without even &#039;&#039;&#039;Assault&#039;&#039;&#039; on their gun to mitigate the problem, paired with their gun only being 12&amp;quot;.  Their gun is fantastic at Overwatch, of course, but something is deeply weird if &#039;&#039;that&#039;s&#039;&#039; your solution to being charged by GEQ.&lt;br /&gt;
**Surprisingly, &#039;&#039;Deadly Demise 1&#039;&#039; actually makes them a bit less lethal than they were before when you consider how many of your own monsters get something like &#039;&#039;Deadly Demise d3&#039;&#039;. Still a bad idea to keep things around them though.&lt;br /&gt;
*&#039;&#039;&#039;Raveners:&#039;&#039;&#039; A deep-striking menace with a barrage of &#039;&#039;Twin-Linked&#039;&#039; S5 AP-1 swipes that they can bury the enemy with. The funny part is that they can jump back into reserves at the end of the enemy&#039;s turn if they&#039;re not engaged with anything, so you can very easily use them as a cleanup force on multiple fronts. Can also take S4 Thoracic Bio-Weapons (What? Spinefists not unique enough for you?) if you really need them to shoot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranid Warriors:&#039;&#039;&#039; Your elite troopers in the swarm, given a dependable T5 W3 Sv4+ and {{W40kKeyword|Synapse}} to support your gaunts when your leaders can&#039;t. Sadly, the fun of the various melee weapons have gone away alongside things like power weapons and combi-weapons. More troubling is the fact that you can no longer kit out your nids however you wish anymore - all melee warriors and gunner warriors are segregated into their own units. Fortunately, the flying Prime (which is separate from your sergeants, which are the base Primes) can add &#039;&#039;Sustained Hits 1&#039;&#039; on either pack.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Melee&amp;quot;&amp;gt;&lt;br /&gt;
A6 WS3+ S5(&#039;&#039;Twin-Linked&#039;&#039;) AP-2 D1, and you get to pick whether you re-roll hit rolls of 1 or save rolls of 1, so you&#039;re at least somewhat able to work. Regardless, ranged Warriors will, in practice, murder things better -  even in melee - because they can supplement their melee with shooting.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ranged&amp;quot;&amp;gt;&lt;br /&gt;
Can shoot and charge after falling back, which will mean a lot since that&#039;s why you bought them over melee warriors. Their melee is worse nearly across the board in isolation: A5 S5 AP-1 with no option for re-rolling hit rolls of 1.  Of course, you can just fall back, shoot, and then charge back in, making up for the loss of melee output with ranged output.  Each one comes with a Devourer, which is a pretty basic bolter-tier gun with 18&amp;quot; A5 S4 AP0 D1, or any model can swap to an inferior sidearm, which you won&#039;t do.&lt;br /&gt;
*One per three Warriors can equip a Barbed Strangler and another 1 in 3 can equip a Venom Cannon to replace their Devourers, which you will always do, because both are better against nearly every possible target than a Devourer.  The Barbed Strangler is 36&amp;quot; Ad6+1(&#039;&#039;Blast&#039;&#039;) BS4+ S6 AP-1 D1 and the Venom Cannon is 36&amp;quot; Ad3(&#039;&#039;Blast&#039;&#039;) BS4+ S9 AP-2 D2.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tyrant Guard:&#039;&#039;&#039; The absolute best bodyguards you will ever want, each with T8 W4 and a 3+ save as well as giving their charge a 5+++ FNP, protecting them from any snipers. Each one comes with scything talons and claws, giving you something decent on tier with power weapons, though you can swap out any of them for either the more reliable bone cleaver+whip+claws (Fewer attacks but at D2 with &#039;&#039;Twin-Linked&#039;&#039;) or far more dangerous crushing claws+claws if you need something like a power fist.&lt;br /&gt;
*&#039;&#039;&#039;Venomthropes:&#039;&#039;&#039; Akin to Zoanthropes but worse, you take these dudes because of their 6&amp;quot; aura providing &#039;&#039;Stealth&#039;&#039; to non-{{W40Kkeyword|monsters}} and Cover to everything - it&#039;s better than Zoanthropes defensively on non-monsters and not great on monsters, although they stack.&lt;br /&gt;
*&#039;&#039;&#039;Von Ryan&#039;s Leapers:&#039;&#039;&#039; Your new mix between Gaunt and Lictor, and they&#039;re absolutely looking to threaten the tentacled stalker with T5 W3 and a 4+/6++ save. Their entire business is rushing into units and fortunately they have a very impressive 10&amp;quot; movement and the ability to use Heroic Intervention for free once per turn.&lt;br /&gt;
**Just to emphasize, if you have 3 units of Leapers and, say, 1 Deathleaper, Deathleaper can pay 2 CP to use Heroic Intervention, and then &#039;&#039;all three Leaper units&#039;&#039; can Heroically Intervene, because each one makes it free for itself and ignores prior uses (if you do the Leapers first, nothing else can HI later, though).  It&#039;s very, very close to simply having HI as a passive rule on the unit, with the exception that they block other users of the strat later.&lt;br /&gt;
***That means if you position 3 units of Leapers properly, you can force your opponent to pick 1 to charge and then counter-charge with both of the others.&lt;br /&gt;
*&#039;&#039;&#039;Zoanthropes:&#039;&#039;&#039; The Neurothrope has lost his individual profile and is now integrated in the Zoanthropes datasheet; in exchange the classic brainbugs gain access to the Spirit Leech ability to heal a wounded model if it has one (healing is 1d3 on a W3 model, primarily serving to nerf your healing so if a model is at 1 wound remaining it only heals to full 2/3 of the time).  Zoanthropes are practically an auto-include, as they emit a 6++ aura you&#039;ll be desperate for and carry a powerful gun, a rarity in your army.&lt;br /&gt;
**Their psychic weapon chooses from 2 profiles to use - the witchfire is a pretty effective &#039;&#039;&#039;blast&#039;&#039;&#039; with 24&amp;quot; Ad3 BS3+ S7 AP-2 Dd3, but the focused witchfire is a way more powerful 24&amp;quot; A1 BS3+ S12 AP-3 Dd6+1 with &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; made to punch through tanks and monsters like they were nothing.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Carnifexes:&#039;&#039;&#039; Your classic death-engines, ready to take on plenty thanks to the AP nerfs. Unlike many things in this game, you can kit each fex out however you wish &#039;&#039;without&#039;&#039; changing datasheets. Blistering Assault effectively lets them charge d6+2&amp;quot; after getting shot, so you&#039;re not worrying about any Overwatch. You have, essentially, 1 mandatory melee weapon in the form of your token set of teeth, 2 optional guns you can take or not, and 2 sets of weapon arms you can swap out or not.  Until we get point costs, there&#039;s no reason not to take the optional guns.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Extra Talons&amp;quot;&amp;gt;&lt;br /&gt;
The weapon arms that come as Extra Talons by default are the ones that have the most flexibility in what they can be swapped out for, and note that if you &#039;&#039;don&#039;t&#039;&#039; swap them out, you have no way to avoid being some other monster but worse (most likely a Screamer-Killer, but if you go gunless, definitely also a Haruspex).  Your options that only these arms can swap out for (see the other tab for the remainder):&lt;br /&gt;
*Extra Talons: If you keep the other arms as melee and want even more melee this is the only real choice, but again, you&#039;d be better off with a non-Carnifex for the same role.&lt;br /&gt;
*Heavy Venom Cannon:  This is the &#039;&#039;same&#039;&#039; output as the extra talons, but 36&amp;quot; out and with &#039;&#039;&#039;Blast&#039;&#039;&#039;.  Keeping the talons over this is always a mistake.&lt;br /&gt;
*Stranglethorn Cannon: &#039;&#039;More&#039;&#039; A*D (9 on average, as opposed to 9) than a Heavy Venom Cannon in exchange for worse S and AP, this is a MEQ-slayer and often your best choice for these arms.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Talons&amp;quot;&amp;gt;&lt;br /&gt;
*Melee choices are both 18 A*D.  The only &#039;&#039;good&#039;&#039; reason to take keep these arms as melee is to support the guns you took on the other arms, but it&#039;s honestly not the worst reason, because your gun choices aren&#039;t stellar.&lt;br /&gt;
**Scything Talons (the default): A6 S9 AP-2 D3, use these to mulch TEQ.&lt;br /&gt;
**Crushing Claws: A4 S12 AP-3 Dd6+1, use these to rip tanks open.&lt;br /&gt;
*Gun choices: you can choose 2 guns that other arms could also choose, but they&#039;re only listed here because they&#039;re both worse than the guns the other arms can be.&lt;br /&gt;
**Deathspitters with Slimer Maggots: Worse than a Stranglethorn cannon for by and large the same targets, you need a target to be Sv2+ for this to beat your Devourers option against almost anything worth shooting.  Never take this on either arm.&lt;br /&gt;
**Devourers with Brainleech Worms: This is a lot of dakka - the most A*D (12) of any gun you can take - but at S6 AP0 D1, it&#039;s only good at clearing chaff your entire army is good at clearing.  Clearly the better gun choice here and hence the &amp;quot;right&amp;quot; take for a gunfex, it&#039;s just that you have plenty of other ways to murder GEQ, you know?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Exocrine:&#039;&#039;&#039;  A cannon on legs: M8&amp;quot; T10 Sv3+ W14, and the gun is 36&amp;quot; Ad6+3 (&#039;&#039;Blast&#039;&#039;) BS3+ (&#039;&#039;Heavy&#039;&#039;) S8 AP-3 D3. Anyone it hits is marked so other units can re-roll 1s to hit them on the same Shooting phase, so it&#039;s got uses as a set-up.  Broadly speaking, this is a Maleceptor but worse.&lt;br /&gt;
*&#039;&#039;&#039;Haruspex:&#039;&#039;&#039;  Nearly pure melee monster that has a tongue for a gun with &#039;&#039;Precision&#039;&#039; so it can snipe out a hidden hero.  You took it for its melee though - and it is a helluva lot of attacks with its giant mouth of [[/d/|hentai]] while its two claws can paste something else.  The last word in melee output, its only downside is that it&#039;s too large to fit inside a Tyrannofex so it has to walk up the field while getting shot.&lt;br /&gt;
*&#039;&#039;&#039;Maleceptor:&#039;&#039;&#039; M8&amp;quot; T11 Sv3+/4++ W14 and a fairly delightful Synapse monstrosity with uses regardless of range.  Its psychic gun is 18&amp;quot; Ad6+3(&#039;&#039;Blast&#039;&#039;) BS3+ S10 AP-2 D3 and its melee has two profiles: A3 WS3+ S9 AP-2 Dd6+1 swipes or A6 WS3+ S7 AP-1 D2 strikes.  It also has a 6&amp;quot; psychic aura of -1 to hit rolls for enemy units, and also -1 to wound rolls if the enemy unit is Below Half-Strength. Make use of those screens to tie up enemies while having this debuff those enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mawloc:&#039;&#039;&#039; You take this for the mortal wounds it hands out when it Deep Strikes: every enemy unit within 12&amp;quot; takes d3 MWs on a 2-4, while on a 5+ it takes 3 MWs and must test for Battle-Shock.  That&#039;s an average of 2 MWs and 1/3 of a Battle-Shock test, although it&#039;s very swingy, &#039;&#039;per unit&#039;&#039;.  It also has some decently credible melee attacks, but at M10&amp;quot; T10 Sv3+ W14, after it fails its charge it will typically get quite demolished by a prepared force.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychophage:&#039;&#039;&#039; A monster with a mouth that can potentially put the Haruspex to shame and your army&#039;s medic, somehow: it has 5+++ FNP and a 6&amp;quot; bubble that lets friendly nids within 6&amp;quot; a lesser 6+++ FNP.  Base stats are M8&amp;quot; T9 Sv3+/5+++ W10.  Its melee is Ad6+1 WS3+ S6(&#039;&#039;&#039;Anti-Psyker 2+&#039;&#039;&#039;) AP-1(&#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039;) D2 with &#039;&#039;&#039;Feeding Frenzy&#039;&#039;&#039;: +1 to hit units below Starting Strength and +1 to wound units Below Half-Strength.  Its gun is 12&amp;quot; Ad6 BS(&#039;&#039;&#039;Torrent&#039;&#039;&#039;) S6 AP-1(&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;) D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screamer-Killer:&#039;&#039;&#039; Now has its own unique model instead of just being a Carnifex and is M8&amp;quot; T9 Sv2+ W10 OC 3, making it far tankier than it once was. Its talons got a stupid-ridiculous buff with A10 WS3+ S10 AP-2 D3, enough to offset the loss in AP. In exchange, though, the Bio-plasmic scream got a debuff, being 18&amp;quot;(&#039;&#039;&#039;Assault&#039;&#039;&#039;) Ad6+3(&#039;&#039;Blast&#039;&#039;) BS4+ S8 AP-2 D1. That blast is also the vehicle with which it can deliver the Death Scream ability, forcing the unit you hit with that blast to take a battle-shock test at a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sporocyst:&#039;&#039;&#039; Because it is M- T10 Sv3+ W10, this functionally &#039;&#039;requires&#039;&#039; a Tyrannocyte wrapping so you can plunk it down somewhere credible.  Remarkably, it gets to shoot any time an enemy unit starts or ends a Normal Move, Advance Move, or Fall Back move within 24&amp;quot; of it, at full BS, four times per phase, and it can comfortably use up its shooting phase to set up a Mucolid Spore.  Its gun is 24&amp;quot; A5 S5 AP-1 D2 -  That&#039;s not great (and it&#039;s OC0), but if you use a Tyrannocyte to drop it square in the middle of the table, your opponent is going to get very tired very quickly of getting constantly shot up; provided both this model and its Tyrannocyte carrier are cheap enough, that kind of harassment could be justified.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxicrene:&#039;&#039;&#039;  A monster with a laughably short-ranged gun that hasn&#039;t got &#039;&#039;&#039;Assault&#039;&#039;&#039; or &#039;&#039;&#039;Pistol&#039;&#039;&#039;, the Toxicrene prevents engaged enemy units from Falling Back on a 3+ (forcing them to Remain Stationary instead) and furthermore at the end of &#039;&#039;your&#039;&#039; Movement phase every enemy unit within 6&amp;quot; of the Toxicrene suffers an average of 1.58 mortal wounds.  This datasheet is a mess of rules that can&#039;t decide how the model wants to behave, and the end result is something that&#039;s bad at everything: no-one who wants to charge you is going to be seriously dissuaded by a screening Toxicrene, and its practical output offensively is trash.  Take a Maleceptor instead for the purpose GW presumably failed at here.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trygon:&#039;&#039;&#039;  Don&#039;t take this - it can deep strike very close to the enemy (at least 3&amp;quot;, so pretty close to consolidation range) but it&#039;s unable to charge after the enemy and hence only use its shitty gun, or it can show up farther away and risk botching the charge. The only real niche is stealing an objective despite usual deep strike tactics (pending price tag will tell).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrannofex:&#039;&#039;&#039;  Absurdly durable at M9 T12 Sv2+ W16 with damage reduction on incoming attacks (making it &#039;&#039;immune&#039;&#039; to D1 fire though expect FAQ on this very soon), and carries some serious dakka.  The only gun choice you&#039;re ever going to make is its Rupture Cannon because you don&#039;t want to be hard-countered by very durable opponents, so here&#039;s its profile: 48&amp;quot; S18 AP-4 D2d6 with &#039;&#039;&#039;Heavy&#039;&#039;&#039;.  It also has an stinger salvos as a sidearm for swatting at chaff.&lt;br /&gt;
**If you&#039;re possessed to take something else, the Acid Spray is pretty much made to drown MEQs like they&#039;re nothing. The Fleshborer Hive is an absolute bucket of dice to throw at the enemy, but you already have enough ways to drown them with your gaunts.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannocyte:&#039;&#039;&#039; A giant flying drop pod that can carry up to 20 {{W40Kkeyword|infantry}} models (each model with W2+ takes up 3 slots) or 1 {{W40Kkeyword|monster}} with up to W12 (meaning if you want to be stupid, you can fit a Tyrannocyte inside a Tyrannocyte). Naturally, it can only show up via deep-striking - thankfully, while its points cost counts against any limits imposed on your Reserves, it doesn&#039;t count against any limits you might have from a Mission special rule on number of units in Reserves, and it can always deep strike on turns 1-3 even if a Mission rule says otherwise.  When it does show up, its occupants must disembark outside of 9&amp;quot; horizontally from the enemy. Fortunately, while it can&#039;t carry anything else, it at least has a couple weapons to at least defend itself against infantry.&lt;br /&gt;
**For convenience, here are the monsters that &#039;&#039;won&#039;t&#039;&#039; fit inside your Tyrannocyte:&lt;br /&gt;
***Exocrine&lt;br /&gt;
***Haruspex&lt;br /&gt;
***Hierophant&lt;br /&gt;
***Maleceptor&lt;br /&gt;
***Mawloc (but you wouldn&#039;t even if you could, as it deep strikes on its own and does it better than a Tyrannocyte)&lt;br /&gt;
***Tervigon&lt;br /&gt;
***Trygon (but you wouldn&#039;t even if you could, as it deep strikes on its own and does it better than a Tyrannocyte)&lt;br /&gt;
***Tyrannofex&lt;br /&gt;
***Any Hive Tyrant or Neurotyrant with a retinue.&lt;br /&gt;
****&#039;&#039;Any other monster&#039;&#039; will fit, even a Harpy or Hive Crone.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;Harpy:&#039;&#039;&#039; Effectively a bomber, letting you either deploy d3 Spore Mines on the field or fly over a unit to roll 6d6, each 3+ dealing a MW. Both of these work after the end of its movement, so it can do all that and then blast the enemies with either its anti-MEQ twin stranglethorns or anti-TEQ twin heavy venom cannons. With &#039;&#039;Twin-Linked&#039;&#039; on both cannons, they&#039;re ready to blow up anything.&lt;br /&gt;
**It has &#039;&#039;Hover&#039;&#039;, so you can let it just be a flying monster that can blast anything it sees.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Crone:&#039;&#039;&#039; The dogfighter of the two. The drool cannon and stinger salvoes let it cut through weaker foes, the real shining point are its Tentaclids, S7 AP- D2 missiles with &#039;&#039;Anti-Fly 2+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039; so it can blast apart enemy aircraft, especially with +1 to hit those same {{W40kKeyword|Fly}} units. While it also has some decent melee attacks, the main star here is the single Thorax Spur strike, a weapon that can wound other aircraft with laughable ease thanks to &#039;&#039;Anti-Fly 2+&#039;&#039;.&lt;br /&gt;
**This also has &#039;&#039;Hover&#039;&#039;, but it&#039;s not quite as valuable since you&#039;re buying it only to take on enemy aircraft. Unless the other flyer is hovering, you shouldn&#039;t need to.&lt;br /&gt;
&lt;br /&gt;
====Titanic====&lt;br /&gt;
*&#039;&#039;&#039;Hierophant:&#039;&#039;&#039; The giant spindly beast returns as part of the Titanicus Codex. While a bit weedy in terms of titans with only Toughness 14 and 30 wounds, it has a 2+/5++ save to keep it alive. It&#039;s also very mobile, able to walk over any terrain below 4&amp;quot; in height and anything that isn&#039;t also {{W40kKeyword|Titanic}} which does wonders for its transportation business.&lt;br /&gt;
**Its Bio-Plasma Torrent gives you a massive S7 AP-2 flamer that can pretty handily melt through MEQs like they&#039;re nothing. The Dire Bio-Cannons give it a higher-yield bombardment weapon that has more use in taking care of TEQs and smaller monsters at S10 AP-3 D3. In melee, the focus is all on those Monstrous Scything Talons as they&#039;re &#039;&#039;&#039;&#039;&#039;Strength fucking 20&#039;&#039;&#039;&#039;&#039; AP-2 Dd6+1. It also has Lashwhip Pods for some supporting attacks with &#039;&#039;Extra Attacks&#039;&#039;, but they&#039;re nothing too stellar.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
&lt;br /&gt;
===Specific Tactics===&lt;br /&gt;
*3 units of 6 Zoanthropes each (for their guns) mixed with 3 Venomthropes in the middle (for their aura) gets you this:&lt;br /&gt;
**The 3 venomthropes in the middle are offensively nearly entirely harmless, but aggravating to murder: T5 Sv3+ (4+ in cover)/6++ W3 with &#039;&#039;&#039;Stealth&#039;&#039;&#039;.&lt;br /&gt;
**The Zoanthropes are all T5 Sv4+ (5+ in cover)/4++ W3 with &#039;&#039;&#039;Stealth&#039;&#039;&#039;.&lt;br /&gt;
**Adding a Psychophage gives you a 6+++ on the above, plus the Phage (with its gun and melee) at T9 Sv2+ (3+ in cover)/6++/5+++ W10.&lt;br /&gt;
**At this point, you can add Tyrannofexen... Tyrannofices... 1 Tyrannofex or more and/or Maleceptors (with their own aura that makes engaging you in melee a deeply terrible idea).  The whole monstrous ball isn&#039;t just durable, it&#039;s a fairly involved question for your opponent to decide what has target priority - for example, shooting up the venomthropes takes out a defensive buff but doesn&#039;t remove any offensive output to speak of (and if your meta favors shooting them up, take more venomthropes MSU style to counter).&lt;br /&gt;
***If you want to lean into OC instead, a Tervigon and a bunch of Termagants can be added to this mess and your opponent will have the same issue going on: the rest of the ball is providing murder and defensive buffs, but the Tervigon+Termagants bundle is good at occupying objectives and aggravating to simply wipe off the table.&lt;br /&gt;
**The biggest problem with this, of course, is that you&#039;re using a bunch of 6&amp;quot; auras to pull it off, so the whole army has to be kept annoyingly compact, although nothing in it is unique, so you can make multiple bundles (the biggest downside of this is wasting points on Venomthropes who genuinely bring nothing to the table but their aura, making it less than ideal every time you pay for another unit).&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Tyranids&amp;diff=58600</id>
		<title>Warhammer 40,000/10th Edition Tactics/Tyranids</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Tyranids&amp;diff=58600"/>
		<updated>2023-06-13T12:08:04Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Tyranids]] tactics. [[Warhammer 40,000/9th Edition Tactics/Tyranids|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Tyranids==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Now in 10th edition the faction has recieved a bunch of new units, some of them brought from past editions, either by looks like the Screamer Killer Carnifex or by name like the Von Ryan&#039;s Leapers.&lt;br /&gt;
*Last edition&#039;s Synapse daisy chaining for temporary benefits has been severely cut down.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Due to the simplification of rules, weapons, and datasheets, much of the customization of many units has become simply cosmetic if the index is anything to go by.&lt;br /&gt;
*You can only use Shadow in the Warp once per battle. If it doesn&#039;t scare at least half the army, you&#039;ve wasted it.&lt;br /&gt;
*Synapse is now even more vital as some stratagems require you to have creatures inside it in order to make the most out of them.&lt;br /&gt;
*Nothing in your army can use the Tank Shock, Grenade, or Smokescreen stratagems, putting you at an inherent disadvantage out the gate.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;: While a unit is within 6&amp;quot; of one or more Synapse models, it&#039;s within Synapse range. Each time it takes a Battle-shock test, use 3d6 instead of 2d6.&lt;br /&gt;
**On an Ld8+ unit, which is most of your army, this more than doubles your chances of passing the test (41.67% -&amp;gt; 83.80%, a 2.01x multiplier).  On Ld7+, which is your bravest elite, it&#039;s still significant (58.33% -&amp;gt; 90.74%, a 1.56x multiplier).&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;: Once per battle, during either player&#039;s Command Phase, if one or more units with this ability are on the battlefield, each enemy unit must take a Battle-shock test. If someone tries to out-horde you in the hopes of occupying objectives, use this to flip them back to your control - Battle-shocked units have OC 0, which means they may as well not be present for the purpose of holding objectives.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
===Invasion Fleet===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. Gives your army a general focus while also allowing them to gain some extra uses when using Stratagems in Synapse range.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Adaptations:&#039;&#039;&#039; Gives you one of three buffs you can pick between for the entire game.  You&#039;re naturally going to gravitate towards &#039;&#039;Hyper-Aggression&#039;&#039; because routinely your attacks will be fine on accuracy but struggle to wound.&lt;br /&gt;
**&#039;&#039;Swarming Instincts:&#039;&#039; Any attacks against enemy {{W40kKeyword|Infantry}} and {{W40kKeyword|Swarm}} units gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;Hyper-Aggression:&#039;&#039; Any attacks against enemy {{W40kKeyword|Vehicle}} and {{W40kKeyword|Monster}} units gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;Hive Predators:&#039;&#039;  Any critical hits against enemy {{W40kKeyword|Character}} units gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Surge (1 CP):&#039;&#039;&#039; When one unit fights (two if they&#039;re both within Synapse range), they score critical hits on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Regeneration (1 CP):&#039;&#039;&#039; One unit gets a 6+++ FNP against the enemy&#039;s shooting attacks, upped to a 5+++ if the unit&#039;s within Synapse range. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Death Frenzy (1 CP):&#039;&#039;&#039; When a unit is attacked in melee, any models that die before fighting can still attack after the enemy on a 4+ before going down.&lt;br /&gt;
*&#039;&#039;&#039;Endless Swarm (1 CP):&#039;&#039;&#039; During your command phase, two units with the {{W40kKeyword|Endless Multitude}} keyword (so Neurogaunts plus your 3 Battleline units) that are within your Synapse Range can have up to d3+3 destroyed models returned for each one selected.&lt;br /&gt;
*&#039;&#039;&#039;Overrun (1 CP):&#039;&#039;&#039; A unit can consolidate 6&amp;quot; instead of the usual 3&amp;quot; so long as they end movement within engagement range of another enemy. If the unit&#039;s within Synapse range, that consolidation range is boosted to their full movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Insight (1 CP):&#039;&#039;&#039; One unit (two if they&#039;re both within Synapse range) get to use one Hyper-Adaptation that you didn&#039;t pick at the start of the game for the turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Biology:&#039;&#039;&#039; Bearer gets a 5+++ FNP. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has a 4+++ FNP instead.  Best on a Flyrant or Tervigon, who need the protection more than anything.&lt;br /&gt;
*&#039;&#039;&#039;Alien Cunning:&#039;&#039;&#039; After both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can throw them into reserves.  &lt;br /&gt;
**Excellent for anyone since it doesn&#039;t really care who it&#039;s used on.  If you do take it, try to also take Deathleaper, who can make optimal use of the redeploy; it&#039;s also very, very good on Leapers.&lt;br /&gt;
*&#039;&#039;&#039;Perfectly Adapted:&#039;&#039;&#039; Bearer gains a 1/turn ability to re-roll one Hit, Wound, Damage, Advance, or Charge roll, or one saving throw.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Lynchpin:&#039;&#039;&#039; Bearer gains a 9&amp;quot; bubble of Synapse range without getting the actual keyword. Great on a Parasite of Mortrex.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Vardenghast Swarm (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Tyranid Prime, 1 Psychophage, 20 Termagants, 3 Von Ryan&#039;s Leapers, 5 Barbgaunts, 2 Ripper Swarms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychostatic Veil:&#039;&#039;&#039; The default enhancement gives &#039;&#039;Lone Operative&#039;&#039; and a 4++ save, which is fine enough since this box lacks any warriors for the Prime to hide behind. In addition, any melee attacks against the bearer suffer -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Secretion Goad:&#039;&#039;&#039; Once per turn, you can make the bearer target a friendly unit within 6&amp;quot; that&#039;s about to fight or shoot, improving the AP of that unit&#039;s weapons by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Teeming Broods (1 CP):&#039;&#039;&#039; During the movement phase, you can either resurrect d3 models from an existing unit of Termagants or recreate a new squad of 2d6 Termagants if you lost a unit.&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reactive (1 CP):&#039;&#039;&#039; During your opponent shooting or fight phase when one of their units has selected their targets, if its an Tyranid infantry, each time an attack targets that unit, substract 1 from the Hit roll.&lt;br /&gt;
*&#039;&#039;&#039;Voracious Assault (1 CP):&#039;&#039;&#039; On your shooting or fight phase, select one of your units that hasn&#039;t attacked that phase. Until the end of the phase, models of that unit can re-roll Hit rolls if it targets the closest elegible target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Weapons==&lt;br /&gt;
Highlighting changes from 9th to 10th editions in parenthesis. &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;Blue&amp;lt;/span&amp;gt; means improvement and &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;Orange&amp;lt;/span&amp;gt; means degradation. Remember a +AP is a degradation.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Bone sabres&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A8 WS2+ S9 AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+2)&amp;lt;/span&amp;gt; D3.  Worse against armour now, but better against high T thanks to re-rolling to wound.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer claws and talons&#039;&#039;&#039;:  &#039;&#039;&#039;Vanguard Predator&#039;&#039;&#039; A4 WS2+ S4 AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+1)&amp;lt;/span&amp;gt; D1&lt;br /&gt;
*&#039;&#039;&#039;Screamer-killer talons&#039;&#039;&#039;:  A10 WS3+ S10 &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;(+4)&amp;lt;/span&amp;gt; AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+1)&amp;lt;/span&amp;gt; D3 &lt;br /&gt;
*&#039;&#039;&#039;Xenos claws and teeth&#039;&#039;&#039;:  A1 WS4+ S3 AP0 D1&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Bio-plasmic scream&#039;&#039;&#039;:  {{W40Kkeyword|ASSAULT, BLAST}} 18&amp;quot; Ad6+3 &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;(+3)&amp;lt;/span&amp;gt; BS4+ S8 AP-2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(+2)&amp;lt;/span&amp;gt; D1&lt;br /&gt;
*&#039;&#039;&#039;Fleshborer&#039;&#039;&#039;:  {{W40Kkeyword|ASSAULT}} 18&amp;quot; A1 BS4+ S5 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Rupture cannon&#039;&#039;&#039;:  {{W40Kkeyword|HEAVY}} 48&amp;quot; A2 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(-1)&amp;lt;/span&amp;gt; BS3+ S18 &amp;lt;span style=&#039;color:mediumblue&#039;&amp;gt;(+4)&amp;lt;/span&amp;gt; AP-4 D2D6 &amp;lt;span style=&#039;color:orangered&#039;&amp;gt;(-0.5)&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Termagant devourer&#039;&#039;&#039;:  18&amp;quot; A2 BS4+ S4 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Termagant spinefists&#039;&#039;&#039;:  {{W40Kkeyword|ASSAULT, PISTOL, TWIN-LINKED}} 12&amp;quot; A2 BS4+ S3 AP0 D1&lt;br /&gt;
*&#039;&#039;&#039;Bio-Cannon&#039;&#039;&#039;: {{W40Kkeyword|BLAST, HEAVY}} 24&amp;quot; AD6 BS4+ S5 AP0 D1&lt;br /&gt;
==== Psychic ====&lt;br /&gt;
*&#039;&#039;&#039;Synaptic pulse&#039;&#039;&#039;: {{W40Kkeyword|PSYCHIC, TORRENT}} 18&amp;quot; AD6+3 S5 AP-1 D2&lt;br /&gt;
*&#039;&#039;&#039;Psychic scream&#039;&#039;&#039;: {{W40Kkeyword|IGNORES COVER, PSYCHIC, TORRENT}} 18&amp;quot; A2D6 S5 AP-1 D2&lt;br /&gt;
*&#039;&#039;&#039;Psychic overload&#039;&#039;&#039;: {{W40Kkeyword|BLAST, PSYCHIC}} 18&amp;quot; AD6+3 BS+3 S10 AP-2 D3&lt;br /&gt;
*&#039;&#039;&#039;Warp Blast&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;witchfire&#039;&#039;:&lt;br /&gt;
**&#039;&#039;focused witchfire&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*&#039;&#039;&#039;Broodlord:&#039;&#039;&#039; While this is a psyker that can be attached to a mob of Genestealers, it lacks the {{W40kKeyword|Synapse}} keyword and merely has an ability to make a unit it fights suffer -1 to hit. Leading a pack gives them all &#039;&#039;Devastating Wounds&#039;&#039;, which not only is already applied to its own claws (on top of &#039;&#039;Twin-Linked&#039;&#039; for all the re-rolls to wound) but also lets the smaller ones rip through terminators with familiar ease. They&#039;re wasted otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Hive Tyrant:&#039;&#039;&#039; Your monstrous leader for the nids and your mainstay for most cases. Each one can let a unit within 12&amp;quot; use a free strat, even if that strat has been used before.&lt;br /&gt;
**As a monstrous unit with at least T9 W10 with a 2+/4++ save, they&#039;re very hard to ignore. Fortunately, each comes with a paired bonesword and whip, coming in at a lethal S9 AP-2 D3 with a healthy number of &#039;&#039;Twin-Linked&#039;&#039; attacks. You can replace these with less impressive scything talons (S7 AP-2 D2 with &#039;&#039;Extra Attacks&#039;&#039; so they can at least pair up with something else), a Heavy Venom Cannon (for W3 MEQ) or a Stranglethorn Cannon (better suited for actual MEQ as well as TEQ now that TEQ is T5).&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;On Foot&amp;quot;&amp;gt;&lt;br /&gt;
Gets bumped to Toughness 10 and capable of attaching to some Tyrant Guard, just as the hive mind intended. Onslaught gives them a 6&amp;quot; bubble that lets units gain &#039;&#039;Assault&#039;&#039; on their guns, which at least gives them some use when camping next to a Tyrannofex or some warriors that need to rush in.&lt;br /&gt;
*As they have two sets of arms to work with, replacing the bonesword+whip for scything talons doesn&#039;t make a whole lot of sense when you have a second pair anyway. Instead, replace the scything talons with a Stranglethorn Cannon (since you&#039;ll grant it &#039;&#039;&#039;Assault&#039;&#039;&#039;) and leave the sword+whip to actually stand a chance in melee.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Winged&amp;quot;&amp;gt;&lt;br /&gt;
Airborne (M12&amp;quot; &#039;&#039;&#039;Fly&#039;&#039;&#039;) and thus unable to accompany anything, but has &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;. Paroxysm gives them something akin to an older power, robbing an enemy within 12&amp;quot; of 1 attack on all melee weapons on a 2+. At least this gives them the ability to annoy things as they fly around.&lt;br /&gt;
*Your weapon options are as follows: you &#039;&#039;have&#039;&#039; to have Tyrant Talons, so you can take a Heavy Venom Cannon or Stranglethorn cannon as mentioned above to pair with your Tyrant Talons, or you can take Scything Talons so your melee is Scything + Tyrant, or you can take the default bonesword so your melee is Bonesword (since it&#039;s strictly better than Tyrant).  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neurotyrant:&#039;&#039;&#039; The big psychic monstrosity from the reveal trailer, attended by two smaller floating brains. Not only does it have a power that forces anyone suffering from the Shadow of the Warp to take -1 from their Battleshock tests, it also has the ability to give two friendly units within 12&amp;quot; the ability to always count as if they were under Synapse, making it incredibly useful for any Neurogaunts that aren&#039;t in their retinue.&lt;br /&gt;
**Any unit it joins (of which can only be Neurogaunts or Tyrant Guard) gains +1 to hit and +1 to wound if the enemy is battle-shocked. Neurogaunts won&#039;t be doing much of either with only S3 AP- claws, but it might mean a bit more when you think about the Tyrant Guard...&lt;br /&gt;
*&#039;&#039;&#039;Parasite of Mortrex:&#039;&#039;&#039; Another &#039;&#039;Lone Operative&#039;&#039; with &#039;&#039;Deep Strike&#039;&#039; and &#039;&#039;Stealth&#039;&#039; so they can arrive wherever you need them to rush the enemy. While their melee attacks are plenty decent, the real feature is that single ovipositor strike, a devastating S3 AP-2 D3 hit with &#039;&#039;Anti-Infantry 2+&#039;&#039; to guarantee that anyone it kills spits out d3 Rippers to double down on the irritation. After all, not only do the Rippers rob enemies of OC, the Parasite itself forces enemies to take battle-shock tests to potentially flat-out rob enemies of an objective.&lt;br /&gt;
*&#039;&#039;&#039;Tervigon:&#039;&#039;&#039; Absolutely necessary if you&#039;re spamming Termagants out the ass. Not only do these replenish 3+d3 gaunts to a mob within 6&amp;quot;, all termagants within 6&amp;quot; get &#039;&#039;Lethal Hits&#039;&#039;, which can prove to be incredible with the amount of dice you&#039;ll be dumping. Unfortunately, it can&#039;t hide behind those gaunts.&lt;br /&gt;
**While it has Stinger Salvoes for shooting, they won&#039;t mean much and should never be needed for anything. In melee, the option between talons and claws mostly depend on what you imagine it to be up against - While it should never be in a fight, it&#039;d be preferable to just leave the talons on it to help swat away an aggressive melee mob.&lt;br /&gt;
*&#039;&#039;&#039;Winged Tyranid Prime:&#039;&#039;&#039; Comes with the Shrike&#039;s Wings, but Shrikes don&#039;t seem to be making any comebacks. Instead, you&#039;ll only be able to keep your flying speed if you join a pack of Gargoyles (who&#039;ll die as pitifully as you&#039;d expect). Fortunately, S6 AP-1 D2 talons make him more than a capable threat and joining a pack of Gargoyles or fellow Warriors sees everyone making use of &#039;&#039;Sustained Hits 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Deathleaper:&#039;&#039;&#039; The Super-lictor, complete with a cape. Essentially identical to any other Lictor with one exception - Instead of Pheromone Trail for a free use of a stratagem, instead making enemies within 6&amp;quot; forcing enemies to worsen their Leadership by 1 while half-strength units in that bubble have to take battle-shock tests or else realize the definition of [[Squad Broken]].&lt;br /&gt;
*&#039;&#039;&#039;Old One-Eye:&#039;&#039;&#039; This ancient bastard can pair up with some other Carnifexes, granting them re-rolls to hit with all weapons, but it&#039;s unknown if it also applies to himself too. That said, he&#039;s got no guns of his own, instead relying on the split profiles of his claws and talons to either swat aside hordes or pop tanks. While he&#039;s only got T9 W9 2+ to protect himself, he can at least heal d3 wounds each turn for some durability.&lt;br /&gt;
*&#039;&#039;&#039;The Swarmlord:&#039;&#039;&#039; A bit shifted defensively, losing wounds (W13&amp;gt;W10) but making it up with increased Toughness (T8&amp;gt;T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an S5 AP-1 D2 &#039;&#039;Torrent&#039;&#039; psychic heavy flamer, making it capable of melting marines if nothing else.&lt;br /&gt;
**Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9&amp;quot; Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===Swarms===&lt;br /&gt;
*&#039;&#039;&#039;Ripper Swarms:&#039;&#039;&#039; Never leave home without some if you take the Parasite of Mortrex (otherwise, &#039;&#039;always&#039;&#039; do - they&#039;re trash on their own). While they remain utterly pathetic, their annoying factor has dialed up some by making enemies engaged with them have their Objective Control halved; what cripples them as a unit is their OC 0.  What saves them with the Parasite is that they get delivered directly into melee near a model (the Parasite) that can potentially take the objective thanks to their OC debuff.&lt;br /&gt;
**Remember that the Core Rules simply do not address how to properly halve an odd number.&lt;br /&gt;
&lt;br /&gt;
===Beasts===&lt;br /&gt;
Otherwise called &amp;quot;The Mines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mucolid Spores:&#039;&#039;&#039; Not worth taking on their own if you&#039;re buying a Sporocyst. They&#039;re essentially T4 W3 roadblocks, preventing enemies from starting or ending an advance anywhere within 6&amp;quot; of them. Any enemies who move within 3&amp;quot; of them set them off to explode, dealing d3 MWs on a 2+ and d6 MWs on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Spore Mines:&#039;&#039;&#039;  You&#039;re never going to take these on their own, although you can; you&#039;ll instead buy the models as ammunition for your Biovores. Nowhere near as durable but more numerous. They can still stop enemies from starting or ending an advance anywhere within 6&amp;quot; of them. However, their explosions are much weaker - a 2+ deals just 1 MW while a 6 does d3, the weakness is offset by their numbers.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
All of these have the {{W40kKeyword|Endless Multitude}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Gargoyles:&#039;&#039;&#039; Flying Termagants stuck with Fleshborers. Fortunately, they&#039;re not only faster with 12&amp;quot; movement, but they can fly 6&amp;quot; after shooting, allowing them to more easily kite enemies, &#039;&#039;and&#039;&#039; they have &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;, meaning you can Deep Strike them, shoot, and then move them (what happens to an attached Winged Tyranid Prime if you do this is deeply unclear).  Speaking of which, you &#039;&#039;can&#039;&#039; do that, but it&#039;ll make the Prime &#039;&#039;easier&#039;&#039; to kill with Precision weapons due to them resolving against T3.  &lt;br /&gt;
**Note that Tervigons have no particular interaction with Gargoyles.&lt;br /&gt;
*&#039;&#039;&#039;Hormagaunts:&#039;&#039;&#039; Blindingly fast by charging after advancing. That said, S3 AP-1 won&#039;t really amount to much on their own, so you&#039;ll be needing all those numbers to use these. Endless Swarm is an absolute necessity on these because you will be running through bodies.&lt;br /&gt;
*&#039;&#039;&#039;Termagants:&#039;&#039;&#039; Stats remain the same, with an OC of 2 and Ld set to 8+. They also got a speed boost by being able to move 1d6&amp;quot; if an enemy moves (normal, advance, or fall back) within 9&amp;quot; of them, so they can always keep their distance from moving foes. The Spinefists are their most powerful guns, with 12&amp;quot; A2 BS4+ S3 AP0 D1, &#039;&#039;Assault&#039;&#039;, &#039;&#039;Pistol&#039;&#039;, and &#039;&#039;Twin-Linked&#039;&#039;; the Fleshborer is their weakest gun but is most easily brought into range with 18&amp;quot; and &#039;&#039;&#039;Assault&#039;&#039;&#039;, while the Devourer is also range 18&amp;quot; and more powerful but lacks any special rules and hence is less mobile.  Let&#039;s not kid ourselves, you&#039;ll always take the Spinefists.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Barbgaunts:&#039;&#039;&#039; Another new gaunt variant providing heavy firepower. Their stock Bio-Cannon gives them 24&amp;quot; Ad6(&#039;&#039;Blast&#039;&#039;) BS4+(&#039;&#039;Heavy&#039;&#039;) S5 AP0 D1  to at least handle most mobs. Fortunately, any hits trigger Disruption Bombardment against {{W40Kkeyword|infantry}} units, inflicting -2&amp;quot; Movement and -2 to advance and charge rolls, making it good covering fire for your choppy gaunts and Genestealers.  The reason to take these over Biovores is to spread the love around: &#039;&#039;each model&#039;&#039; will hit at least once 84% of the time and a pair shooting the same unit will jump to 97%, jumping to 92% and 99% respectively if you aren&#039;t moving them.&lt;br /&gt;
*&#039;&#039;&#039;Biovores:&#039;&#039;&#039;  48&amp;quot;(&#039;&#039;Indirect Fire&#039;&#039;) Ad3(&#039;&#039;Blast&#039;&#039;) BS4+(&#039;&#039;Heavy&#039;&#039;) S6 AP-1(&#039;&#039;Devastating Wounds&#039;&#039;) D2 is just better dakka than Barbgaunts have, except you can&#039;t slow down enemy infantry.  Instead, you can waste your shooting to spawn a pack of Spore Mines within 48&amp;quot; of them and more than 9&amp;quot; away from any enemy units, with a number of models equal to the number of biovores in the squad.  That&#039;s &#039;&#039;better&#039;&#039; area denial than Barbgaunts as well, at the cost of having to choose between debuffing movement and inflicting damage directly.&lt;br /&gt;
*&#039;&#039;&#039;Genestealers:&#039;&#039;&#039; Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5++. Offensively, they&#039;re A4 WS2+ S4 AP-2 D1, re-rolling 1s to wound, with full re-rolls to wound if the target is within range of an objective and &#039;&#039;Scouts 8&amp;quot;&#039;&#039; to help them rush onto an objective - but they&#039;re only OC 1 and have precious little ability to chew through a tanky target without a Broodlord sticking with them.&lt;br /&gt;
*&#039;&#039;&#039;Hive Guard:&#039;&#039;&#039;  Sadly, this is a bunch of guns that can&#039;t keep up with other, better guns you have. The Impaler cannon might be able to ignore any cover it sees, but its range is its only real benefit when you could instead grab a Pyrovore to make that same enemy unable to use cover or a Biovore who can instead drop some spore mines so they can&#039;t move out of cover. The Shockcannon, while incredibly reliable at wounding tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039;, sadly only has AP-1 so any tank with armor worth a damn (meaning anything above a Russ) will easily shrug it off. The one advantage they have is that they can hit on a 5+ (4+ when around an objective) when they fire overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Lictor:&#039;&#039;&#039; Another unit for whom &#039;&#039;Lone Operative&#039;&#039; was made - combined with &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Stealth&#039;&#039;, they can be anywhere at any time with plenty of protection against any sudden snipers. Fortunately, it&#039;s just as good at taking down enemy characters thanks to its weapon having &#039;&#039;&#039;Precision&#039;&#039;&#039; and you get 1 CP whenever you kill an enemy character. They can also use the Rapid Ingress strat for free, but this requires them to start in strategic reserves since they lack Deep Strike.  Their melee is A6 WS2+ S7 AP-2 D2 with &#039;&#039;Precision&#039;&#039;, but they&#039;re a lot slower than their main competition, Von Ryan&#039;s Leapers, since they&#039;re M8&amp;quot; rather than M10&amp;quot; and Leapers have infinite-use 0CP Heroic Intervention.  Unless point costs end up deeply strange, you&#039;ll be better off using Leapers as your Infiltrating Stealthy Fights First gribblies (Deathleaper is still good, since that model tosses the Rapid Ingress ability in favor of a seriously useful Battle-Shock manipulating ability).&lt;br /&gt;
*&#039;&#039;&#039;Neurogaunts:&#039;&#039;&#039; One of the two new infantry units, and absolutely pointless. Their Neurocytes make them more of a Synapse amplifier, giving them the {{W40kKeyword|Synapse}} keyword while they&#039;re within range of another {{W40kKeyword|Synapse}} creature, but they&#039;re slow and weak both offensively and defensively.&lt;br /&gt;
**Can also act as a Neurotyrant&#039;s retinue if you&#039;re thinking about giving such a giant floating brain such a disposable meatshield. Being attached makes their Synapse-sharing rule rather pointless.&lt;br /&gt;
*&#039;&#039;&#039;Pyrovores:&#039;&#039;&#039; While no longer variable, they do possess a pretty effective weapon at 12&amp;quot; Ad6+1 S6 AP-1 D1 with &#039;&#039;Ignores Cover&#039;&#039;, &#039;&#039;Torrent&#039;&#039; and &#039;&#039;Twin-Linked&#039;&#039;, so it can take care of plenty of things. Even better, the units it flames can&#039;t hide behind cover for the rest of the turn, so you can have them set up for a firing line of Warriors.  Unfortunately, absolutely crippled by being M5 without even &#039;&#039;&#039;Assault&#039;&#039;&#039; on their gun to mitigate the problem, paired with their gun only being 12&amp;quot;.  Their gun is fantastic at Overwatch, of course, but something is deeply weird if &#039;&#039;that&#039;s&#039;&#039; your solution to being charged by GEQ.&lt;br /&gt;
**Surprisingly, &#039;&#039;Deadly Demise 1&#039;&#039; actually makes them a bit less lethal than they were before when you consider how many of your own monsters get something like &#039;&#039;Deadly Demise d3&#039;&#039;. Still a bad idea to keep things around them though.&lt;br /&gt;
*&#039;&#039;&#039;Raveners:&#039;&#039;&#039; A deep-striking menace with a barrage of &#039;&#039;Twin-Linked&#039;&#039; S5 AP-1 swipes that they can bury the enemy with. The funny part is that they can jump back into reserves at the end of the enemy&#039;s turn if they&#039;re not engaged with anything, so you can very easily use them as a cleanup force on multiple fronts. Can also take S4 Thoracic Bio-Weapons (What? Spinefists not unique enough for you?) if you really need them to shoot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranid Warriors:&#039;&#039;&#039; Your elite troopers in the swarm, given a dependable T5 W3 Sv4+ and {{W40kKeyword|Synapse}} to support your gaunts when your leaders can&#039;t. Sadly, the fun of the various melee weapons have gone away alongside things like power weapons and combi-weapons. More troubling is the fact that you can no longer kit out your nids however you wish anymore - all melee warriors and gunner warriors are segregated into their own units. Fortunately, the flying Prime (which is separate from your sergeants, which are the base Primes) can add &#039;&#039;Sustained Hits 1&#039;&#039; on either pack.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Melee&amp;quot;&amp;gt;&lt;br /&gt;
A6 WS3+ S5(&#039;&#039;Twin-Linked&#039;&#039;) AP-2 D1, and you get to pick whether you re-roll hit rolls of 1 or save rolls of 1, so you&#039;re at least somewhat able to work. Regardless, ranged Warriors will, in practice, murder things better -  even in melee - because they can supplement their melee with shooting.&lt;br /&gt;
*[[Derp|You&#039;ll always be choosing to re-roll save rolls of 1. Why? Because your Bio-Weapons are twin linked, so you already re-roll to hit]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ranged&amp;quot;&amp;gt;&lt;br /&gt;
Can shoot and charge after falling back, which will mean a lot since that&#039;s why you bought them over melee warriors. Their melee is worse nearly across the board in isolation: A5 S5 AP-1 with no option for re-rolling hit rolls of 1.  Of course, you can just fall back, shoot, and then charge back in, making up for the loss of melee output with ranged output.  Each one comes with a Devourer, which is a pretty basic bolter-tier gun with 18&amp;quot; A5 S4 AP0 D1, or any model can swap to an inferior sidearm, which you won&#039;t do.&lt;br /&gt;
*One per three Warriors can equip a Barbed Strangler and another 1 in 3 can equip a Venom Cannon to replace their Devourers, which you will always do, because both are better against nearly every possible target than a Devourer.  The Barbed Strangler is 36&amp;quot; Ad6+1(&#039;&#039;Blast&#039;&#039;) BS4+ S6 AP-1 D1 and the Venom Cannon is 36&amp;quot; Ad3(&#039;&#039;Blast&#039;&#039;) BS4+ S9 AP-2 D2.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tyrant Guard:&#039;&#039;&#039; The absolute best bodyguards you will ever want, each with T8 W4 and a 3+ save as well as giving their charge a 5+++ FNP, protecting them from any snipers. Each one comes with scything talons and claws, giving you something decent on tier with power weapons, though you can swap out any of them for either the more reliable bone cleaver+whip+claws (Fewer attacks but at D2 with &#039;&#039;Twin-Linked&#039;&#039;) or far more dangerous crushing claws+claws if you need something like a power fist.&lt;br /&gt;
*&#039;&#039;&#039;Venomthropes:&#039;&#039;&#039; Akin to Zoanthropes but worse, you take these dudes because of their 6&amp;quot; aura providing &#039;&#039;Stealth&#039;&#039; to non-{{W40Kkeyword|monsters}} and Cover to everything - it&#039;s better than Zoanthropes defensively on non-monsters and not great on monsters, although they stack.&lt;br /&gt;
*&#039;&#039;&#039;Von Ryan&#039;s Leapers:&#039;&#039;&#039; Your new mix between Gaunt and Lictor, and they&#039;re absolutely looking to threaten the tentacled stalker with T5 W3 and a 4+/6++ save. Their entire business is rushing into units and fortunately they have a very impressive 10&amp;quot; movement and the ability to use Heroic Intervention for free once per turn.&lt;br /&gt;
**Just to emphasize, if you have 3 units of Leapers and, say, 1 Deathleaper, Deathleaper can pay 2 CP to use Heroic Intervention, and then &#039;&#039;all three Leaper units&#039;&#039; can Heroically Intervene, because each one makes it free for itself and ignores prior uses (if you do the Leapers first, nothing else can HI later, though).  It&#039;s very, very close to simply having HI as a passive rule on the unit, with the exception that they block other users of the strat later.&lt;br /&gt;
***That means if you position 3 units of Leapers properly, you can force your opponent to pick 1 to charge and then counter-charge with both of the others.&lt;br /&gt;
*&#039;&#039;&#039;Zoanthropes:&#039;&#039;&#039; The Neurothrope has lost his individual profile and is now integrated in the Zoanthropes datasheet; in exchange the classic brainbugs gain access to the Spirit Leech ability to heal a wounded model if it has one (healing is 1d3 on a W3 model, primarily serving to nerf your healing so if a model is at 1 wound remaining it only heals to full 2/3 of the time).  Zoanthropes are practically an auto-include, as they emit a 6++ aura you&#039;ll be desperate for and carry a powerful gun, a rarity in your army.&lt;br /&gt;
**Their psychic weapon chooses from 2 profiles to use - the witchfire is a pretty effective &#039;&#039;&#039;blast&#039;&#039;&#039; with 24&amp;quot; Ad3 BS3+ S7 AP-2 Dd3, but the focused witchfire is a way more powerful 24&amp;quot; A1 BS3+ S12 AP-3 Dd6+1 with &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; made to punch through tanks and monsters like they were nothing.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Carnifexes:&#039;&#039;&#039; Your classic death-engines, ready to take on plenty thanks to the AP nerfs. Unlike many things in this game, you can kit each fex out however you wish &#039;&#039;without&#039;&#039; changing datasheets. Blistering Assault effectively lets them charge d6+2&amp;quot; after getting shot, so you&#039;re not worrying about any Overwatch. You have, essentially, 1 mandatory melee weapon in the form of your token set of teeth, 2 optional guns you can take or not, and 2 sets of weapon arms you can swap out or not.  Until we get point costs, there&#039;s no reason not to take the optional guns.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Extra Talons&amp;quot;&amp;gt;&lt;br /&gt;
The weapon arms that come as Extra Talons by default are the ones that have the most flexibility in what they can be swapped out for, and note that if you &#039;&#039;don&#039;t&#039;&#039; swap them out, you have no way to avoid being some other monster but worse (most likely a Screamer-Killer, but if you go gunless, definitely also a Haruspex).  Your options that only these arms can swap out for (see the other tab for the remainder):&lt;br /&gt;
*Extra Talons: If you keep the other arms as melee and want even more melee this is the only real choice, but again, you&#039;d be better off with a non-Carnifex for the same role.&lt;br /&gt;
*Heavy Venom Cannon:  This is the &#039;&#039;same&#039;&#039; output as the extra talons, but 36&amp;quot; out and with &#039;&#039;&#039;Blast&#039;&#039;&#039;.  Keeping the talons over this is always a mistake.&lt;br /&gt;
*Stranglethorn Cannon: &#039;&#039;More&#039;&#039; A*D (9 on average, as opposed to 9) than a Heavy Venom Cannon in exchange for worse S and AP, this is a MEQ-slayer and often your best choice for these arms.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Talons&amp;quot;&amp;gt;&lt;br /&gt;
*Melee choices are both 18 A*D.  The only &#039;&#039;good&#039;&#039; reason to take keep these arms as melee is to support the guns you took on the other arms, but it&#039;s honestly not the worst reason, because your gun choices aren&#039;t stellar.&lt;br /&gt;
**Scything Talons (the default): A6 S9 AP-2 D3, use these to mulch TEQ.&lt;br /&gt;
**Crushing Claws: A4 S12 AP-3 Dd6+1, use these to rip tanks open.&lt;br /&gt;
*Gun choices: you can choose 2 guns that other arms could also choose, but they&#039;re only listed here because they&#039;re both worse than the guns the other arms can be.&lt;br /&gt;
**Deathspitters with Slimer Maggots: Worse than a Stranglethorn cannon for by and large the same targets, you need a target to be Sv2+ for this to beat your Devourers option against almost anything worth shooting.  Never take this on either arm.&lt;br /&gt;
**Devourers with Brainleech Worms: This is a lot of dakka - the most A*D (12) of any gun you can take - but at S6 AP0 D1, it&#039;s only good at clearing chaff your entire army is good at clearing.  Clearly the better gun choice here and hence the &amp;quot;right&amp;quot; take for a gunfex, it&#039;s just that you have plenty of other ways to murder GEQ, you know?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Exocrine:&#039;&#039;&#039;  A cannon on legs: M8&amp;quot; T10 Sv3+ W14, and the gun is 36&amp;quot; Ad6+3 (&#039;&#039;Blast&#039;&#039;) BS3+ (&#039;&#039;Heavy&#039;&#039;) S8 AP-3 D3. Anyone it hits is marked so other units can re-roll 1s to hit them on the same Shooting phase, so it&#039;s got uses as a set-up.  Broadly speaking, this is a Maleceptor but worse.&lt;br /&gt;
*&#039;&#039;&#039;Haruspex:&#039;&#039;&#039;  Nearly pure melee monster that has a tongue for a gun with &#039;&#039;Precision&#039;&#039; so it can snipe out a hidden hero.  You took it for its melee though - and it is a helluva lot of attacks with its giant mouth of [[/d/|hentai]] while its two claws can paste something else.  The last word in melee output, its only downside is that it&#039;s too large to fit inside a Tyrannofex so it has to walk up the field while getting shot.&lt;br /&gt;
*&#039;&#039;&#039;Maleceptor:&#039;&#039;&#039; M8&amp;quot; T11 Sv3+/4++ W14 and a fairly delightful Synapse monstrosity with uses regardless of range.  Its psychic gun is 18&amp;quot; Ad6+3(&#039;&#039;Blast&#039;&#039;) BS3+ S10 AP-2 D3 and its melee has two profiles: A3 WS3+ S9 AP-2 Dd6+1 swipes or A6 WS3+ S7 AP-1 D2 strikes.  It also has a 6&amp;quot; psychic aura of -1 to hit rolls for enemy units, and also -1 to wound rolls if the enemy unit is Below Half-Strength. Make use of those screens to tie up enemies while having this debuff those enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mawloc:&#039;&#039;&#039; You take this for the mortal wounds it hands out when it Deep Strikes: every enemy unit within 12&amp;quot; takes d3 MWs on a 2-4, while on a 5+ it takes 3 MWs and must test for Battle-Shock.  That&#039;s an average of 2 MWs and 1/3 of a Battle-Shock test, although it&#039;s very swingy, &#039;&#039;per unit&#039;&#039;.  It also has some decently credible melee attacks, but at M10&amp;quot; T10 Sv3+ W14, after it fails its charge it will typically get quite demolished by a prepared force.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychophage:&#039;&#039;&#039; A monster with a mouth that can potentially put the Haruspex to shame and your army&#039;s medic, somehow: it has 5+++ FNP and a 6&amp;quot; bubble that lets friendly nids within 6&amp;quot; a lesser 6+++ FNP.  Base stats are M8&amp;quot; T9 Sv3+/5+++ W10.  Its melee is Ad6+1 WS3+ S6(&#039;&#039;&#039;Anti-Psyker 2+&#039;&#039;&#039;) AP-1(&#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039;) D2 with &#039;&#039;&#039;Feeding Frenzy&#039;&#039;&#039;: +1 to hit units below Starting Strength and +1 to wound units Below Half-Strength.  Its gun is 12&amp;quot; Ad6 BS(&#039;&#039;&#039;Torrent&#039;&#039;&#039;) S6 AP-1(&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;) D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screamer-Killer:&#039;&#039;&#039; Now has its own unique model instead of just being a Carnifex and is M8&amp;quot; T9 Sv2+ W10 OC 3, making it far tankier than it once was. Its talons got a stupid-ridiculous buff with A10 WS3+ S10 AP-2 D3, enough to offset the loss in AP. In exchange, though, the Bio-plasmic scream got a debuff, being 18&amp;quot;(&#039;&#039;&#039;Assault&#039;&#039;&#039;) Ad6+3(&#039;&#039;Blast&#039;&#039;) BS4+ S8 AP-2 D1. That blast is also the vehicle with which it can deliver the Death Scream ability, forcing the unit you hit with that blast to take a battle-shock test at a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sporocyst:&#039;&#039;&#039; Because it is M- T10 Sv3+ W10, this functionally &#039;&#039;requires&#039;&#039; a Tyrannocyte wrapping so you can plunk it down somewhere credible.  Remarkably, it gets to shoot any time an enemy unit starts or ends a Normal Move, Advance Move, or Fall Back move within 24&amp;quot; of it, at full BS, four times per phase, and it can comfortably use up its shooting phase to set up a Mucolid Spore.  Its gun is 24&amp;quot; A5 S5 AP-1 D2 -  That&#039;s not great (and it&#039;s OC0), but if you use a Tyrannocyte to drop it square in the middle of the table, your opponent is going to get very tired very quickly of getting constantly shot up; provided both this model and its Tyrannocyte carrier are cheap enough, that kind of harassment could be justified.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxicrene:&#039;&#039;&#039;  A monster with a laughably short-ranged gun that hasn&#039;t got &#039;&#039;&#039;Assault&#039;&#039;&#039; or &#039;&#039;&#039;Pistol&#039;&#039;&#039;, the Toxicrene prevents engaged enemy units from Falling Back on a 3+ (forcing them to Remain Stationary instead) and furthermore at the end of &#039;&#039;your&#039;&#039; Movement phase every enemy unit within 6&amp;quot; of the Toxicrene suffers an average of 1.58 mortal wounds.  This datasheet is a mess of rules that can&#039;t decide how the model wants to behave, and the end result is something that&#039;s bad at everything: no-one who wants to charge you is going to be seriously dissuaded by a screening Toxicrene, and its practical output offensively is trash.  Take a Maleceptor instead for the purpose GW presumably failed at here.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trygon:&#039;&#039;&#039;  Don&#039;t take this - it can deep strike very close to the enemy (at least 3&amp;quot;, so pretty close to consolidation range) but it&#039;s unable to charge after the enemy and hence only use its shitty gun, or it can show up farther away and risk botching the charge. The only real niche is stealing an objective despite usual deep strike tactics (pending price tag will tell).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrannofex:&#039;&#039;&#039;  Absurdly durable at M9 T12 Sv2+ W16 with damage reduction on incoming attacks (making it &#039;&#039;immune&#039;&#039; to D1 fire though expect FAQ on this very soon), and carries some serious dakka.  The only gun choice you&#039;re ever going to make is its Rupture Cannon because you don&#039;t want to be hard-countered by very durable opponents, so here&#039;s its profile: 48&amp;quot; S18 AP-4 D2d6 with &#039;&#039;&#039;Heavy&#039;&#039;&#039;.  It also has an stinger salvos as a sidearm for swatting at chaff.&lt;br /&gt;
**If you&#039;re possessed to take something else, the Acid Spray is pretty much made to drown MEQs like they&#039;re nothing. The Fleshborer Hive is an absolute bucket of dice to throw at the enemy, but you already have enough ways to drown them with your gaunts.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannocyte:&#039;&#039;&#039; A giant flying drop pod that can carry up to 20 {{W40Kkeyword|infantry}} models (each model with W2+ takes up 3 slots) or 1 {{W40Kkeyword|monster}} with up to W12 (meaning if you want to be stupid, you can fit a Tyrannocyte inside a Tyrannocyte). Naturally, it can only show up via deep-striking - thankfully, while its points cost counts against any limits imposed on your Reserves, it doesn&#039;t count against any limits you might have from a Mission special rule on number of units in Reserves, and it can always deep strike on turns 1-3 even if a Mission rule says otherwise.  When it does show up, its occupants must disembark outside of 9&amp;quot; horizontally from the enemy. Fortunately, while it can&#039;t carry anything else, it at least has a couple weapons to at least defend itself against infantry.&lt;br /&gt;
**For convenience, here are the monsters that &#039;&#039;won&#039;t&#039;&#039; fit inside your Tyrannocyte:&lt;br /&gt;
***Exocrine&lt;br /&gt;
***Haruspex&lt;br /&gt;
***Hierophant&lt;br /&gt;
***Maleceptor&lt;br /&gt;
***Mawloc (but you wouldn&#039;t even if you could, as it deep strikes on its own and does it better than a Tyrannocyte)&lt;br /&gt;
***Tervigon&lt;br /&gt;
***Trygon (but you wouldn&#039;t even if you could, as it deep strikes on its own and does it better than a Tyrannocyte)&lt;br /&gt;
***Tyrannofex&lt;br /&gt;
***Any Hive Tyrant or Neurotyrant with a retinue.&lt;br /&gt;
****&#039;&#039;Any other monster&#039;&#039; will fit, even a Harpy or Hive Crone.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;Harpy:&#039;&#039;&#039; Effectively a bomber, letting you either deploy d3 Spore Mines on the field or fly over a unit to roll 6d6, each 3+ dealing a MW. Both of these work after the end of its movement, so it can do all that and then blast the enemies with either its anti-MEQ twin stranglethorns or anti-TEQ twin heavy venom cannons. With &#039;&#039;Twin-Linked&#039;&#039; on both cannons, they&#039;re ready to blow up anything.&lt;br /&gt;
**It has &#039;&#039;Hover&#039;&#039;, so you can let it just be a flying monster that can blast anything it sees.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Crone:&#039;&#039;&#039; The dogfighter of the two. The drool cannon and stinger salvoes let it cut through weaker foes, the real shining point are its Tentaclids, S7 AP- D2 missiles with &#039;&#039;Anti-Fly 2+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039; so it can blast apart enemy aircraft, especially with +1 to hit those same {{W40kKeyword|Fly}} units. While it also has some decent melee attacks, the main star here is the single Thorax Spur strike, a weapon that can wound other aircraft with laughable ease thanks to &#039;&#039;Anti-Fly 2+&#039;&#039;.&lt;br /&gt;
**This also has &#039;&#039;Hover&#039;&#039;, but it&#039;s not quite as valuable since you&#039;re buying it only to take on enemy aircraft. Unless the other flyer is hovering, you shouldn&#039;t need to.&lt;br /&gt;
&lt;br /&gt;
====Titanic====&lt;br /&gt;
*&#039;&#039;&#039;Hierophant:&#039;&#039;&#039; The giant spindly beast returns as part of the Titanicus Codex. While a bit weedy in terms of titans with only Toughness 14 and 30 wounds, it has a 2+/5++ save to keep it alive. It&#039;s also very mobile, able to walk over any terrain below 4&amp;quot; in height and anything that isn&#039;t also {{W40kKeyword|Titanic}} which does wonders for its transportation business.&lt;br /&gt;
**Its Bio-Plasma Torrent gives you a massive S7 AP-2 flamer that can pretty handily melt through MEQs like they&#039;re nothing. The Dire Bio-Cannons give it a higher-yield bombardment weapon that has more use in taking care of TEQs and smaller monsters at S10 AP-3 D3. In melee, the focus is all on those Monstrous Scything Talons as they&#039;re &#039;&#039;&#039;&#039;&#039;Strength fucking 20&#039;&#039;&#039;&#039;&#039; AP-2 Dd6+1. It also has Lashwhip Pods for some supporting attacks with &#039;&#039;Extra Attacks&#039;&#039;, but they&#039;re nothing too stellar.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
&lt;br /&gt;
===Specific Tactics===&lt;br /&gt;
*3 units of 6 Zoanthropes each (for their guns) mixed with 3 Venomthropes in the middle (for their aura) gets you this:&lt;br /&gt;
**The 3 venomthropes in the middle are offensively nearly entirely harmless, but aggravating to murder: T5 Sv3+ (4+ in cover)/6++ W3 with &#039;&#039;&#039;Stealth&#039;&#039;&#039;.&lt;br /&gt;
**The Zoanthropes are all T5 Sv4+ (5+ in cover)/4++ W3 with &#039;&#039;&#039;Stealth&#039;&#039;&#039;.&lt;br /&gt;
**Adding a Psychophage gives you a 6+++ on the above, plus the Phage (with its gun and melee) at T9 Sv2+ (3+ in cover)/6++/5+++ W10.&lt;br /&gt;
**At this point, you can add Tyrannofexen... Tyrannofices... 1 Tyrannofex or more and/or Maleceptors (with their own aura that makes engaging you in melee a deeply terrible idea).  The whole monstrous ball isn&#039;t just durable, it&#039;s a fairly involved question for your opponent to decide what has target priority - for example, shooting up the venomthropes takes out a defensive buff but doesn&#039;t remove any offensive output to speak of (and if your meta favors shooting them up, take more venomthropes MSU style to counter).&lt;br /&gt;
***If you want to lean into OC instead, a Tervigon and a bunch of Termagants can be added to this mess and your opponent will have the same issue going on: the rest of the ball is providing murder and defensive buffs, but the Tervigon+Termagants bundle is good at occupying objectives and aggravating to simply wipe off the table.&lt;br /&gt;
**The biggest problem with this, of course, is that you&#039;re using a bunch of 6&amp;quot; auras to pull it off, so the whole army has to be kept annoyingly compact, although nothing in it is unique, so you can make multiple bundles (the biggest downside of this is wasting points on Venomthropes who genuinely bring nothing to the table but their aura, making it less than ideal every time you pay for another unit).&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=58021</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=58021"/>
		<updated>2023-06-13T11:38:18Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Space Wolves */ It&amp;#039;s replacing the old Wolf Guard Pack Leader upgrade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
**Remember you can Rites of Battle to use Adaptive Strategy for free on the Captain&#039;s unit. So yes, you can either take Adept of the Codex and have your entire army go doctrineless in exchange for the Captain&#039;s unit having the Tactical doctrine...or have your entire army use a regular doctrine and the Captain&#039;s unit have any doctrine for free without consuming an enhancement slot. Hard choice to make.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should never put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels - Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment. This focuses more on mitigating the more disastrous effects of battle-shock since the entire morale game has been shifted dramatically to avoid ATSKNF cheese. Hell, the enhancements present make them even more dangerous when battle-shocked.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy high-OC troops from taking over.&lt;br /&gt;
**The only way you have to avoid being worse than a Black Templars Righteous Crusaders detachment baseline is to stick to low-OC models: at OC2+, improving your LD by 1 (as they can do, plus more) would be better than Grim Resolve in terms of preserving your OC.  However, OC 0 models &#039;&#039;rise&#039;&#039; to OC 1 when Battle-Shocked under this doctrine, while OC 1 models simply ignore Battle-Shock for OC purposes, both of which beat the Black Templars in that niche.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. One unit reduces the AP of any hit it suffers by 1.&lt;br /&gt;
*&#039;&#039;&#039;Fire Discipline (1 CP):&#039;&#039;&#039; One unit&#039;s guns gain &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;. The absolute best rules to make Hellblasters and Plasma Cannons the absolute last word in bombardment.&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable Lines (1 CP):&#039;&#039;&#039; When an enemy unit charges one of yours, your unit reduces any damage they take by 1.&lt;br /&gt;
*&#039;&#039;&#039;Unforgiven Fury (1 CP):&#039;&#039;&#039; One unit gains &#039;&#039;Lethal Hits&#039;&#039; to either ranged or melee weapons. If the unit is battle-shocked, they score critical hits on a 5+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grim Retribution (1 CP):&#039;&#039;&#039; If an enemy kills models in one of your units during the shooting phase, they can immediately shoot back at the enemy before dying. Excellent for making anyone pay for mowing down your troops.&lt;br /&gt;
*&#039;&#039;&#039;Intractable (1 CP):&#039;&#039;&#039; One unit can shoot or charge after falling back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade:&#039;&#039;&#039; The bearer&#039;s melee weapons gain +1 to Strength, AP, and Damage. While battle-shocked, those bonuses are improved to +2.  Absolutely ideal on a Judiciar.&lt;br /&gt;
*&#039;&#039;&#039;Pennant of Remembrance:&#039;&#039;&#039; Primaris Ancient, Terminator Ancient, or Bladeguard Ancient only. The bearer gives any unit they lead a 6+++ FNP, which improves to 4+++ while battle-shocked.  Overlaps with the Primaris Ancient 4+++ while near an objective or the table center.&lt;br /&gt;
**Bear in mind that we still don&#039;t know how Grim Resolve interacts with Ancients in general.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Heroes:&#039;&#039;&#039; If the bearer dies, they can come back at the end of the turn on a 2+. They&#039;ll return with 3 wounds, but this goes to restore all wounds if they died while battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Stubborn Tenacity:&#039;&#039;&#039; The bearer grants +1 to hit to a led unit when it is below half-strength. While battle-shocked, this also adds +1 to wound.  Identical to the buff from a Terminator Ancient, although they&#039;ll stack and then get subjected to the standard cap of +1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves. Their sagas rely on characters performing a major deed and granting armywide buffs. As such, you&#039;ll need to make use of your many characters to get those buffs as fast as possible.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
***The best characters for making this happen have good guns, like a Wolf Guard Pack Leader with missile launcher or Bjorn the Fell-Handed.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
***There&#039;s no truly &#039;&#039;good&#039;&#039; way to make this happen, as you generally need to rely on your opponent hurting you just enough without finishing the job, but the best you have is fielding a lot of &#039;&#039;&#039;Hazardous&#039;&#039;&#039; weapons (i.e. guns) and shooting them to hurt yourself.  Bjorn the Fell-Handed is just about the best you have for earning this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
*** Build the rest of your army to take control of objectives like you should have been doing &#039;&#039;anyway&#039;&#039; and this should more or less take care of itself, but the more mobile a character, the easier a time you&#039;ll have rushing them over once you realize you&#039;re on track to score this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
***You don&#039;t have any characters with Precise ranged weapons worth a damn, but in melee you have the Primaris Company Champion (as well as Arjac Rockfist), the Judiciar, and anyone else you gave the Frost Weapon to.  Since the first two require a ride to be delivered into melee &#039;&#039;and&#039;&#039; can&#039;t Fly to reach your target, that third option is the most reliable.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As a very divergent chapter, there are forces the Space Wolves won&#039;t use or have alternatives. Tactical Squads, Assault Squads of both Varieties, Devastator Squads, Command Squads, and Primaris Apothecaries are all out of the list.  It is easy to tell when you have an intended replacement, as the new units have special rules to make &#039;&#039;&#039;Leader&#039;&#039;&#039; work properly.&lt;br /&gt;
**Tactical Squads are replaced by Grey Hunters.&lt;br /&gt;
**Assault Squads are replaced by Blood Claws if they don&#039;t have Jump Packs and Skyclaws if they do.&lt;br /&gt;
**Devastator Squads are replaced by Long Fangs.&lt;br /&gt;
**Command Squads are replaced by Wolf Guard, except their special rule decided to limit them [[Wat|to only Vanguard Veteran attachments]].&lt;br /&gt;
**Primaris Apothecaries have no replacement because they&#039;re rolled into Wolf Priests. [[Derp|Despite the Wolves using regular Apothecaries alongside Wolf Guard during]] [[Horus Heresy|that one temper-tantrum]].&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Black Death:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Anti-Vehicle 4+&#039;&#039; and &#039;&#039;Anti-Monster 4+&#039;&#039;. Want an easy way to fulfill the Saga or the Beastslayer? This is how.&lt;br /&gt;
*&#039;&#039;&#039;Frost Weapon:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Precision&#039;&#039; as well as improve their Strength and AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Pelt of the Bale Wolf:&#039;&#039;&#039; Enemies engaged with the bearer must take a battle-shock test each turn.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Tail Talisman:&#039;&#039;&#039; Reduces any damage the bearer takes by 1.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels - Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels. This plays into the very aggressive playstyle the Blood Angels are known for, focusing on getting in the enemy&#039;s face and tearing them apart.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
**This is the Gladius Task Force &amp;quot;Honour Vehement&amp;quot; enhancement but worse (due to not having a doctrine bonus) spread across your entire army, so just like there, it&#039;s best on models carrying weapons with &#039;&#039;&#039;Extra Attacks&#039;&#039;&#039;: Captains in Gravis Armour, Primaris Techmarines, Techmarines, and technically Thunderfire Cannons.  In your specific case, this list also includes Librarian Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Archangel&#039;s Shard:&#039;&#039;&#039; Bearer&#039;s melee weapons gain &#039;&#039;&#039;Lance&#039;&#039;&#039; and &#039;&#039;&#039;Anti-Chaos 5+&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Artisan of War:&#039;&#039;&#039; Bearer gains a 2+ save and improves the AP of their weapons by 1.&lt;br /&gt;
*&#039;&#039;&#039;Icon of the Angel:&#039;&#039;&#039; Whenever a non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit tries to fall back from the bearer, they need to make a desperate escape test. Battle-shocked units take a -1 on this test.&lt;br /&gt;
*&#039;&#039;&#039;Visage of Death:&#039;&#039;&#039; Non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} units within engagement range of the bearer halve their OC. Excellent for frontline denial with a squad of Assault Intercessors or bikers.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars - Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars. They make use of the Templar Vows in order to provide advantages in either durability or melee, which are two fields they excel at.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As ever, your Templars can never field Psykers of any kind. In addition, they&#039;ve banned the use of any (base) Primaris Vehicles (Gladiator, Impulsor, Repulsor), likely because they wanted to add Multi Meltas without giving them to anyone else.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Perdition&#039;s Edge:&#039;&#039;&#039; The bearer&#039;s melee weapons improve Strength and AP by 1. If you use Suffer Not the Unclean to Live, this also adds an extra attack.&lt;br /&gt;
*&#039;&#039;&#039;Sigismund&#039;s Seal:&#039;&#039;&#039; Bearer&#039;s melee weapons gain +1 Attack. If using Accept Any Challenge, No Matter The Odds, any 5+ to hit counts as a crit for his squad.&lt;br /&gt;
*&#039;&#039;&#039;Tännhauser&#039;s Bones:&#039;&#039;&#039; Reduces any damage the bearer makes by 1. If you&#039;re using Uphold the Honour of the Emperor, his squad gets a 5+ FNP.&lt;br /&gt;
*&#039;&#039;&#039;Witchseeker Bolts:&#039;&#039;&#039; Bearer&#039;s ranged weapons gain &#039;&#039;Precision&#039;&#039;, &#039;&#039;Anti-Psyker 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;. If you&#039;re using Abhor the Witch, Destroy the Witch, his squad can re-roll to hit and wound psykers with their guns.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch - Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch. Rather than the Chapter Tactics, which build around the specific rules of the army, these tactics just slap on special rules on the squad&#039;s weapons. At least these rules can be applied on all weapons - Something you&#039;ll need with how weird your kill-teams can end up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Kill Teams:&#039;&#039;&#039; 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}} could still enter transports that would traditionally would&#039;ve refused them, though each of those models took up 2 slots. Those latter two keywords also still count as {{W40kKeyword|Infantry}} for the sake of terrain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Lots of stuff gets cut out due to the very special structure of the Deathwatch as the space marine special forces rather than the typical chapter. No Tacticals, no Assault Marines, Devastators, Bikers, Assault Bikes, Scouts and no Land Speeder Storms. That said, your new squads can still be joined by specific characters.&lt;br /&gt;
**Deathwatch Veterans and Proteus Kill Teams are considered equal to Vanguard Vets&lt;br /&gt;
**Deathwatch Terminators are just regular Terminators&lt;br /&gt;
**Veteran Bikers replace Bikers, and can be led by anyone that can lead Outriders (meaning the Chaplain&#039;s still fair game)&lt;br /&gt;
**Fortis Kill Teams can be led by anyone who leads Intercessors&lt;br /&gt;
**Indomitor Kill Teams can be led by anyone who leads Heavy Intercessors&lt;br /&gt;
**Spectrus Kill Teams can be led by anyone who leads Infiltrators&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Tactics (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can choose to have a different mission tactic active. Sounds good except there&#039;s no clause about whether these can be used after being used by the rest of the army - something that sinks this from usable into trash.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. Incoming attacks against one unit reduce their AP by 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Teleportarium (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can leave the board and redeploy anywhere at least 9&amp;quot; away from the enemy on the next turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
As a reminder, all these stratagems can&#039;t target a unit that&#039;s already used another one that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dragonfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignore Cover&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns both &#039;&#039;Anti-Infantry 2+&#039;&#039; and &#039;&#039;Anti-Monster 5+&#039;&#039;. Gives you combi-weapons ways to actually act like something remotely anti-monster and gives other guns the means to insta-wound troops.&lt;br /&gt;
*&#039;&#039;&#039;Kraken Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns +6&amp;quot; range and improve their AP by 1. Great for handling MEQ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Beacon Angelis:&#039;&#039;&#039; The bearer&#039;s unit gains the Deep Strike rule and can use the Rapid Ingress stratagem for free.&lt;br /&gt;
*&#039;&#039;&#039;Osseus Key:&#039;&#039;&#039; Watch Captain or Techmarine only.  When one non-{{W40kKeyword|Titanic Vehicle}} shoots at them, they need to make a Leadership check to force the enemy to make the enemy take -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Secrets:&#039;&#039;&#039; +1 to Strength, AP and Damage to the bearer&#039;s melee weapons. If this weapon kills an enemy model, those bonuses are improved to +2.&lt;br /&gt;
*&#039;&#039;&#039;The Tome of Ectoclades:&#039;&#039;&#039; Watch Master or Captain only. Grants a single-use ability to mark two enemies for the Oath of Moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift.&lt;br /&gt;
*Note he &#039;&#039;&#039;does not&#039;&#039;&#039; have a Narthecium, so he won&#039;t be resurrecting any models. Sorry, no respawning Gravis marines.&lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
*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&#039;s one of the few vehicles that can carry them all. As long as your retinue kills an enemy unit, you&#039;ll almost always take the objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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&#039;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).&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+++ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
Remember, most characters are organized above by &#039;&#039;name&#039;&#039;, so the only characters listed here are the ones with &#039;&#039;only&#039;&#039; a {{W40Kkeyword|tacticus}} variant.  Check above for other Tacticus leaders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar&amp;lt;sup&amp;gt;{{W40Kkeyword|tacticus}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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(&#039;&#039;&#039;Precision&#039;&#039;&#039;) AP-2(&#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039;) D2, with +1A per {{W40Kkeyword|character}} model he destroys. He gives &#039;&#039;&#039;Fights First&#039;&#039;&#039;, 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 &#039;&#039;ranged&#039;&#039; unit for some insurance against being charged.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; His melee is A5 WS2+ S5(&#039;&#039;&#039;Precision&#039;&#039;&#039;) AP-2 D2, and he gains re-rolls to hit and wound (the latter is &#039;&#039;&#039;Twin-Linked&#039;&#039;&#039; but he doesn&#039;t get that &#039;&#039;per se&#039;&#039;) 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&#039;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 &#039;&#039;not&#039;&#039; 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%.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; 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 &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;, and &#039;&#039;&#039;Lance&#039;&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**Note: the following rules are optimal based on what you wound on:&lt;br /&gt;
*** Wound on 6+ (T8+): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 5+ (T5-7): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 4+ (T4): &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 3+ (T3): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 2+ (T1-2): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
*&#039;&#039;&#039;Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.  If you don&#039;t modify their weapons, they&#039;re an Assault Squad &#039;&#039;but worse&#039;&#039;, so strongly consider storm shields pr hand flamers for everyone.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save (but now with two wounds), they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Desolation Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; to &#039;&#039;&#039;Scouts 6&amp;quot;&#039;&#039;&#039; but fills a more coherent niche with &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines that come with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Reaper Autocannon, the Assault Cannon&#039;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&#039;t got any weapon choices genuinely &#039;&#039;better&#039;&#039; than making do with the other two squad types.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Transports====&lt;br /&gt;
Transports that aren&#039;t dedicated and don&#039;t fly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.  Transport Capacity: 12.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.  Transport Capacity: 16.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder:&#039;&#039;&#039; M14&amp;quot; T7 Sv3+ T6 Ld6+ OC2, &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;, and &#039;&#039;&#039;Deadly Demise 1&#039;&#039;&#039;, 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&#039;d prefer an Attack Bike Squad to a Land Speeder of any stripe.&lt;br /&gt;
**&#039;&#039;&#039;Land Speeder (stock variant):&#039;&#039;&#039;  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 &#039;&#039;&#039;Blast&#039;&#039;&#039; weapons at that unit gains +1 to hit and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Tornado:&#039;&#039;&#039; 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 &amp;quot;moved over&amp;quot; to roll 6d6 against, with each 4+ dealing 1 mortal wound (so 3 MWs on average). &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Typhoon:&#039;&#039;&#039;  Has a Typhoon Missile Launcher in addition to the stock gun and can Normal Move 1d6&amp;quot; after shooting during the Shooting Phase, but if it does so, it can&#039;t charge later.  &lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry a re-roll of 1s to hit, so the youngin&#039; Adeptus Astartes Infantry will huddle 6&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; A Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; 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&#039;re good at math or a Chainfist if you aren&#039;t (the Chainfist has &#039;&#039;&#039;Anti-Vehicle 3+&#039;&#039;&#039;, but your +1 to wound vehicles won&#039;t stack with that), while the other can be a Dreadnought Close Combat Weapon if you forgot you can&#039;t use 2 melee weapons at once or a Hurricane Bolter if you remembered.&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Transport 10, but &#039;&#039;can&#039;t&#039;&#039; 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;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).&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; This 6-scout transport has &#039;&#039;&#039;Firing Deck 6&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Assault Ramp&#039;&#039;&#039; like a Land Raider (it isn&#039;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).  &lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;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 &#039;&#039;every person on board can shoot out of it&#039;&#039;.  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.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039; Essentially a Lieutenant in terminator armor. Gives his squad &#039;&#039;Lethal Hits&#039;&#039; 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.&lt;br /&gt;
**While he can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039; A souped-up Land Speeder with a &#039;&#039;Twin-Linked&#039;&#039; heavy bolter and assault cannon as well as the pilot&#039;s own power weapon. He&#039;s here to compensate for the lack of any biker Lieutenant, and thus he has a 6&amp;quot; bubble giving all friendly {{W40Kkeyword|mounted}} and {{W40Kkeyword|fly vehicle}} units &#039;&#039;Ignores Cover&#039;&#039; while a smaller 3&amp;quot; bubble gives him &#039;&#039;Lone Operative&#039;&#039; so he has some protection. Once per turn when an enemy moves within 9&amp;quot; of him, he can immediately move 6&amp;quot;, giving him a bit of a tactical scoot wherever you need him.&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Knights:&#039;&#039;&#039; The melee-obsessed termies. While they don&#039;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 &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
**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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039; 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 &#039;&#039;Anti-Infantry 4+&#039;&#039; or &#039;&#039;Anti-Vehicle 4+&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Command Squad:&#039;&#039;&#039; 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. &lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Darkshroud:&#039;&#039;&#039; A bigger land speeder with either a heavy bolter or assault cannon. However, the real draw is their 6&amp;quot; bubble of &#039;&#039;Stealth&#039;&#039; and cover, somethingthat you&#039;ll absolutely want to hide your troops behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Land Speeder Vengeance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Nephilim Jetfighter:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Dark Talon:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Cyberwolf:&#039;&#039;&#039; A wolf with metal bitz on them is somehow special enough to be a character. Attaching him to other wolves grants the squad &#039;&#039;Scouts 6&amp;quot;&#039;&#039; while he gets +1 to hit and wound an enemy below half-strength.&lt;br /&gt;
*&#039;&#039;&#039;Iron Priest:&#039;&#039;&#039; The wolfy Techmarine. While he&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Lord on Thunderwolf:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Battle Leader:&#039;&#039;&#039; Your equivalent to the Lieutenant.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderwolf&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Pack Leader:&#039;&#039;&#039; 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&#039;s able to join any units already joined by another character, making something of a 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.&lt;br /&gt;
**Comes in standard, jump pack and terminator varieties, but their armaments are pretty much identical to the captain&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Priest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stormbringer:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Harald Deathwolf]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lukas the Trickster]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Blood Claws:&#039;&#039;&#039; 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&#039;t like the grav-guns and plasma. That said, they need the supporting characters because their chainswords don&#039;t get any of the tricks that get given to standard assault marines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Hunters:&#039;&#039;&#039; The grizzled old guys of the chapter. They&#039;re Tactical Marines without the option for heavy guns. That&#039;s really all you need and they&#039;re always able to remain mobile - especially since they can ride around in a Razorback.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Fangs:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyclaws:&#039;&#039;&#039; 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&#039;t get the ability to deal mortal wounds on the charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Scouts:&#039;&#039;&#039; 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&#039;t cut it for them. Their sergeant, meanwhile, has a lot of fancy tools to employ both in melee and at range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wulfen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Beasts====&lt;br /&gt;
*&#039;&#039;&#039;Fenrisian Wolves:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Thunderwolf Cavalry:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves Venerable Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wulfen Dreadnought:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Stormfang Gunship:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormwolf:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
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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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Priest:&#039;&#039;&#039; 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 &amp;quot;standard&amp;quot; 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.&lt;br /&gt;
**&#039;&#039;&#039;Jump Pack:&#039;&#039;&#039; Because it&#039;d be weird if you couldn&#039;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).&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Luis Dante|Lord Commander Luis Dante]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brother [[Corbulo]]:&#039;&#039;&#039; A special Sanguinary Priest, the only differentiating factor being that his chainsword has +1 Strength and &#039;&#039;Sustained Hits 1&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Captain Tycho]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Tycho the Lost]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Company Marines:&#039;&#039;&#039; The original Death Company.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Guard:&#039;&#039;&#039; The jump pack answer to the Command Squad. Maybe they don&#039;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).&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Baal Predator:&#039;&#039;&#039;  Can re-roll advance rolls (so average 4.25&amp;quot;, not average 3.5&amp;quot;) and all ranged weapons gain &#039;&#039;&#039;Assault&#039;&#039;&#039; 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&#039;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 &#039;&#039;&#039;Torrent&#039;&#039;&#039; S6 AP-2 (&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;) 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&#039;t take lascannon sponsons; more importantly, the BFC has fundamentally similar performance to a Predator Destructor&#039;s Predator Autocannon against the majority of targets (remember, at BFC range, the autocannon fires 8 shots) at inferior range.  tl;dr &#039;&#039;&#039;Never take this, a Predator Destructor does the same job better.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=====Walkers=====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furioso Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Librarian Dreadnought:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**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&#039; 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&#039;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.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;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 &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039; Now is attached to his Victrix Guard, providing a 4+ FNP while they&#039;re alive and two souped-up power swords to complement his own &#039;&#039;Twin-Linked&#039;&#039; power fists with heavy pistols strapped onto them. He provides 1 CP for every turn he&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius|Captain Sicarius]]:&#039;&#039;&#039; One of the very few plasma pistols that never worries about overheating. He can give any squad he joins &#039;&#039;Assault&#039;&#039; on their guns and &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, which feels a bit redundant on the Vanguard Vets (if they can&#039;t stack, that is). He also has the ability to move 6&amp;quot; if any enemies move within 9&amp;quot; of them so they can close in for the assault.&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius|Chaplain Cassius]]:&#039;&#039;&#039; Comes with a slightly stronger Croius and a combi-weapon with &#039;&#039;Torrent&#039;&#039; being the only thing to remind us that it&#039;s meant to be a combi-flamer. While he doesn&#039;t give +1 to wound like typical Chaplains, he does provide a squad &#039;&#039;Devastating Wounds&#039;&#039;. He also gives his squad to make one attack after dying in melee on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius|Chief Librarian Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus|Sergeant Chronus]]:&#039;&#039;&#039; 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&#039;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&#039;t even repair the tank he&#039;s riding.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion|Sergeant Telion]]:&#039;&#039;&#039; The major force multiplier for scouts, as he&#039;s not only giving them +1 OC but also +1 to hit and your choice of either &#039;&#039;Lethal Hits&#039;&#039;, &#039;&#039;Precision&#039;&#039; or &#039;&#039;Sustained Hits 1&#039;&#039; each turn. While this applies to all weapons, he&#039;s probably best at home at range, as his special bolter is pretty much a sniper.&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039; Grants one squad of {{W40kKeyword|Infantry}} the ability to deep-strike, 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&#039;s battle-shocked. He&#039;s got a pretty basic loadout, with his power sword gaining &#039;&#039;Sustained Hits 1&#039;&#039; while touting a bolt rifle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;s not {{W40kKeyword|infantry}}.) His shooting is roughly the same since while the Hand of Dominion is only &#039;&#039;Rapid Fire 2&#039;&#039; now, it compensates with AP-2. In melee, he&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039; 5 Tacticals with &#039;&#039;Anti-Tyranids 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039; against Tyranids, so they have everything they&#039;ll need to rip through smaller nids. That said, this is all they can do since they can&#039;t equip anything else and can&#039;t be attached to anyone but Cassius.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]&#039;&#039;In the grim darkness of the far future, there will be only war.&#039;&#039; &amp;lt;br&amp;gt;Actual quote by Sigismund, he called it first.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Castellan:&#039;&#039;&#039; A very zealous lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Marshal:&#039;&#039;&#039; A very zealous captain with either a combi-weapon or plasma pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
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====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Crusader Squad:&#039;&#039;&#039; A band of zealous Firstborn with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Crusader Squad:&#039;&#039;&#039; A band of zealous Primarines with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
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====Vehicles====&lt;br /&gt;
So you saw that the Primaris Vehicles were all blocked for some reason, didn&#039;t you? Here&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Black Templars Gladiator Lancer:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Reaper:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Valiant:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Impulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor Executioner:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Watch Master:&#039;&#039;&#039; Your substitute for a captain, armed with what&#039;s essentially a bolter with a beefy S6 AP-2 D3 power weapon with &#039;&#039;Lance&#039;&#039;. While he doesn&#039;t give free stratagems, he has a one-use ability to make a strat the enemy uses cost 1 CP more and he can let any DW Vets or Fortis Team (the only ones he can accompany) shoot and charge after falling back.&lt;br /&gt;
**Is he worth taking over a captain? If you&#039;re not looking at any stratagems as your game-changers and just want someone to smack things alongside your exclusive teams. Otherwise it&#039;d be foolish to pass up free strats.&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Watch Master Artemis:&#039;&#039;&#039; A captain with a power sword and a combi-flamer we can only identify as such because it has &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Torrent&#039;&#039;. On top of a tanky 3+/4++/6+ FNP, 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&#039;s like Uriel Ventris in that he can let a squad he leads use a stratagem that was already used. True, it&#039;s still using a CP, but it&#039;s a useful resource.&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; while he&#039;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&#039;re now mostly dedicated to being anti-infantry though it&#039;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+ FNP against psychic weapons.&lt;br /&gt;
**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)&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
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====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Terminator Squad:&#039;&#039;&#039; 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 so they can at least be just as deadly up close. If you need more melee power, you can still give anyone twin claws or the hammer+shield.&lt;br /&gt;
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=====Kill Teams=====&lt;br /&gt;
As mentioned above, 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&#039;ll take a bit of more room to fit them in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proteus Kill Team:&#039;&#039;&#039; The firstborn team, granting +1 to hit when they attack enemies above half-strength. Probably the most diverse squad out there, as it lets you pick out various troops, including Terminators and Bikers.&lt;br /&gt;
**The base vets pretty much only swap out their loadout for either a LV Ranged, an LV Melee+Shield or bolter+shield, with 2/5 giving you slots for either Infernus Heavy Bolters or Frag Cannons while another 2/5 can get Thunder Hammers for pure melee.&lt;br /&gt;
**The jump vets are sadly trapped their loadouts, which massively sucks since they can&#039;t swap out anything. Seeing as they can&#039;t even move their full movement speed and only get the cover-ignoring perks, they seem to remain the odd children out.&lt;br /&gt;
**The bikers remain as the midway-tanks with the extra Toughness and Wounds as well as getting OC2, so they&#039;re decent campers too. There&#039;s not really much point in grabbing a bolt pistol, just get the LV melee.&lt;br /&gt;
**Terminators are the walls, not only getting the 2+/4++ on top of the Toughness and Wounds boost. While only three of them can grab the special guns, the melee stuff remains open for all.&lt;br /&gt;
*&#039;&#039;&#039;Fortis Kill Team:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
**With no terminators onfield and no options for actual shields, you&#039;re stuck to using the bikers as your shields. Fortunately, these guys can still use their twin bolters for extra firepower.&lt;br /&gt;
*&#039;&#039;&#039;Indomitor Kill Team:&#039;&#039;&#039; The Gravis team, gaining +1 to hit if they&#039;re below starting strength and +1 to wound if below half-strength. Pretty much required to fire within the 18&amp;quot; range despite having heavy bolt rifles with almost double that. You need them within that range because you&#039;ve only got the Aggressors to fight back in melee.&lt;br /&gt;
*&#039;&#039;&#039;Spectrus Kill Team:&#039;&#039;&#039; The Phobos team, capable of flying into reserves at the end of the enemy&#039;s turn if they&#039;re over 6&amp;quot; away from any enemies. The Infiltrators are necessary as they can equip the only gear available - a Helix Gauntlet for 5+ FNP 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.&lt;br /&gt;
**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&#039;re getting no las-fusils for genuine anti-tank firepower.&lt;br /&gt;
***It gets even weirder when you realize the Suppressors wear Omnis armour in the fluff, which is a kind of Gravis armour - but in &#039;&#039;this&#039;&#039; unit they are somehow wearing Phobos armour!&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Veteran Biker Squad:&#039;&#039;&#039; Pretty much what you&#039;d expect. All your bikers can grab LV Ranged and Melee weapons (Though sadly the actual non-combi weapons remain beyond you), or a Hyperphase Blade for someone real special. The only reason you&#039;d pick a shield is because you really want to be a bunker for whatever character joins them, since these give the 4++ save.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;Corvus Blackstar:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=58020</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=58020"/>
		<updated>2023-06-13T11:31:08Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Space Wolves Champions of Russ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
**Remember you can Rites of Battle to use Adaptive Strategy for free on the Captain&#039;s unit. So yes, you can either take Adept of the Codex and have your entire army go doctrineless in exchange for the Captain&#039;s unit having the Tactical doctrine...or have your entire army use a regular doctrine and the Captain&#039;s unit have any doctrine for free without consuming an enhancement slot. Hard choice to make.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should never put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels - Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment. This focuses more on mitigating the more disastrous effects of battle-shock since the entire morale game has been shifted dramatically to avoid ATSKNF cheese. Hell, the enhancements present make them even more dangerous when battle-shocked.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy high-OC troops from taking over.&lt;br /&gt;
**The only way you have to avoid being worse than a Black Templars Righteous Crusaders detachment baseline is to stick to low-OC models: at OC2+, improving your LD by 1 (as they can do, plus more) would be better than Grim Resolve in terms of preserving your OC.  However, OC 0 models &#039;&#039;rise&#039;&#039; to OC 1 when Battle-Shocked under this doctrine, while OC 1 models simply ignore Battle-Shock for OC purposes, both of which beat the Black Templars in that niche.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. One unit reduces the AP of any hit it suffers by 1.&lt;br /&gt;
*&#039;&#039;&#039;Fire Discipline (1 CP):&#039;&#039;&#039; One unit&#039;s guns gain &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;. The absolute best rules to make Hellblasters and Plasma Cannons the absolute last word in bombardment.&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable Lines (1 CP):&#039;&#039;&#039; When an enemy unit charges one of yours, your unit reduces any damage they take by 1.&lt;br /&gt;
*&#039;&#039;&#039;Unforgiven Fury (1 CP):&#039;&#039;&#039; One unit gains &#039;&#039;Lethal Hits&#039;&#039; to either ranged or melee weapons. If the unit is battle-shocked, they score critical hits on a 5+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grim Retribution (1 CP):&#039;&#039;&#039; If an enemy kills models in one of your units during the shooting phase, they can immediately shoot back at the enemy before dying. Excellent for making anyone pay for mowing down your troops.&lt;br /&gt;
*&#039;&#039;&#039;Intractable (1 CP):&#039;&#039;&#039; One unit can shoot or charge after falling back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade:&#039;&#039;&#039; The bearer&#039;s melee weapons gain +1 to Strength, AP, and Damage. While battle-shocked, those bonuses are improved to +2.  Absolutely ideal on a Judiciar.&lt;br /&gt;
*&#039;&#039;&#039;Pennant of Remembrance:&#039;&#039;&#039; Primaris Ancient, Terminator Ancient, or Bladeguard Ancient only. The bearer gives any unit they lead a 6+++ FNP, which improves to 4+++ while battle-shocked.  Overlaps with the Primaris Ancient 4+++ while near an objective or the table center.&lt;br /&gt;
**Bear in mind that we still don&#039;t know how Grim Resolve interacts with Ancients in general.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Heroes:&#039;&#039;&#039; If the bearer dies, they can come back at the end of the turn on a 2+. They&#039;ll return with 3 wounds, but this goes to restore all wounds if they died while battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Stubborn Tenacity:&#039;&#039;&#039; The bearer grants +1 to hit to a led unit when it is below half-strength. While battle-shocked, this also adds +1 to wound.  Identical to the buff from a Terminator Ancient, although they&#039;ll stack and then get subjected to the standard cap of +1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves. Their sagas rely on characters performing a major deed and granting armywide buffs. As such, you&#039;ll need to make use of your many characters to get those buffs as fast as possible.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
***The best characters for making this happen have good guns, like a Wolf Guard Pack Leader with missile launcher or Bjorn the Fell-Handed.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
***There&#039;s no truly &#039;&#039;good&#039;&#039; way to make this happen, as you generally need to rely on your opponent hurting you just enough without finishing the job, but the best you have is fielding a lot of &#039;&#039;&#039;Hazardous&#039;&#039;&#039; weapons (i.e. guns) and shooting them to hurt yourself.  Bjorn the Fell-Handed is just about the best you have for earning this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
*** Build the rest of your army to take control of objectives like you should have been doing &#039;&#039;anyway&#039;&#039; and this should more or less take care of itself, but the more mobile a character, the easier a time you&#039;ll have rushing them over once you realize you&#039;re on track to score this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
***You don&#039;t have any characters with Precise ranged weapons worth a damn, but in melee you have the Primaris Company Champion (as well as Arjac Rockfist), the Judiciar, and anyone else you gave the Frost Weapon to.  Since the first two require a ride to be delivered into melee &#039;&#039;and&#039;&#039; can&#039;t Fly to reach your target, that third option is the most reliable.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As a very divergent chapter, there are forces the Space Wolves won&#039;t use or have alternatives. Tactical Squads, Assault Squads of both Varieties, Devastator Squads, Command Squads, and Primaris Apothecaries are all out of the list.  It is easy to tell when you have an intended replacement, as the new units have special rules to make &#039;&#039;&#039;Leader&#039;&#039;&#039; work properly.&lt;br /&gt;
**Tactical Squads are replaced by Grey Hunters.&lt;br /&gt;
**Assault Squads are replaced by Blood Claws if they don&#039;t have Jump Packs and Skyclaws if they do.&lt;br /&gt;
**Devastator Squads are replaced by Long Fangs.&lt;br /&gt;
**Command Squads are replaced by Wolf Guard, except their special rule decided to limit them [[Wat|to only Vanguard Veteran attachments]].&lt;br /&gt;
**Primaris Apothecaries have no replacement because they&#039;re rolled into Wolf Priests. [[Derp|Despite the Wolves using regular Apothecaries alongside Wolf Guard during]] [[Horus Heresy|that one temper-tantrum]].&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Black Death:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Anti-Vehicle 4+&#039;&#039; and &#039;&#039;Anti-Monster 4+&#039;&#039;. Want an easy way to fulfill the Saga or the Beastslayer? This is how.&lt;br /&gt;
*&#039;&#039;&#039;Frost Weapon:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Precision&#039;&#039; as well as improve their Strength and AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Pelt of the Bale Wolf:&#039;&#039;&#039; Enemies engaged with the bearer must take a battle-shock test each turn.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Tail Talisman:&#039;&#039;&#039; Reduces any damage the bearer takes by 1.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels - Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels. This plays into the very aggressive playstyle the Blood Angels are known for, focusing on getting in the enemy&#039;s face and tearing them apart.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
**This is the Gladius Task Force &amp;quot;Honour Vehement&amp;quot; enhancement but worse (due to not having a doctrine bonus) spread across your entire army, so just like there, it&#039;s best on models carrying weapons with &#039;&#039;&#039;Extra Attacks&#039;&#039;&#039;: Captains in Gravis Armour, Primaris Techmarines, Techmarines, and technically Thunderfire Cannons.  In your specific case, this list also includes Librarian Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Archangel&#039;s Shard:&#039;&#039;&#039; Bearer&#039;s melee weapons gain &#039;&#039;&#039;Lance&#039;&#039;&#039; and &#039;&#039;&#039;Anti-Chaos 5+&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Artisan of War:&#039;&#039;&#039; Bearer gains a 2+ save and improves the AP of their weapons by 1.&lt;br /&gt;
*&#039;&#039;&#039;Icon of the Angel:&#039;&#039;&#039; Whenever a non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit tries to fall back from the bearer, they need to make a desperate escape test. Battle-shocked units take a -1 on this test.&lt;br /&gt;
*&#039;&#039;&#039;Visage of Death:&#039;&#039;&#039; Non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} units within engagement range of the bearer halve their OC. Excellent for frontline denial with a squad of Assault Intercessors or bikers.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars - Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars. They make use of the Templar Vows in order to provide advantages in either durability or melee, which are two fields they excel at.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As ever, your Templars can never field Psykers of any kind. In addition, they&#039;ve banned the use of any (base) Primaris Vehicles (Gladiator, Impulsor, Repulsor), likely because they wanted to add Multi Meltas without giving them to anyone else.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Perdition&#039;s Edge:&#039;&#039;&#039; The bearer&#039;s melee weapons improve Strength and AP by 1. If you use Suffer Not the Unclean to Live, this also adds an extra attack.&lt;br /&gt;
*&#039;&#039;&#039;Sigismund&#039;s Seal:&#039;&#039;&#039; Bearer&#039;s melee weapons gain +1 Attack. If using Accept Any Challenge, No Matter The Odds, any 5+ to hit counts as a crit for his squad.&lt;br /&gt;
*&#039;&#039;&#039;Tännhauser&#039;s Bones:&#039;&#039;&#039; Reduces any damage the bearer makes by 1. If you&#039;re using Uphold the Honour of the Emperor, his squad gets a 5+ FNP.&lt;br /&gt;
*&#039;&#039;&#039;Witchseeker Bolts:&#039;&#039;&#039; Bearer&#039;s ranged weapons gain &#039;&#039;Precision&#039;&#039;, &#039;&#039;Anti-Psyker 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;. If you&#039;re using Abhor the Witch, Destroy the Witch, his squad can re-roll to hit and wound psykers with their guns.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch - Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch. Rather than the Chapter Tactics, which build around the specific rules of the army, these tactics just slap on special rules on the squad&#039;s weapons. At least these rules can be applied on all weapons - Something you&#039;ll need with how weird your kill-teams can end up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Kill Teams:&#039;&#039;&#039; 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}} could still enter transports that would traditionally would&#039;ve refused them, though each of those models took up 2 slots. Those latter two keywords also still count as {{W40kKeyword|Infantry}} for the sake of terrain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Lots of stuff gets cut out due to the very special structure of the Deathwatch as the space marine special forces rather than the typical chapter. No Tacticals, no Assault Marines, Devastators, Bikers, Assault Bikes, Scouts and no Land Speeder Storms. That said, your new squads can still be joined by specific characters.&lt;br /&gt;
**Deathwatch Veterans and Proteus Kill Teams are considered equal to Vanguard Vets&lt;br /&gt;
**Deathwatch Terminators are just regular Terminators&lt;br /&gt;
**Veteran Bikers replace Bikers, and can be led by anyone that can lead Outriders (meaning the Chaplain&#039;s still fair game)&lt;br /&gt;
**Fortis Kill Teams can be led by anyone who leads Intercessors&lt;br /&gt;
**Indomitor Kill Teams can be led by anyone who leads Heavy Intercessors&lt;br /&gt;
**Spectrus Kill Teams can be led by anyone who leads Infiltrators&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Tactics (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can choose to have a different mission tactic active. Sounds good except there&#039;s no clause about whether these can be used after being used by the rest of the army - something that sinks this from usable into trash.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. Incoming attacks against one unit reduce their AP by 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Teleportarium (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can leave the board and redeploy anywhere at least 9&amp;quot; away from the enemy on the next turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
As a reminder, all these stratagems can&#039;t target a unit that&#039;s already used another one that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dragonfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignore Cover&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns both &#039;&#039;Anti-Infantry 2+&#039;&#039; and &#039;&#039;Anti-Monster 5+&#039;&#039;. Gives you combi-weapons ways to actually act like something remotely anti-monster and gives other guns the means to insta-wound troops.&lt;br /&gt;
*&#039;&#039;&#039;Kraken Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns +6&amp;quot; range and improve their AP by 1. Great for handling MEQ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Beacon Angelis:&#039;&#039;&#039; The bearer&#039;s unit gains the Deep Strike rule and can use the Rapid Ingress stratagem for free.&lt;br /&gt;
*&#039;&#039;&#039;Osseus Key:&#039;&#039;&#039; Watch Captain or Techmarine only.  When one non-{{W40kKeyword|Titanic Vehicle}} shoots at them, they need to make a Leadership check to force the enemy to make the enemy take -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Secrets:&#039;&#039;&#039; +1 to Strength, AP and Damage to the bearer&#039;s melee weapons. If this weapon kills an enemy model, those bonuses are improved to +2.&lt;br /&gt;
*&#039;&#039;&#039;The Tome of Ectoclades:&#039;&#039;&#039; Watch Master or Captain only. Grants a single-use ability to mark two enemies for the Oath of Moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift.&lt;br /&gt;
*Note he &#039;&#039;&#039;does not&#039;&#039;&#039; have a Narthecium, so he won&#039;t be resurrecting any models. Sorry, no respawning Gravis marines.&lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
*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&#039;s one of the few vehicles that can carry them all. As long as your retinue kills an enemy unit, you&#039;ll almost always take the objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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&#039;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).&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+++ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
Remember, most characters are organized above by &#039;&#039;name&#039;&#039;, so the only characters listed here are the ones with &#039;&#039;only&#039;&#039; a {{W40Kkeyword|tacticus}} variant.  Check above for other Tacticus leaders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar&amp;lt;sup&amp;gt;{{W40Kkeyword|tacticus}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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(&#039;&#039;&#039;Precision&#039;&#039;&#039;) AP-2(&#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039;) D2, with +1A per {{W40Kkeyword|character}} model he destroys. He gives &#039;&#039;&#039;Fights First&#039;&#039;&#039;, 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 &#039;&#039;ranged&#039;&#039; unit for some insurance against being charged.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; His melee is A5 WS2+ S5(&#039;&#039;&#039;Precision&#039;&#039;&#039;) AP-2 D2, and he gains re-rolls to hit and wound (the latter is &#039;&#039;&#039;Twin-Linked&#039;&#039;&#039; but he doesn&#039;t get that &#039;&#039;per se&#039;&#039;) 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&#039;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 &#039;&#039;not&#039;&#039; 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%.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; 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 &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;, and &#039;&#039;&#039;Lance&#039;&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**Note: the following rules are optimal based on what you wound on:&lt;br /&gt;
*** Wound on 6+ (T8+): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 5+ (T5-7): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 4+ (T4): &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 3+ (T3): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 2+ (T1-2): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
*&#039;&#039;&#039;Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.  If you don&#039;t modify their weapons, they&#039;re an Assault Squad &#039;&#039;but worse&#039;&#039;, so strongly consider storm shields pr hand flamers for everyone.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save (but now with two wounds), they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Desolation Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; to &#039;&#039;&#039;Scouts 6&amp;quot;&#039;&#039;&#039; but fills a more coherent niche with &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines that come with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Reaper Autocannon, the Assault Cannon&#039;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&#039;t got any weapon choices genuinely &#039;&#039;better&#039;&#039; than making do with the other two squad types.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Transports====&lt;br /&gt;
Transports that aren&#039;t dedicated and don&#039;t fly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.  Transport Capacity: 12.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.  Transport Capacity: 16.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder:&#039;&#039;&#039; M14&amp;quot; T7 Sv3+ T6 Ld6+ OC2, &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;, and &#039;&#039;&#039;Deadly Demise 1&#039;&#039;&#039;, 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&#039;d prefer an Attack Bike Squad to a Land Speeder of any stripe.&lt;br /&gt;
**&#039;&#039;&#039;Land Speeder (stock variant):&#039;&#039;&#039;  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 &#039;&#039;&#039;Blast&#039;&#039;&#039; weapons at that unit gains +1 to hit and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Tornado:&#039;&#039;&#039; 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 &amp;quot;moved over&amp;quot; to roll 6d6 against, with each 4+ dealing 1 mortal wound (so 3 MWs on average). &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Typhoon:&#039;&#039;&#039;  Has a Typhoon Missile Launcher in addition to the stock gun and can Normal Move 1d6&amp;quot; after shooting during the Shooting Phase, but if it does so, it can&#039;t charge later.  &lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry a re-roll of 1s to hit, so the youngin&#039; Adeptus Astartes Infantry will huddle 6&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; A Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; 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&#039;re good at math or a Chainfist if you aren&#039;t (the Chainfist has &#039;&#039;&#039;Anti-Vehicle 3+&#039;&#039;&#039;, but your +1 to wound vehicles won&#039;t stack with that), while the other can be a Dreadnought Close Combat Weapon if you forgot you can&#039;t use 2 melee weapons at once or a Hurricane Bolter if you remembered.&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Transport 10, but &#039;&#039;can&#039;t&#039;&#039; 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;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).&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; This 6-scout transport has &#039;&#039;&#039;Firing Deck 6&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Assault Ramp&#039;&#039;&#039; like a Land Raider (it isn&#039;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).  &lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;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 &#039;&#039;every person on board can shoot out of it&#039;&#039;.  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.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039; Essentially a Lieutenant in terminator armor. Gives his squad &#039;&#039;Lethal Hits&#039;&#039; 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.&lt;br /&gt;
**While he can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039; A souped-up Land Speeder with a &#039;&#039;Twin-Linked&#039;&#039; heavy bolter and assault cannon as well as the pilot&#039;s own power weapon. He&#039;s here to compensate for the lack of any biker Lieutenant, and thus he has a 6&amp;quot; bubble giving all friendly {{W40Kkeyword|mounted}} and {{W40Kkeyword|fly vehicle}} units &#039;&#039;Ignores Cover&#039;&#039; while a smaller 3&amp;quot; bubble gives him &#039;&#039;Lone Operative&#039;&#039; so he has some protection. Once per turn when an enemy moves within 9&amp;quot; of him, he can immediately move 6&amp;quot;, giving him a bit of a tactical scoot wherever you need him.&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Knights:&#039;&#039;&#039; The melee-obsessed termies. While they don&#039;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 &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
**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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039; 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 &#039;&#039;Anti-Infantry 4+&#039;&#039; or &#039;&#039;Anti-Vehicle 4+&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Command Squad:&#039;&#039;&#039; 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. &lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Darkshroud:&#039;&#039;&#039; A bigger land speeder with either a heavy bolter or assault cannon. However, the real draw is their 6&amp;quot; bubble of &#039;&#039;Stealth&#039;&#039; and cover, somethingthat you&#039;ll absolutely want to hide your troops behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Land Speeder Vengeance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Nephilim Jetfighter:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Dark Talon:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Cyberwolf:&#039;&#039;&#039; A wolf with metal bitz on them is somehow special enough to be a character. Attaching him to other wolves grants the squad &#039;&#039;Scouts 6&amp;quot;&#039;&#039; while he gets +1 to hit and wound an enemy below half-strength.&lt;br /&gt;
*&#039;&#039;&#039;Iron Priest:&#039;&#039;&#039; The wolfy Techmarine. While he&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Lord on Thunderwolf:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Battle Leader:&#039;&#039;&#039; Your equivalent to the Lieutenant.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderwolf&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Pack Leader Leader:&#039;&#039;&#039; An unusual addition to the roster, these guys only grant a single-use re-roll of a battle-shock test and nothing more. These guys can&#039;t be taken as your warlord and can&#039;t take enhancements, so why bother? Well, he&#039;s able to join any units already joined by another character, making something of a 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.&lt;br /&gt;
**Comes in standard, jump pack and terminator varieties, but their armaments are pretty much identical to the captain&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Priest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stormbringer:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Harald Deathwolf]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lukas the Trickster]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Blood Claws:&#039;&#039;&#039; 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&#039;t like the grav-guns and plasma. That said, they need the supporting characters because their chainswords don&#039;t get any of the tricks that get given to standard assault marines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Hunters:&#039;&#039;&#039; The grizzled old guys of the chapter. They&#039;re Tactical Marines without the option for heavy guns. That&#039;s really all you need and they&#039;re always able to remain mobile - especially since they can ride around in a Razorback.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Fangs:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyclaws:&#039;&#039;&#039; 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&#039;t get the ability to deal mortal wounds on the charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Scouts:&#039;&#039;&#039; 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&#039;t cut it for them. Their sergeant, meanwhile, has a lot of fancy tools to employ both in melee and at range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wulfen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Beasts====&lt;br /&gt;
*&#039;&#039;&#039;Fenrisian Wolves:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Thunderwolf Cavalry:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves Venerable Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wulfen Dreadnought:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Stormfang Gunship:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormwolf:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Priest:&#039;&#039;&#039; 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 &amp;quot;standard&amp;quot; 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.&lt;br /&gt;
**&#039;&#039;&#039;Jump Pack:&#039;&#039;&#039; Because it&#039;d be weird if you couldn&#039;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).&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Luis Dante|Lord Commander Luis Dante]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brother [[Corbulo]]:&#039;&#039;&#039; A special Sanguinary Priest, the only differentiating factor being that his chainsword has +1 Strength and &#039;&#039;Sustained Hits 1&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Captain Tycho]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Tycho the Lost]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Company Marines:&#039;&#039;&#039; The original Death Company.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Guard:&#039;&#039;&#039; The jump pack answer to the Command Squad. Maybe they don&#039;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).&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Baal Predator:&#039;&#039;&#039;  Can re-roll advance rolls (so average 4.25&amp;quot;, not average 3.5&amp;quot;) and all ranged weapons gain &#039;&#039;&#039;Assault&#039;&#039;&#039; 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&#039;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 &#039;&#039;&#039;Torrent&#039;&#039;&#039; S6 AP-2 (&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;) 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&#039;t take lascannon sponsons; more importantly, the BFC has fundamentally similar performance to a Predator Destructor&#039;s Predator Autocannon against the majority of targets (remember, at BFC range, the autocannon fires 8 shots) at inferior range.  tl;dr &#039;&#039;&#039;Never take this, a Predator Destructor does the same job better.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=====Walkers=====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furioso Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Librarian Dreadnought:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**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&#039; 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&#039;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.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;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 &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039; Now is attached to his Victrix Guard, providing a 4+ FNP while they&#039;re alive and two souped-up power swords to complement his own &#039;&#039;Twin-Linked&#039;&#039; power fists with heavy pistols strapped onto them. He provides 1 CP for every turn he&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius|Captain Sicarius]]:&#039;&#039;&#039; One of the very few plasma pistols that never worries about overheating. He can give any squad he joins &#039;&#039;Assault&#039;&#039; on their guns and &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, which feels a bit redundant on the Vanguard Vets (if they can&#039;t stack, that is). He also has the ability to move 6&amp;quot; if any enemies move within 9&amp;quot; of them so they can close in for the assault.&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius|Chaplain Cassius]]:&#039;&#039;&#039; Comes with a slightly stronger Croius and a combi-weapon with &#039;&#039;Torrent&#039;&#039; being the only thing to remind us that it&#039;s meant to be a combi-flamer. While he doesn&#039;t give +1 to wound like typical Chaplains, he does provide a squad &#039;&#039;Devastating Wounds&#039;&#039;. He also gives his squad to make one attack after dying in melee on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius|Chief Librarian Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus|Sergeant Chronus]]:&#039;&#039;&#039; 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&#039;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&#039;t even repair the tank he&#039;s riding.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion|Sergeant Telion]]:&#039;&#039;&#039; The major force multiplier for scouts, as he&#039;s not only giving them +1 OC but also +1 to hit and your choice of either &#039;&#039;Lethal Hits&#039;&#039;, &#039;&#039;Precision&#039;&#039; or &#039;&#039;Sustained Hits 1&#039;&#039; each turn. While this applies to all weapons, he&#039;s probably best at home at range, as his special bolter is pretty much a sniper.&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039; Grants one squad of {{W40kKeyword|Infantry}} the ability to deep-strike, 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&#039;s battle-shocked. He&#039;s got a pretty basic loadout, with his power sword gaining &#039;&#039;Sustained Hits 1&#039;&#039; while touting a bolt rifle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;s not {{W40kKeyword|infantry}}.) His shooting is roughly the same since while the Hand of Dominion is only &#039;&#039;Rapid Fire 2&#039;&#039; now, it compensates with AP-2. In melee, he&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039; 5 Tacticals with &#039;&#039;Anti-Tyranids 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039; against Tyranids, so they have everything they&#039;ll need to rip through smaller nids. That said, this is all they can do since they can&#039;t equip anything else and can&#039;t be attached to anyone but Cassius.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]&#039;&#039;In the grim darkness of the far future, there will be only war.&#039;&#039; &amp;lt;br&amp;gt;Actual quote by Sigismund, he called it first.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Castellan:&#039;&#039;&#039; A very zealous lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Marshal:&#039;&#039;&#039; A very zealous captain with either a combi-weapon or plasma pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Crusader Squad:&#039;&#039;&#039; A band of zealous Firstborn with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Crusader Squad:&#039;&#039;&#039; A band of zealous Primarines with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
So you saw that the Primaris Vehicles were all blocked for some reason, didn&#039;t you? Here&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Lancer:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Reaper:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Valiant:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Impulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor Executioner:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Watch Master:&#039;&#039;&#039; Your substitute for a captain, armed with what&#039;s essentially a bolter with a beefy S6 AP-2 D3 power weapon with &#039;&#039;Lance&#039;&#039;. While he doesn&#039;t give free stratagems, he has a one-use ability to make a strat the enemy uses cost 1 CP more and he can let any DW Vets or Fortis Team (the only ones he can accompany) shoot and charge after falling back.&lt;br /&gt;
**Is he worth taking over a captain? If you&#039;re not looking at any stratagems as your game-changers and just want someone to smack things alongside your exclusive teams. Otherwise it&#039;d be foolish to pass up free strats.&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Watch Master Artemis:&#039;&#039;&#039; A captain with a power sword and a combi-flamer we can only identify as such because it has &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Torrent&#039;&#039;. On top of a tanky 3+/4++/6+ FNP, 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&#039;s like Uriel Ventris in that he can let a squad he leads use a stratagem that was already used. True, it&#039;s still using a CP, but it&#039;s a useful resource.&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; while he&#039;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&#039;re now mostly dedicated to being anti-infantry though it&#039;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+ FNP against psychic weapons.&lt;br /&gt;
**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)&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Terminator Squad:&#039;&#039;&#039; 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 so they can at least be just as deadly up close. If you need more melee power, you can still give anyone twin claws or the hammer+shield.&lt;br /&gt;
&lt;br /&gt;
=====Kill Teams=====&lt;br /&gt;
As mentioned above, 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&#039;ll take a bit of more room to fit them in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proteus Kill Team:&#039;&#039;&#039; The firstborn team, granting +1 to hit when they attack enemies above half-strength. Probably the most diverse squad out there, as it lets you pick out various troops, including Terminators and Bikers.&lt;br /&gt;
**The base vets pretty much only swap out their loadout for either a LV Ranged, an LV Melee+Shield or bolter+shield, with 2/5 giving you slots for either Infernus Heavy Bolters or Frag Cannons while another 2/5 can get Thunder Hammers for pure melee.&lt;br /&gt;
**The jump vets are sadly trapped their loadouts, which massively sucks since they can&#039;t swap out anything. Seeing as they can&#039;t even move their full movement speed and only get the cover-ignoring perks, they seem to remain the odd children out.&lt;br /&gt;
**The bikers remain as the midway-tanks with the extra Toughness and Wounds as well as getting OC2, so they&#039;re decent campers too. There&#039;s not really much point in grabbing a bolt pistol, just get the LV melee.&lt;br /&gt;
**Terminators are the walls, not only getting the 2+/4++ on top of the Toughness and Wounds boost. While only three of them can grab the special guns, the melee stuff remains open for all.&lt;br /&gt;
*&#039;&#039;&#039;Fortis Kill Team:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
**With no terminators onfield and no options for actual shields, you&#039;re stuck to using the bikers as your shields. Fortunately, these guys can still use their twin bolters for extra firepower.&lt;br /&gt;
*&#039;&#039;&#039;Indomitor Kill Team:&#039;&#039;&#039; The Gravis team, gaining +1 to hit if they&#039;re below starting strength and +1 to wound if below half-strength. Pretty much required to fire within the 18&amp;quot; range despite having heavy bolt rifles with almost double that. You need them within that range because you&#039;ve only got the Aggressors to fight back in melee.&lt;br /&gt;
*&#039;&#039;&#039;Spectrus Kill Team:&#039;&#039;&#039; The Phobos team, capable of flying into reserves at the end of the enemy&#039;s turn if they&#039;re over 6&amp;quot; away from any enemies. The Infiltrators are necessary as they can equip the only gear available - a Helix Gauntlet for 5+ FNP 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.&lt;br /&gt;
**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&#039;re getting no las-fusils for genuine anti-tank firepower.&lt;br /&gt;
***It gets even weirder when you realize the Suppressors wear Omnis armour in the fluff, which is a kind of Gravis armour - but in &#039;&#039;this&#039;&#039; unit they are somehow wearing Phobos armour!&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Veteran Biker Squad:&#039;&#039;&#039; Pretty much what you&#039;d expect. All your bikers can grab LV Ranged and Melee weapons (Though sadly the actual non-combi weapons remain beyond you), or a Hyperphase Blade for someone real special. The only reason you&#039;d pick a shield is because you really want to be a bunker for whatever character joins them, since these give the 4++ save.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;Corvus Blackstar:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=58019</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=58019"/>
		<updated>2023-06-13T11:29:51Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
**Remember you can Rites of Battle to use Adaptive Strategy for free on the Captain&#039;s unit. So yes, you can either take Adept of the Codex and have your entire army go doctrineless in exchange for the Captain&#039;s unit having the Tactical doctrine...or have your entire army use a regular doctrine and the Captain&#039;s unit have any doctrine for free without consuming an enhancement slot. Hard choice to make.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should never put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels - Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment. This focuses more on mitigating the more disastrous effects of battle-shock since the entire morale game has been shifted dramatically to avoid ATSKNF cheese. Hell, the enhancements present make them even more dangerous when battle-shocked.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy high-OC troops from taking over.&lt;br /&gt;
**The only way you have to avoid being worse than a Black Templars Righteous Crusaders detachment baseline is to stick to low-OC models: at OC2+, improving your LD by 1 (as they can do, plus more) would be better than Grim Resolve in terms of preserving your OC.  However, OC 0 models &#039;&#039;rise&#039;&#039; to OC 1 when Battle-Shocked under this doctrine, while OC 1 models simply ignore Battle-Shock for OC purposes, both of which beat the Black Templars in that niche.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. One unit reduces the AP of any hit it suffers by 1.&lt;br /&gt;
*&#039;&#039;&#039;Fire Discipline (1 CP):&#039;&#039;&#039; One unit&#039;s guns gain &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;. The absolute best rules to make Hellblasters and Plasma Cannons the absolute last word in bombardment.&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable Lines (1 CP):&#039;&#039;&#039; When an enemy unit charges one of yours, your unit reduces any damage they take by 1.&lt;br /&gt;
*&#039;&#039;&#039;Unforgiven Fury (1 CP):&#039;&#039;&#039; One unit gains &#039;&#039;Lethal Hits&#039;&#039; to either ranged or melee weapons. If the unit is battle-shocked, they score critical hits on a 5+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grim Retribution (1 CP):&#039;&#039;&#039; If an enemy kills models in one of your units during the shooting phase, they can immediately shoot back at the enemy before dying. Excellent for making anyone pay for mowing down your troops.&lt;br /&gt;
*&#039;&#039;&#039;Intractable (1 CP):&#039;&#039;&#039; One unit can shoot or charge after falling back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade:&#039;&#039;&#039; The bearer&#039;s melee weapons gain +1 to Strength, AP, and Damage. While battle-shocked, those bonuses are improved to +2.  Absolutely ideal on a Judiciar.&lt;br /&gt;
*&#039;&#039;&#039;Pennant of Remembrance:&#039;&#039;&#039; Primaris Ancient, Terminator Ancient, or Bladeguard Ancient only. The bearer gives any unit they lead a 6+++ FNP, which improves to 4+++ while battle-shocked.  Overlaps with the Primaris Ancient 4+++ while near an objective or the table center.&lt;br /&gt;
**Bear in mind that we still don&#039;t know how Grim Resolve interacts with Ancients in general.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Heroes:&#039;&#039;&#039; If the bearer dies, they can come back at the end of the turn on a 2+. They&#039;ll return with 3 wounds, but this goes to restore all wounds if they died while battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Stubborn Tenacity:&#039;&#039;&#039; The bearer grants +1 to hit to a led unit when it is below half-strength. While battle-shocked, this also adds +1 to wound.  Identical to the buff from a Terminator Ancient, although they&#039;ll stack and then get subjected to the standard cap of +1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves. Their sagas rely on characters performing a major deed and granting armywide buffs. As such, you&#039;ll need to make use of your many characters to get those buffs as fast as possible.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
***The best characters for making this happen have good guns, like a Wolf Guard Pack Leader with missile launcher or Bjorn the Fell-Handed.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
***There&#039;s no truly &#039;&#039;good&#039;&#039; way to make this happen, as you generally need to rely on your opponent hurting you just enough without finishing the job, but the best you have is fielding a lot of &#039;&#039;&#039;Hazardous&#039;&#039;&#039; weapons (i.e. guns) and shooting them to hurt yourself.  Bjorn the Fell-Handed is just about the best you have for earning this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
*** Build the rest of your army to take control of objectives like you should have been doing &#039;&#039;anyway&#039;&#039; and this should more or less take care of itself, but the more mobile a character, the easier a time you&#039;ll have rushing them over once you realize you&#039;re on track to score this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
***You don&#039;t have any characters with Precise ranged weapons worth a damn, but in melee you have the Primaris Company Champion (as well as Arjac Rockfist), the Judiciar, and anyone else you gave the Frost Weapon to.  Since the first two require a ride to be delivered into melee &#039;&#039;and&#039;&#039; can&#039;t Fly to reach your target, that third option is the most reliable.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As a very divergent chapter, there are forces the Space Wolves won&#039;t use or have alternatives. Tactical Squads, Assault Squads of both Varieties, Devastator Squads, Command Squads, and Primaris Apothecaries are all out of the list.  It is easy to tell when you have an intended replacement, as the new units have special rules to make &#039;&#039;&#039;Leader&#039;&#039;&#039; work properly.&lt;br /&gt;
**Tactical Squads are replaced by Grey Hunters.&lt;br /&gt;
**Assault Squads are replaced by Blood Claws if they don&#039;t have Jump Packs and Skyclaws if they do.&lt;br /&gt;
**Devastator Squads are replaced by Long Fangs.&lt;br /&gt;
**Command Squads are replaced by Wolf Guard&lt;br /&gt;
**Primaris Apothecaries have no replacement because they&#039;re rolled into Wolf Priests. [[Derp|Despite the Wolves using regular Apothecaries alongside Wolf Guard during]] [[Horus Heresy|that one temper-tantrum]].&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Black Death:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Anti-Vehicle 4+&#039;&#039; and &#039;&#039;Anti-Monster 4+&#039;&#039;. Want an easy way to fulfill the Saga or the Beastslayer? This is how.&lt;br /&gt;
*&#039;&#039;&#039;Frost Weapon:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Precision&#039;&#039; as well as improve their Strength and AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Pelt of the Bale Wolf:&#039;&#039;&#039; Enemies engaged with the bearer must take a battle-shock test each turn.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Tail Talisman:&#039;&#039;&#039; Reduces any damage the bearer takes by 1.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels - Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels. This plays into the very aggressive playstyle the Blood Angels are known for, focusing on getting in the enemy&#039;s face and tearing them apart.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
**This is the Gladius Task Force &amp;quot;Honour Vehement&amp;quot; enhancement but worse (due to not having a doctrine bonus) spread across your entire army, so just like there, it&#039;s best on models carrying weapons with &#039;&#039;&#039;Extra Attacks&#039;&#039;&#039;: Captains in Gravis Armour, Primaris Techmarines, Techmarines, and technically Thunderfire Cannons.  In your specific case, this list also includes Librarian Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Archangel&#039;s Shard:&#039;&#039;&#039; Bearer&#039;s melee weapons gain &#039;&#039;&#039;Lance&#039;&#039;&#039; and &#039;&#039;&#039;Anti-Chaos 5+&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Artisan of War:&#039;&#039;&#039; Bearer gains a 2+ save and improves the AP of their weapons by 1.&lt;br /&gt;
*&#039;&#039;&#039;Icon of the Angel:&#039;&#039;&#039; Whenever a non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit tries to fall back from the bearer, they need to make a desperate escape test. Battle-shocked units take a -1 on this test.&lt;br /&gt;
*&#039;&#039;&#039;Visage of Death:&#039;&#039;&#039; Non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} units within engagement range of the bearer halve their OC. Excellent for frontline denial with a squad of Assault Intercessors or bikers.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars - Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars. They make use of the Templar Vows in order to provide advantages in either durability or melee, which are two fields they excel at.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As ever, your Templars can never field Psykers of any kind. In addition, they&#039;ve banned the use of any (base) Primaris Vehicles (Gladiator, Impulsor, Repulsor), likely because they wanted to add Multi Meltas without giving them to anyone else.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Perdition&#039;s Edge:&#039;&#039;&#039; The bearer&#039;s melee weapons improve Strength and AP by 1. If you use Suffer Not the Unclean to Live, this also adds an extra attack.&lt;br /&gt;
*&#039;&#039;&#039;Sigismund&#039;s Seal:&#039;&#039;&#039; Bearer&#039;s melee weapons gain +1 Attack. If using Accept Any Challenge, No Matter The Odds, any 5+ to hit counts as a crit for his squad.&lt;br /&gt;
*&#039;&#039;&#039;Tännhauser&#039;s Bones:&#039;&#039;&#039; Reduces any damage the bearer makes by 1. If you&#039;re using Uphold the Honour of the Emperor, his squad gets a 5+ FNP.&lt;br /&gt;
*&#039;&#039;&#039;Witchseeker Bolts:&#039;&#039;&#039; Bearer&#039;s ranged weapons gain &#039;&#039;Precision&#039;&#039;, &#039;&#039;Anti-Psyker 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;. If you&#039;re using Abhor the Witch, Destroy the Witch, his squad can re-roll to hit and wound psykers with their guns.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch - Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch. Rather than the Chapter Tactics, which build around the specific rules of the army, these tactics just slap on special rules on the squad&#039;s weapons. At least these rules can be applied on all weapons - Something you&#039;ll need with how weird your kill-teams can end up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Kill Teams:&#039;&#039;&#039; 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}} could still enter transports that would traditionally would&#039;ve refused them, though each of those models took up 2 slots. Those latter two keywords also still count as {{W40kKeyword|Infantry}} for the sake of terrain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Lots of stuff gets cut out due to the very special structure of the Deathwatch as the space marine special forces rather than the typical chapter. No Tacticals, no Assault Marines, Devastators, Bikers, Assault Bikes, Scouts and no Land Speeder Storms. That said, your new squads can still be joined by specific characters.&lt;br /&gt;
**Deathwatch Veterans and Proteus Kill Teams are considered equal to Vanguard Vets&lt;br /&gt;
**Deathwatch Terminators are just regular Terminators&lt;br /&gt;
**Veteran Bikers replace Bikers, and can be led by anyone that can lead Outriders (meaning the Chaplain&#039;s still fair game)&lt;br /&gt;
**Fortis Kill Teams can be led by anyone who leads Intercessors&lt;br /&gt;
**Indomitor Kill Teams can be led by anyone who leads Heavy Intercessors&lt;br /&gt;
**Spectrus Kill Teams can be led by anyone who leads Infiltrators&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Tactics (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can choose to have a different mission tactic active. Sounds good except there&#039;s no clause about whether these can be used after being used by the rest of the army - something that sinks this from usable into trash.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. Incoming attacks against one unit reduce their AP by 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Teleportarium (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can leave the board and redeploy anywhere at least 9&amp;quot; away from the enemy on the next turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
As a reminder, all these stratagems can&#039;t target a unit that&#039;s already used another one that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dragonfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignore Cover&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns both &#039;&#039;Anti-Infantry 2+&#039;&#039; and &#039;&#039;Anti-Monster 5+&#039;&#039;. Gives you combi-weapons ways to actually act like something remotely anti-monster and gives other guns the means to insta-wound troops.&lt;br /&gt;
*&#039;&#039;&#039;Kraken Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns +6&amp;quot; range and improve their AP by 1. Great for handling MEQ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Beacon Angelis:&#039;&#039;&#039; The bearer&#039;s unit gains the Deep Strike rule and can use the Rapid Ingress stratagem for free.&lt;br /&gt;
*&#039;&#039;&#039;Osseus Key:&#039;&#039;&#039; Watch Captain or Techmarine only.  When one non-{{W40kKeyword|Titanic Vehicle}} shoots at them, they need to make a Leadership check to force the enemy to make the enemy take -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Secrets:&#039;&#039;&#039; +1 to Strength, AP and Damage to the bearer&#039;s melee weapons. If this weapon kills an enemy model, those bonuses are improved to +2.&lt;br /&gt;
*&#039;&#039;&#039;The Tome of Ectoclades:&#039;&#039;&#039; Watch Master or Captain only. Grants a single-use ability to mark two enemies for the Oath of Moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift.&lt;br /&gt;
*Note he &#039;&#039;&#039;does not&#039;&#039;&#039; have a Narthecium, so he won&#039;t be resurrecting any models. Sorry, no respawning Gravis marines.&lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
*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&#039;s one of the few vehicles that can carry them all. As long as your retinue kills an enemy unit, you&#039;ll almost always take the objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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&#039;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).&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+++ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
Remember, most characters are organized above by &#039;&#039;name&#039;&#039;, so the only characters listed here are the ones with &#039;&#039;only&#039;&#039; a {{W40Kkeyword|tacticus}} variant.  Check above for other Tacticus leaders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar&amp;lt;sup&amp;gt;{{W40Kkeyword|tacticus}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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(&#039;&#039;&#039;Precision&#039;&#039;&#039;) AP-2(&#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039;) D2, with +1A per {{W40Kkeyword|character}} model he destroys. He gives &#039;&#039;&#039;Fights First&#039;&#039;&#039;, 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 &#039;&#039;ranged&#039;&#039; unit for some insurance against being charged.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; His melee is A5 WS2+ S5(&#039;&#039;&#039;Precision&#039;&#039;&#039;) AP-2 D2, and he gains re-rolls to hit and wound (the latter is &#039;&#039;&#039;Twin-Linked&#039;&#039;&#039; but he doesn&#039;t get that &#039;&#039;per se&#039;&#039;) 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&#039;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 &#039;&#039;not&#039;&#039; 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%.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; 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 &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;, and &#039;&#039;&#039;Lance&#039;&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**Note: the following rules are optimal based on what you wound on:&lt;br /&gt;
*** Wound on 6+ (T8+): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 5+ (T5-7): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 4+ (T4): &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 3+ (T3): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 2+ (T1-2): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
*&#039;&#039;&#039;Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.  If you don&#039;t modify their weapons, they&#039;re an Assault Squad &#039;&#039;but worse&#039;&#039;, so strongly consider storm shields pr hand flamers for everyone.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save (but now with two wounds), they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Desolation Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; to &#039;&#039;&#039;Scouts 6&amp;quot;&#039;&#039;&#039; but fills a more coherent niche with &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines that come with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Reaper Autocannon, the Assault Cannon&#039;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&#039;t got any weapon choices genuinely &#039;&#039;better&#039;&#039; than making do with the other two squad types.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Transports====&lt;br /&gt;
Transports that aren&#039;t dedicated and don&#039;t fly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.  Transport Capacity: 12.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.  Transport Capacity: 16.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder:&#039;&#039;&#039; M14&amp;quot; T7 Sv3+ T6 Ld6+ OC2, &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;, and &#039;&#039;&#039;Deadly Demise 1&#039;&#039;&#039;, 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&#039;d prefer an Attack Bike Squad to a Land Speeder of any stripe.&lt;br /&gt;
**&#039;&#039;&#039;Land Speeder (stock variant):&#039;&#039;&#039;  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 &#039;&#039;&#039;Blast&#039;&#039;&#039; weapons at that unit gains +1 to hit and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Tornado:&#039;&#039;&#039; 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 &amp;quot;moved over&amp;quot; to roll 6d6 against, with each 4+ dealing 1 mortal wound (so 3 MWs on average). &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Typhoon:&#039;&#039;&#039;  Has a Typhoon Missile Launcher in addition to the stock gun and can Normal Move 1d6&amp;quot; after shooting during the Shooting Phase, but if it does so, it can&#039;t charge later.  &lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry a re-roll of 1s to hit, so the youngin&#039; Adeptus Astartes Infantry will huddle 6&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; A Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; 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&#039;re good at math or a Chainfist if you aren&#039;t (the Chainfist has &#039;&#039;&#039;Anti-Vehicle 3+&#039;&#039;&#039;, but your +1 to wound vehicles won&#039;t stack with that), while the other can be a Dreadnought Close Combat Weapon if you forgot you can&#039;t use 2 melee weapons at once or a Hurricane Bolter if you remembered.&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Transport 10, but &#039;&#039;can&#039;t&#039;&#039; 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;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).&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; This 6-scout transport has &#039;&#039;&#039;Firing Deck 6&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Assault Ramp&#039;&#039;&#039; like a Land Raider (it isn&#039;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).  &lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;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 &#039;&#039;every person on board can shoot out of it&#039;&#039;.  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.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039; Essentially a Lieutenant in terminator armor. Gives his squad &#039;&#039;Lethal Hits&#039;&#039; 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.&lt;br /&gt;
**While he can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039; A souped-up Land Speeder with a &#039;&#039;Twin-Linked&#039;&#039; heavy bolter and assault cannon as well as the pilot&#039;s own power weapon. He&#039;s here to compensate for the lack of any biker Lieutenant, and thus he has a 6&amp;quot; bubble giving all friendly {{W40Kkeyword|mounted}} and {{W40Kkeyword|fly vehicle}} units &#039;&#039;Ignores Cover&#039;&#039; while a smaller 3&amp;quot; bubble gives him &#039;&#039;Lone Operative&#039;&#039; so he has some protection. Once per turn when an enemy moves within 9&amp;quot; of him, he can immediately move 6&amp;quot;, giving him a bit of a tactical scoot wherever you need him.&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Knights:&#039;&#039;&#039; The melee-obsessed termies. While they don&#039;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 &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
**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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039; 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 &#039;&#039;Anti-Infantry 4+&#039;&#039; or &#039;&#039;Anti-Vehicle 4+&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Command Squad:&#039;&#039;&#039; 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. &lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Darkshroud:&#039;&#039;&#039; A bigger land speeder with either a heavy bolter or assault cannon. However, the real draw is their 6&amp;quot; bubble of &#039;&#039;Stealth&#039;&#039; and cover, somethingthat you&#039;ll absolutely want to hide your troops behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Land Speeder Vengeance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Nephilim Jetfighter:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Dark Talon:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Cyberwolf:&#039;&#039;&#039; A wolf with metal bitz on them is somehow special enough to be a character. Attaching him to other wolves grants the squad &#039;&#039;Scouts 6&amp;quot;&#039;&#039; while he gets +1 to hit and wound an enemy below half-strength.&lt;br /&gt;
*&#039;&#039;&#039;Iron Priest:&#039;&#039;&#039; The wolfy Techmarine. While he&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Lord on Thunderwolf:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Battle Leader:&#039;&#039;&#039; Your equivalent to the Lieutenant.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderwolf&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Pack Leader Leader:&#039;&#039;&#039; An unusual addition to the roster, these guys only grant a single-use re-roll of a battle-shock test and nothing more. These guys can&#039;t be taken as your warlord and can&#039;t take enhancements, so why bother? Well, he&#039;s able to join any units already joined by another character, making something of a 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.&lt;br /&gt;
**Comes in standard, jump pack and terminator varieties, but their armaments are pretty much identical to the captain&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Priest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stormbringer:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Harald Deathwolf]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lukas the Trickster]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Blood Claws:&#039;&#039;&#039; 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&#039;t like the grav-guns and plasma. That said, they need the supporting characters because their chainswords don&#039;t get any of the tricks that get given to standard assault marines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Hunters:&#039;&#039;&#039; The grizzled old guys of the chapter. They&#039;re Tactical Marines without the option for heavy guns. That&#039;s really all you need and they&#039;re always able to remain mobile - especially since they can ride around in a Razorback.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Fangs:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyclaws:&#039;&#039;&#039; 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&#039;t get the ability to deal mortal wounds on the charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Scouts:&#039;&#039;&#039; 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&#039;t cut it for them. Their sergeant, meanwhile, has a lot of fancy tools to employ both in melee and at range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wulfen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Beasts====&lt;br /&gt;
*&#039;&#039;&#039;Fenrisian Wolves:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Thunderwolf Cavalry:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves Venerable Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wulfen Dreadnought:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Stormfang Gunship:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormwolf:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Priest:&#039;&#039;&#039; 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 &amp;quot;standard&amp;quot; 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.&lt;br /&gt;
**&#039;&#039;&#039;Jump Pack:&#039;&#039;&#039; Because it&#039;d be weird if you couldn&#039;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).&lt;br /&gt;
&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Luis Dante|Lord Commander Luis Dante]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brother [[Corbulo]]:&#039;&#039;&#039; A special Sanguinary Priest, the only differentiating factor being that his chainsword has +1 Strength and &#039;&#039;Sustained Hits 1&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Captain Tycho]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Tycho the Lost]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Company Marines:&#039;&#039;&#039; The original Death Company.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Guard:&#039;&#039;&#039; The jump pack answer to the Command Squad. Maybe they don&#039;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).&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Baal Predator:&#039;&#039;&#039;  Can re-roll advance rolls (so average 4.25&amp;quot;, not average 3.5&amp;quot;) and all ranged weapons gain &#039;&#039;&#039;Assault&#039;&#039;&#039; 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&#039;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 &#039;&#039;&#039;Torrent&#039;&#039;&#039; S6 AP-2 (&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;) 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&#039;t take lascannon sponsons; more importantly, the BFC has fundamentally similar performance to a Predator Destructor&#039;s Predator Autocannon against the majority of targets (remember, at BFC range, the autocannon fires 8 shots) at inferior range.  tl;dr &#039;&#039;&#039;Never take this, a Predator Destructor does the same job better.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=====Walkers=====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furioso Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Librarian Dreadnought:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**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&#039; 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&#039;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.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;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 &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039; Now is attached to his Victrix Guard, providing a 4+ FNP while they&#039;re alive and two souped-up power swords to complement his own &#039;&#039;Twin-Linked&#039;&#039; power fists with heavy pistols strapped onto them. He provides 1 CP for every turn he&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius|Captain Sicarius]]:&#039;&#039;&#039; One of the very few plasma pistols that never worries about overheating. He can give any squad he joins &#039;&#039;Assault&#039;&#039; on their guns and &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, which feels a bit redundant on the Vanguard Vets (if they can&#039;t stack, that is). He also has the ability to move 6&amp;quot; if any enemies move within 9&amp;quot; of them so they can close in for the assault.&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius|Chaplain Cassius]]:&#039;&#039;&#039; Comes with a slightly stronger Croius and a combi-weapon with &#039;&#039;Torrent&#039;&#039; being the only thing to remind us that it&#039;s meant to be a combi-flamer. While he doesn&#039;t give +1 to wound like typical Chaplains, he does provide a squad &#039;&#039;Devastating Wounds&#039;&#039;. He also gives his squad to make one attack after dying in melee on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius|Chief Librarian Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus|Sergeant Chronus]]:&#039;&#039;&#039; 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&#039;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&#039;t even repair the tank he&#039;s riding.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion|Sergeant Telion]]:&#039;&#039;&#039; The major force multiplier for scouts, as he&#039;s not only giving them +1 OC but also +1 to hit and your choice of either &#039;&#039;Lethal Hits&#039;&#039;, &#039;&#039;Precision&#039;&#039; or &#039;&#039;Sustained Hits 1&#039;&#039; each turn. While this applies to all weapons, he&#039;s probably best at home at range, as his special bolter is pretty much a sniper.&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039; Grants one squad of {{W40kKeyword|Infantry}} the ability to deep-strike, 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&#039;s battle-shocked. He&#039;s got a pretty basic loadout, with his power sword gaining &#039;&#039;Sustained Hits 1&#039;&#039; while touting a bolt rifle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;s not {{W40kKeyword|infantry}}.) His shooting is roughly the same since while the Hand of Dominion is only &#039;&#039;Rapid Fire 2&#039;&#039; now, it compensates with AP-2. In melee, he&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039; 5 Tacticals with &#039;&#039;Anti-Tyranids 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039; against Tyranids, so they have everything they&#039;ll need to rip through smaller nids. That said, this is all they can do since they can&#039;t equip anything else and can&#039;t be attached to anyone but Cassius.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]&#039;&#039;In the grim darkness of the far future, there will be only war.&#039;&#039; &amp;lt;br&amp;gt;Actual quote by Sigismund, he called it first.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Castellan:&#039;&#039;&#039; A very zealous lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Marshal:&#039;&#039;&#039; A very zealous captain with either a combi-weapon or plasma pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Crusader Squad:&#039;&#039;&#039; A band of zealous Firstborn with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Crusader Squad:&#039;&#039;&#039; A band of zealous Primarines with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
So you saw that the Primaris Vehicles were all blocked for some reason, didn&#039;t you? Here&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Lancer:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Reaper:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Valiant:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Impulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor Executioner:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Watch Master:&#039;&#039;&#039; Your substitute for a captain, armed with what&#039;s essentially a bolter with a beefy S6 AP-2 D3 power weapon with &#039;&#039;Lance&#039;&#039;. While he doesn&#039;t give free stratagems, he has a one-use ability to make a strat the enemy uses cost 1 CP more and he can let any DW Vets or Fortis Team (the only ones he can accompany) shoot and charge after falling back.&lt;br /&gt;
**Is he worth taking over a captain? If you&#039;re not looking at any stratagems as your game-changers and just want someone to smack things alongside your exclusive teams. Otherwise it&#039;d be foolish to pass up free strats.&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Watch Master Artemis:&#039;&#039;&#039; A captain with a power sword and a combi-flamer we can only identify as such because it has &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Torrent&#039;&#039;. On top of a tanky 3+/4++/6+ FNP, 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&#039;s like Uriel Ventris in that he can let a squad he leads use a stratagem that was already used. True, it&#039;s still using a CP, but it&#039;s a useful resource.&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; while he&#039;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&#039;re now mostly dedicated to being anti-infantry though it&#039;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+ FNP against psychic weapons.&lt;br /&gt;
**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)&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Terminator Squad:&#039;&#039;&#039; 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 so they can at least be just as deadly up close. If you need more melee power, you can still give anyone twin claws or the hammer+shield.&lt;br /&gt;
&lt;br /&gt;
=====Kill Teams=====&lt;br /&gt;
As mentioned above, 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&#039;ll take a bit of more room to fit them in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proteus Kill Team:&#039;&#039;&#039; The firstborn team, granting +1 to hit when they attack enemies above half-strength. Probably the most diverse squad out there, as it lets you pick out various troops, including Terminators and Bikers.&lt;br /&gt;
**The base vets pretty much only swap out their loadout for either a LV Ranged, an LV Melee+Shield or bolter+shield, with 2/5 giving you slots for either Infernus Heavy Bolters or Frag Cannons while another 2/5 can get Thunder Hammers for pure melee.&lt;br /&gt;
**The jump vets are sadly trapped their loadouts, which massively sucks since they can&#039;t swap out anything. Seeing as they can&#039;t even move their full movement speed and only get the cover-ignoring perks, they seem to remain the odd children out.&lt;br /&gt;
**The bikers remain as the midway-tanks with the extra Toughness and Wounds as well as getting OC2, so they&#039;re decent campers too. There&#039;s not really much point in grabbing a bolt pistol, just get the LV melee.&lt;br /&gt;
**Terminators are the walls, not only getting the 2+/4++ on top of the Toughness and Wounds boost. While only three of them can grab the special guns, the melee stuff remains open for all.&lt;br /&gt;
*&#039;&#039;&#039;Fortis Kill Team:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
**With no terminators onfield and no options for actual shields, you&#039;re stuck to using the bikers as your shields. Fortunately, these guys can still use their twin bolters for extra firepower.&lt;br /&gt;
*&#039;&#039;&#039;Indomitor Kill Team:&#039;&#039;&#039; The Gravis team, gaining +1 to hit if they&#039;re below starting strength and +1 to wound if below half-strength. Pretty much required to fire within the 18&amp;quot; range despite having heavy bolt rifles with almost double that. You need them within that range because you&#039;ve only got the Aggressors to fight back in melee.&lt;br /&gt;
*&#039;&#039;&#039;Spectrus Kill Team:&#039;&#039;&#039; The Phobos team, capable of flying into reserves at the end of the enemy&#039;s turn if they&#039;re over 6&amp;quot; away from any enemies. The Infiltrators are necessary as they can equip the only gear available - a Helix Gauntlet for 5+ FNP 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.&lt;br /&gt;
**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&#039;re getting no las-fusils for genuine anti-tank firepower.&lt;br /&gt;
***It gets even weirder when you realize the Suppressors wear Omnis armour in the fluff, which is a kind of Gravis armour - but in &#039;&#039;this&#039;&#039; unit they are somehow wearing Phobos armour!&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Veteran Biker Squad:&#039;&#039;&#039; Pretty much what you&#039;d expect. All your bikers can grab LV Ranged and Melee weapons (Though sadly the actual non-combi weapons remain beyond you), or a Hyperphase Blade for someone real special. The only reason you&#039;d pick a shield is because you really want to be a bunker for whatever character joins them, since these give the 4++ save.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;Corvus Blackstar:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
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		<updated>2023-06-11T20:35:27Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: Undo revision 897534 by TheMechaManiac (talk) Vandalism&lt;/p&gt;
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[http://boards.4chan.org/m/ /m/] is the [[4chan]] board for all things giant robots. Sometimes it&#039;s also about small robots. Sometimes it&#039;s also about spaceships. Sometimes it&#039;s also about guys in rubber suits that look like robots. If it&#039;s even remotely mechanical in some form, chances are it&#039;s /m/-related. &lt;br /&gt;
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==Overview==&lt;br /&gt;
/m/ is primarily a board for talking about mecha anime/manga, although many different topics frequent the board as well as long as it&#039;s vaguely Sci-Fi. Topics range from Super Robots (Gigantic superhero-like robots with special techniques such as rocket punches and blazing swords), Real Robots (Smaller mass-produced robots with more militaristic loadouts such as rifles and grenades), [[Power Armor]] (Human-sized bodysuits filled with strength-enhancing mechanical bits), and many other topics like space battleships, kaiju, and Gundam models.&lt;br /&gt;
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==Mecha in /tg/==&lt;br /&gt;
Although not as common as [[Elf|elves]] or [[Orc|orcs]], robots and other mechanical things do pop up quite frequently in various /tg/ media. Below is a list of some of the more well-known examples of mecha and /m/-related factions in /tg/-related media.&lt;br /&gt;
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*&#039;&#039;[[Warhammer 40,000]]&#039;&#039; - Robots of a wide range of shapes and sizes appear in the 40K universe, used by many different races/factions.&lt;br /&gt;
**&#039;&#039;&#039;[[Space Marines]]:&#039;&#039;&#039; The many legions of Adeptus Astartes deploy a variety of [[Dreadnoughts]] with many different patterns and weapons to chose from. Notable Dreads include [[Tankred]] and [[Bjorn_the_Fell_Handed|Bjorn]]. The [[Grey Knights]] make use of their faction-exclusive [[Dreadknights]], although they do look quite silly doing so.&lt;br /&gt;
**&#039;&#039;&#039;[[Titan_(Warhammer_40,000)#Imperial_Titans|Imperial Titans]]:&#039;&#039;&#039; The Imperium of Man&#039;s Titans tower over any battlefield they should come across, ranging between [[Imperial_Knight|huge]], [[Warlord_Battle_Titan|HUGE]], and &#039;&#039;&#039;[[Emperor_Battle_Titan|HUGE]]&#039;&#039;&#039; varieties. &lt;br /&gt;
**&#039;&#039;&#039;[[Adeptus Mechanicus]]:&#039;&#039;&#039; The Adeptus Mechanicus is about as close as you&#039;ll get to finding a personification of /m/ in the 40k universe. Asides from their various [[Legio_Cybernetica|battle-bots]] the Mechanicus also use [[Onager_Dunecrawler|Dunecrawlers]] and [[Ironstrider_Ballistarius|Chicken]] [[Sydonian_Dragoon|Walkers]]. The various cybernetic troops of the Mechanicus such as the [[Skitarii]], [[Servitors]], and [[Techpriest|Techpriests]] are also pretty fucking /m/. &lt;br /&gt;
**&#039;&#039;&#039;[[Imperial Guard]]:&#039;&#039;&#039; While the Astra Militarum is primarily made up of guardsmen and tanks, they do make use of the [[Sentinel]], a pretty basic chicken-walker. &lt;br /&gt;
**&#039;&#039;&#039;[[Chaos Space Marines]]:&#039;&#039;&#039; Like their Emperor-aligned counterparts, Chaos Space Marines make similar use of [[Chaos_Dreadnought|Chaos Dreadnoughts/Helbrutes]] within their numbers. Many Titans also defected during the Horus Heresy and are still used by the Chaos Legions. &lt;br /&gt;
**&#039;&#039;&#039;[[Orks]]:&#039;&#039;&#039; The Greenskins are adept at throwing together many a machine from whatever they can find lying around. Notable orky mechs include the [[Killa Kan]], the [[Deff Dred]], The [[Gorkanaut]]/[[Morkanaut]], The [[Stompa]], and the [[Gargant]].&lt;br /&gt;
**&#039;&#039;&#039;[[Eldar]]:&#039;&#039;&#039; Similar to how Dreadnoughts are &amp;quot;piloted&amp;quot; by near-dead Marines, [[Wraithguard|Wraithguards]] are constructs containing the souls of fallen Aeldari warriors. There are a few variants of the Wraithguard, including the always [[Rage|angry]] [[Wraithblades]] and the massive [[Wraithknight|Wraithknights]]. The Eldar also have their [[Revenant_Scout_Titan|own]] [[Phantom_Battle_Titan|Titans]].&lt;br /&gt;
**&#039;&#039;&#039;[[Tau]]:&#039;&#039;&#039; Designed from the ground up to appeal to the average [[Weeaboo]], the Tau and their [[Battlesuit|Battlesuits]] would be the defacto /m/ 40k faction if the Adeptus Mechanicus didn&#039;t exist. The most common Battlesuits you&#039;ll see on the tabletop are the [[XV-8 Crisis Battlesuit]] and the [[XV104 Riptide Battlesuit]]. [[Farsight|Commander Farsight]], he is a Char!&lt;br /&gt;
**&#039;&#039;&#039;[[Necron]]:&#039;&#039;&#039; While the Necron don&#039;t pilot any giant robots, being zombie-terminator-egyptians is good enough to being /m/.&lt;br /&gt;
*&#039;&#039;[[BattleTech]]&#039;&#039; - The premiere western mech tabletop game, even if most of its designs from the game&#039;s early years originated from anime like [[Shadow_Hawk|Dougram]]. The most famous war machines in the setting are [[BattleMech]]s and their [[OmniMech]] offspring.&lt;br /&gt;
*&#039;&#039;[[Gamma Wolves]]&#039;&#039; - Imagine if you will, [[Mordheim]] but if he mecha.&lt;br /&gt;
*&#039;&#039;[[Jovian Chronicles]]&#039;&#039; - DP9&#039;s space mecha combat game and resident gundam expy.&lt;br /&gt;
*&#039;&#039;[[Heavy Gear]]&#039;&#039; - A wargame sort of like BattleTech that also has some video games and cartoons, the mechs in this are similar to the Armored Troopers seen in the VOTOMs series.&lt;br /&gt;
*&#039;&#039;[[Mechaton]]/[[Mechaton Titan]]&#039;&#039; - Another wargame similar to Battletech, but you design your own minis out of Lego. See also: Mobile Frame Zero.&lt;br /&gt;
*&#039;&#039;[[MechaTop]]&#039;&#039; - A crowd funded war game centered around /m/ related models and figures on various sized bases.&lt;br /&gt;
*&#039;&#039;[[Mekton]]&#039;&#039; - A mecha-themed pen-and-paper RPG with pretty loose rules, leading to all kinds of [[Awesome|hot-blooded]] shenanigans. &lt;br /&gt;
*&#039;&#039;[[Magic: The Gathering]]&#039;&#039; - Various /m/ aspects include the sad-robot [[Karn]], the Bio-mechanical menace of [[Phyrexia]], and the many artifact-focused Planes such as [[Mirrodin]] and [[Kaladesh]].&lt;br /&gt;
*&#039;&#039;[[Yu-Gi-Oh]]&#039;&#039; - What, of course a Japanese card game is going to throw some giant robots into the mix. Some notable /m/ archetypes include Ancient Gears, A-to-Z, Masked HEROs, Super-Quantum, and Synchrons.&lt;br /&gt;
*&#039;&#039;[[Cardfight!! Vanguard]]&#039;&#039; - Another CCG from Japan, this one is slightly more /m/-related than Yu-Gi-Oh due to the Dimensional Police clan being OBARI AS FUCK.&lt;br /&gt;
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==/m/ and /tg/==&lt;br /&gt;
/m/ and /tg/ have a storied history with one another, being one of the homes of 40K threads before the creation of /tg/ during 4chan&#039;s early years. Whether it be arguing about how an Emperor Battle Titan can take on a Evangelion or the logistics of declaring [[Exterminatus]] on [[Transformers|Unicron]], both /m/ and /tg/ share the same brand of autism when it comes to their respective franchises. Also worth mentioning is [[Quest|ZeonQuest]], a long-running Gundam-themed quest that&#039;s worth a read.&lt;br /&gt;
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Perhaps the most emblematic of this crossover would be [[Adeptus Evangelion]], a hack of [[Dark Heresy]] which places players as Eva pilots. This would later spin off to [[Bliss Stage]], a more original system.&lt;br /&gt;
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The two boards also associate well with their fellow [[FLGS]] compatriots [[/co/]] and [[/toy/]], taking part in regular friendly matches during the [[4chan cup]].&lt;br /&gt;
&lt;br /&gt;
==/m/ Essentials==&lt;br /&gt;
Want to get into /m/ culture but have no idea where to start? Here&#039;s a beginners guide. Short answer 1: Any anime that appeared in &#039;&#039;Super Robot Wars&#039;&#039;, preferably from the &#039;&#039;Alpha&#039;&#039; and &#039;&#039;Z&#039;&#039; games. Short answer 2: [https://imgur.com/a/khYCEq3 Use this chart]. Long answer: Check out several sub genres, the most common lead ins being listed with similar titles you can watch if you end up enjoying them.&lt;br /&gt;
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*Any anime created by Go Nagai. Literally, any, does not matter if it is subbed or not. &#039;&#039;Mazinger&#039;&#039; and &#039;&#039;Getter Robo&#039;&#039; are the most talked about though. &#039;&#039;God Mazinger&#039;&#039; had production issues so expect that to be the black sheep of the bunch. Both versions of &#039;&#039;Gaiking&#039;&#039; qualify as Go Nagai titles.&lt;br /&gt;
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*&#039;&#039;Gundam&#039;&#039;, is considered one of, if not the, first &amp;quot;real robot&amp;quot; series, where the giant robots and their pilots aren&#039;t super heroes, but war machines with military crew. Universal Century entries are the most recommended, but if you watch at least four shows and at least one movie you&#039;re good to go, just don&#039;t fall for memes. Just note that every entry has fans and opponents, just because you don&#039;t see a faction does not mean they do not exist.&lt;br /&gt;
** &#039;&#039;Mobile Fighter G Gundam&#039;&#039; is the series&#039; exception to the thing about the giant robots being war machines by having the robots be martial artists piloted by hot blooded manly men who are also national sterotypes. Despite the radical departure, it&#039;s actually liked by parts of the fandom.&lt;br /&gt;
** &#039;&#039;Build Fighters&#039;&#039; is directly /tg/ related, being about assembled and painted models (many of which are kitbashed) that then, through super science, animate and fight each other. Don&#039;t pick it as your first since, aside from being wildly different, there&#039;s massive in-jokes in every scene.&lt;br /&gt;
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*&#039;&#039;Armored Trooper VOTOMS&#039;&#039;, 80s vintage cheese, manly as fuck, and plenty of hard science. Other similar anime include &#039;&#039;SPT Layzner&#039;&#039;, &#039;&#039;Metal Armor Dragonar&#039;&#039;, &#039;&#039;Heavy Metal L-Gaim&#039;&#039;, &#039;&#039;Panzer World Galient&#039;&#039;, the &#039;&#039;Appleseed&#039;&#039; franchise, &#039;&#039;Crusher Joe&#039;&#039;, and &#039;&#039;Venus Wars&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;Neon Genesis Evangelion&#039;&#039;, for the more artistic folks or those that like mysterious settings. Other similar anime include &#039;&#039;Big O&#039;&#039;, &#039;&#039;RahXephon&#039;&#039;, &#039;&#039;De:Vasady&#039;&#039;, &#039;&#039;Zegapain&#039;&#039;, the &#039;&#039;Eureka Seven&#039;&#039; franchise, &#039;&#039;Betterman&#039;&#039;, &#039;&#039;Argento Soma&#039;&#039;, &#039;&#039;Star Driver&#039;&#039;, and &#039;&#039;Captain Earth&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;Hades Project Zeorymer&#039;&#039;, the most essential for /m/ OVAs with short episode lengths. Other similar anime include &#039;&#039;MegaZone 23&#039;&#039;, &#039;&#039;DanGaiOh&#039;&#039;, the &#039;&#039;Iczer&#039;&#039; trilogy, &#039;&#039;Madox 01&#039;&#039;, &#039;&#039;MD Geist&#039;&#039; 1 and 2, and &#039;&#039;Big Wars&#039;&#039;. &lt;br /&gt;
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*&#039;&#039;The Vision of Escaflowne&#039;&#039;, most prolific fantasy mecha anime out there. Other similar anime include &#039;&#039;Aura Battler Dunbine&#039;&#039;, &#039;&#039;Nobunaga The Fool&#039;&#039;, &#039;&#039;Ryu Knight&#039;&#039;, the &#039;&#039;Aquarion&#039;&#039; trilogy, &#039;&#039;Comet Lucifer&#039;&#039;, &#039;&#039;Brave Raideen&#039;&#039;, &#039;&#039;Regalia: The Three Sacred Stars&#039;&#039;, and the &#039;&#039;Lamune&#039;&#039; franchise.&lt;br /&gt;
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*&#039;&#039;Gravion&#039;&#039;, manly and Obari as fuck! Just a warning: Not for the faint of heart, Klein Sandman confirmed for fabulous justice. Other similar anime include &#039;&#039;Godannar!!&#039;&#039; (because one exclamation point is not manly enough), &#039;&#039;Linebarrels of Iron&#039;&#039;, &#039;&#039;Viper&#039;s Creed&#039;&#039;, &#039;&#039;Majestic Prince&#039;&#039;, &#039;&#039;Combat Mecha Xabungle&#039;&#039;, &#039;&#039;Great Dandaioh&#039;&#039;, &#039;&#039;Dai-Guard&#039;&#039;, &#039;&#039;Daitarn 3&#039;&#039;, and &#039;&#039;Blue Gender&#039;&#039;. &#039;&#039;Super Robot Wars Original Generation: The Inspector&#039;&#039; is recommended only for the manliest of men (or if you&#039;ve done a lot of homework and want a celebration of the genre).&lt;br /&gt;
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*&#039;&#039;Gunbuster&#039;&#039; and its sequel &#039;&#039;Diebuster&#039;&#039;, loaded with space adventure and action (when it gets around to it). Other similar anime include &#039;&#039;Space Runaway Ideon&#039;&#039;, &#039;&#039;Heroic Age&#039;&#039;, &#039;&#039;Star Gunman Bismarck&#039;&#039;, &#039;&#039;Vandread&#039;&#039;, &#039;&#039;God Mars&#039;&#039;, &#039;&#039;Angel Links&#039;&#039;, the &#039;&#039;Macross&#039;&#039; franchise, &#039;&#039;Galaxy Whirlwind Braiger&#039;&#039; (which has been compared to &#039;&#039;Cowboy Bebop&#039;&#039;), and &#039;&#039;RobiHachi&#039;&#039; (more of a comedy akin to &#039;&#039;Futurama&#039;&#039;).&lt;br /&gt;
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*&#039;&#039;The King of Braves GaoGaiGar&#039;&#039; and its finale &#039;&#039;FINAL&#039;&#039;, kid friendly version of manly and fitting for those that grew up with &#039;&#039;TransFormers&#039;&#039;. Other similar anime include other entries in the &#039;&#039;Yuusha&#039;&#039; franchise, &#039;&#039;Zoids&#039;&#039;, the &#039;&#039;Eldoran&#039;&#039; trilogy (&#039;&#039;Raijin-Oh&#039;&#039;, &#039;&#039;Ganbaruger&#039;&#039;, and &#039;&#039;Gosaurer&#039;&#039;), &#039;&#039;Gear Fighter Dendoh&#039;&#039;, &#039;&#039;Goshogun&#039;&#039;, and &#039;&#039;Trider G7&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;Zambot 3&#039;&#039;, classic super robot cheese with darkness. Other similar anime include &#039;&#039;MOSPEADA&#039;&#039;, &#039;&#039;Dancouga&#039;&#039;, &#039;&#039;Orguss&#039;&#039;, &#039;&#039;Steel Jeeg&#039;&#039;, the Robot Romance trilogy (consisting of &#039;&#039;Combattler V&#039;&#039;, &#039;&#039;Voltes V&#039;&#039;, &#039;&#039;Daimos&#039;&#039;, and as a fourth spiritual/comedic member &#039;&#039;Daltanious&#039;&#039;), &#039;&#039;Golion&#039;&#039; (aka where Lion Force/Classic Voltron spawned from), and &#039;&#039;Space Warrior Baldios&#039;&#039; (Beware: It&#039;s the darkest anime mentioned here).&lt;br /&gt;
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*&#039;&#039;Neo Human Casshern&#039;&#039;, the original 70s version, it will give you a solid feel of how /m/ likes their tokusatsu and &amp;quot;small&amp;quot; mecha anime. Other similar anime include both the original &#039;&#039;Tekkaman&#039;&#039; and its remake &#039;&#039;Tekkaman Blade&#039;&#039;, &#039;&#039;Hurricane Polymar&#039;&#039;, &#039;&#039;Samurai Flamenco&#039;&#039;, &#039;&#039;Machine Robo: Revenge of Cronos&#039;&#039; (beware the atrocious subtitles), the &#039;&#039;Guyver&#039;&#039; franchise, &#039;&#039;Overman King Gainer&#039;&#039;, &#039;&#039;Heroman&#039;&#039;, and &#039;&#039;Raideen The Superior&#039;&#039;. &#039;&#039;Concrete Revolutio&#039;&#039; also gets mentioned, but there is a steep divide as to whether or not it is a cultural artifact or a tremendous mess (the first half especially), proceed with caution if you decide to try it.&lt;br /&gt;
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*&#039;&#039;Code Geass&#039;&#039;, a good entry point for those that like genre mixing with their mecha with science babble and ridiculous twists. Other similar anime include &#039;&#039;Full Metal Panic!&#039;&#039;, &#039;&#039;Cross Ange&#039;&#039;, &#039;&#039;Giant Gorg&#039;&#039;, the &#039;&#039;Fafner&#039;&#039; franchise, &#039;&#039;Buddy Complex&#039;&#039;, &#039;&#039;Heavy Object&#039;&#039;, &#039;&#039;Martian Successor Nadesico&#039;&#039;, &#039;&#039;Unit Pandora&#039;&#039;, &#039;&#039;The Price of Smiles&#039;&#039;, and &#039;&#039;Dorvack&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;Gargantia&#039;&#039;, an extremely atypical mecha story the focuses more on world building, but have lots of mecha elements. Other similar anime include &#039;&#039;M3: The Dark Metal&#039;&#039;, &#039;&#039;Aldnoah.Zero&#039;&#039;, &#039;&#039;Neo Ranga&#039;&#039;, &#039;&#039;Blue Submarine No 6&#039;&#039;, &#039;&#039;Lagrane: The Flower of Rin-ne&#039;&#039;, &#039;&#039;Iron Leaguer&#039;&#039;, &#039;&#039;Basquash!&#039;&#039;, &#039;&#039;Strike The Blood&#039;&#039;, and &#039;&#039;Astro Ganger&#039;&#039;. &#039;&#039;Dancouga Nova&#039;&#039; gets special mention because the tone shifts rapidly from real robot to super robot setting which is extremely rare.&lt;br /&gt;
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*&#039;&#039;Megas XLR&#039;&#039;, the most praised western cartoon on /m/ for being choke-full of robot action, comedy, monsters, and other /m/ minutia. Other similar cartoons include the &#039;&#039;TransFormers&#039;&#039; franchise, the &#039;&#039;Voltron&#039;&#039; franchise, &#039;&#039;Hulk and The Agents of SMASH&#039;&#039;, &#039;&#039;Exosquad&#039;&#039;, &#039;&#039;Sym-Bionic Titan&#039;&#039;, &#039;&#039;Big Guy and Rusty the Boy Robot&#039;&#039;, and &#039;&#039;Heavy Gear&#039;&#039; are all western cartoons featuring giant robots. &lt;br /&gt;
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*&#039;&#039;Legend of the Galactic Heroes&#039;&#039;, the long running 100+ episode space opera is highly praised on /m/. While not strictly a mecha show, it gets the Science Fiction pass. Other space opera shows mentioned favorably on /m/ include &#039;&#039;Space Battleship Yamato 2199&#039;&#039; (which recently appeared in SRW V in it&#039;s 2199 incarnation), &#039;&#039;Captain Harlock&#039;&#039;, &#039;&#039;Crest of the Stars&#039;&#039;, its sequel &#039;&#039;Banner of the Stars&#039;&#039;, &#039;&#039;Outlaw Star&#039;&#039;, and &#039;&#039;Daikengo&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;Daiohja&#039;&#039; gets a special mention because unlike nearly every other mecha anime out there it doesn&#039;t have an overarching antagonist, most episodes are focused on world building for different planets, very inconsistent in its technology, the humor is childish, and the titular mecha never loses (you&#039;d think that&#039;d be more common in older titles but no). It&#039;s a bit &#039;&#039;too&#039;&#039; unique to compare it to much else.&lt;br /&gt;
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===For the war gamin&#039; crowd===&lt;br /&gt;
While the listings above would help most people looking to get into the genre, war gamers understandably may want something more in their element. The following mecha titles deal with at least one of the following: Real robots, mechs that come off production lines, heavy use of military strategy and/or vehicles (tanks, choppers, jets, mobile projectile launchers, submarines, battleships, etc.), very detailed in the fictional science department, or would be easy to integrate with homebrew wargaming. &#039;&#039;Dougram&#039;&#039;, &#039;&#039;Crusher Joe&#039;&#039;, and &#039;&#039;Macross&#039;&#039; are not listed because those were the big three anime franchises that inspired BattleTech; &#039;&#039;Gundam&#039;&#039; and &#039;&#039;VOTOMS&#039;&#039; are so huge they deserve their own pages.&lt;br /&gt;
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*&#039;&#039;Ideon&#039;&#039;: The antagonist faction uses a fuck load of ships with some ground vehicles and basic mech variety, Earth forces also have some futuristic vehicles for self defense. Downsides include an absurdly overpowered titular mecha, most mecha are 100 meter range yet have paper armor like reverse AT-ATs, and if you didn&#039;t like Starkiller Base from &#039;&#039;The Force Awakens&#039;&#039; you might be turned off by the final battle.&lt;br /&gt;
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*&#039;&#039;Xabungle&#039;&#039;: Every mecha counts as a real robot and deals almost entirely with mercenaries, vehicles are limited to hovercrafts and land ships (as in giant boats on land). Downsides include factions being gang levels of small for the most part and it breaks the fourth wall every few episodes, definitely not for nit and gritty.&lt;br /&gt;
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*&#039;&#039;Acrobunch&#039;&#039;: The antagonist faction has smaller clans to give it diversity which includes their mecha, mecha aside from the titular Acrobunch are real robots that consist of grunts and a commander, and the Earth forces use a variety of vehicles and actually pose a threat. Downsides include an ending that makes &#039;&#039;Evangelion&#039;&#039; look sane and one of the commander mecha got destroyed by simply being knocked over. That is not a joke.&lt;br /&gt;
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*&#039;&#039;Dunbine&#039;&#039;: Very real robot-y with lots of neutral giant monsters that serve as random hazards, medieval themed, political thrills, advancements in technology, and has useful vehicles. Downsides include mecha being absurdly overpowered when out of their setting thanks to their Aura Barriers (so overpowered even one basic mooks can level cities like Las Vegas and tank conventional weapons) and melee focus may turn off those that favor long range weapons.&lt;br /&gt;
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*&#039;&#039;Orguss&#039;&#039;: Transforming flying robots with basic designs that focus on projectiles and ancient robots that hate humans later come into play. Downsides include the titular mecha is a little overpowering, the setting can turn off people that prefer more realistic scenarios, and the sequel heavily favors super robots until the titular mech goes into action.&lt;br /&gt;
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*&#039;&#039;Dorvack&#039;&#039;: Transforming robots that turn into robots, power armors, lots of military vehicles, heavily uses tactics in most episodes, has realistic depictions of battles, and aside from a few color variations all the enemies are mass produced units. Downsides include little consequences for order disobedience that can break suspension of disbelief, occasional animation issues in the last third, and the main villain is so mysterious and overpowered he can seem out of place with the rest of the setting.&lt;br /&gt;
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*&#039;&#039;L-Gaim&#039;&#039;: Heavy on world building, variety in mechs, weapons, and vehicles, and the titular mecha is not overpowered. Downsides include designs that are more pulp fiction heavy rather than realistic despite being a real robot series, vehicles are hardly given any respect, and the main villain may put off those wanting realistic world building.&lt;br /&gt;
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*&#039;&#039;SPT Layzner&#039;&#039;: Variety of mechs and vehicles, gives a grim atmosphere for most of the series, plenty of world building, and lots of space and aerial fights. Downsides include the main character being exceptionally wimpy for the first half of the series, the protagonists have very few mecha, and the titular mecha slowly becomes over powered. There is a divide whether or not the last third is better than the first or not since the grim atmosphere slowly dissipates in favor of acting like &#039;&#039;Fist of The North Star&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;Patlabor&#039;&#039;: Police mecha that stop construction worker mecha from doing crimes with military mecha sometimes attacking; all mechs being fairly realistic. Downsides include a lot of comedy that can be hit or miss and a lot of random monsters in an otherwise realistic setting, one of them even being the main antagonist of the third movie.&lt;br /&gt;
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*&#039;&#039;Dragonar&#039;&#039;: Basically an early Gundam series without newtypes, lots of space combat and reasonable mech variety. Downsides include very few vehicles outside of super weapons and can be more heavy with comedy than early Gundam.&lt;br /&gt;
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*&#039;&#039;Jushin Liger&#039;&#039;: A Go Nagai anime that involves organic mecha, but in the second half real robots and the Self Defense Force play a prominent role as giant monsters start being mass produced. All that with a soundtrack and iconography so manly it got adopted in real life Japanese wrestling! Downsides include vehicles being treated as a joke as standard in kaiju movies and one of the villains has the old &amp;quot;separated at birth&amp;quot; shtick. Also be warned it&#039;s gory as fuck, imagine if [[Angron]] directed a children&#039;s cartoon.&lt;br /&gt;
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*&#039;&#039;Nadesico&#039;&#039;: Earth and Mars against colonies from Jupiter&#039;s moons, heavy focus on ship to ship combat, basic mech designs, and strategies are frequent. Downsides include the second antagonist faction in the movie being a bit too small, the first antagonist faction uses super robot designs which can turn people off, and the idea of boson particles allowing for force fields and teleporting during combat may come across as unnecessary.&lt;br /&gt;
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*&#039;&#039;Gasaraki&#039;&#039;: Real robots use a bunch of guns while uncovering the robots they were based off of which were created by ancient aliens on the far side of the Moon. It takes its world building very seriously, respects the use of vehicles to an extent, uses mostly realistic technology, and uses a lot of strategy. Downsides include a lack of variety for the mecha, the cast can appear to be too cluttered, and unless you&#039;re okay with a lot of spiritual imagery this might be off putting.&lt;br /&gt;
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*&#039;&#039;Blue Gender&#039;&#039;: Real robots fighting off giant bugs spawned from the Earth itself because humans polluted it too damn much. Mostly the same pros and cons as Gasaraki (same creator, Ryosuke Takahashi) but a fuck of a lot more violent and high in the sex and nudity department.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Full Metal Panic!&#039;&#039;: Lots of mechs that are mostly realistic, focus on mercenaries, lots of variable weapons and equipment, strategy is heavily used, and actually has underwater combat. Downsides include black box technology (mostly the Lambda Driver) is a bit unrealistic and until season 4 it heavily mingles high school life with military aspects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Flag&#039;&#039;: Highly realistic shown through the literal lens of a war photographer, heavy on world building, is highly respectable toward vehicles, and uses a lot of strategy both on and off the field. Downsides include a severe lack of action for long stretches and little variety for mecha and factions; China becomes a player in the last third out of left field with their Lonkus (which may or may not be [[Timber Wolf]] homages).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Code Geass&#039;&#039;: Mecha variety, strategy is heavily used in most fights, and there are several nation factions. Downsides include color coating may get on the nerves of others, very heavy on melee combat over long range weaponry, and /m/ has been divided with the fights once flying capabilities were included.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Viper&#039;s Creed&#039;&#039;: Basic mercenaries versus rogue AI, realistic motorcycle mecha against bug mecha, and strategies are used. Also /m/ complains about the lack of rule 34. Downsides include a lack of variety in mecha and factions and it is more cyberpunk than military themed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;M3: The Dark Metal&#039;&#039;: Basic transformable robots with lots of world building and is respectable toward mecha that are not used by the main character. Downsides include being more of a horror series featuring real robots versus monsters, science is played loosely, and a lack of faction variety.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Buddy Complex&#039;&#039;: Same as Dragonar, an offbrand Gundam series without newtypes with mecha variety and lots of world building. Downsides include color coating can be off putting and uses time travel which can confuse people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Aldnoah.Zero&#039;&#039;: Heavy on strategies, features real robots versus super robots, and heavy on the fictional science. Downsides include the main character might come across as too smart and vehicles hardly get any respect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Heavy Object&#039;&#039;: Basic shapes as mecha rather than humanoids, acting more as mobile fortresses, and features lots of world building and is heavy on fictional science. Downsides include most of the focus being two goofballs sabotaging mechs rather than mech fights and vehicles are hardly used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Unit Pandora&#039;&#039;: Transformable robots that fight cyborg animals and loaded with Warhammer homages. Enough said.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;The Cost of Smiles&#039;&#039;: Real robots limited to only a handful of types, main upgrades involve thrusters, landships are present and environments come heavy into play. Downsides include the first episode does not reflect the rest of the series and minor mecha variety gives it less depth than most real robot anime.&lt;br /&gt;
&lt;br /&gt;
==/ourguys/==&lt;br /&gt;
Lots of characters are /m/, but very few ever make it to the rank of /ourguys/.&lt;br /&gt;
&lt;br /&gt;
*Coop from &#039;&#039;Megas XLR&#039;&#039;&lt;br /&gt;
*Boss, Nuke, and Mucha from &#039;&#039;Mazinger&#039;&#039;&lt;br /&gt;
*[[Perturabo]] and the [[Iron Warriors]]&lt;br /&gt;
*The entirety of the [[Adeptus Mechanicus]]&lt;br /&gt;
*[[Soul Grinder|SOUL GRINDERS]]&lt;br /&gt;
*[[Chaos Dwarfs]]&lt;br /&gt;
*[[Ikit Claw]] and the rest of [[Clan Skryre]]&lt;br /&gt;
*Sargent Keroro from &#039;&#039;Keroro Gunsou&#039;&#039;&lt;br /&gt;
*Kira Yamato from &#039;&#039;Gundam Seed&#039;&#039; (will induce [[Skub]] unless it&#039;s his Super Robot Wars incarnation that is more likeable due to enforced character development)&lt;br /&gt;
*Staz Blood from &#039;&#039;Blood Lad&#039;&#039;&lt;br /&gt;
*Murray from &#039;&#039;Sly Cooper&#039;&#039;&lt;br /&gt;
*Ratchet and Clank&lt;br /&gt;
*Yattarn from &#039;&#039;Captain Harlock&#039;&#039;&lt;br /&gt;
*Setsuna Seiei from &#039;&#039;Gundam 00&#039;&#039;&lt;br /&gt;
*Rika Domeki from &#039;&#039;Dai-Guard&#039;&#039;&lt;br /&gt;
*Akito Tenkawa, Gai Daigoji, and Hikaru Amano from &#039;&#039;Nadesico&#039;&#039;&lt;br /&gt;
*Yutaro &amp;quot;is this a pigeon?&amp;quot; Katori from &#039;&#039;Fighbird&#039;&#039;&lt;br /&gt;
*Might Senpuji from &#039;&#039;Might Gaine&#039;&#039;&lt;br /&gt;
*Chirico Cuvie from &#039;&#039;VOTOMS&#039;&#039;&lt;br /&gt;
*Ultraman Geed&lt;br /&gt;
*Shinn Asuka from &#039;&#039;Gundam Seed Destiny&#039;&#039; when Kira is not around (then again, more likeable in his Super Robot Wars incarnation)&lt;br /&gt;
*Jiron Amos from &#039;&#039;Xabungle&#039;&#039;&lt;br /&gt;
*Inspector Gadget&lt;br /&gt;
*Sweet Tooth from &#039;&#039;Twisted Metal&#039;&#039;&lt;br /&gt;
*Sho Hayami&lt;br /&gt;
*Genesect from &#039;&#039;Pokemon&#039;&#039;&lt;br /&gt;
*Rei Kurushima from &#039;&#039;Pastel Memories&#039;&#039;&lt;br /&gt;
*Metalder&lt;br /&gt;
*Jiban&lt;br /&gt;
*The Boukengers&lt;br /&gt;
*The Go-Busters&lt;br /&gt;
*Kamen Rider Fourze&lt;br /&gt;
*Star Fox McCloud&lt;br /&gt;
*Kirby&lt;br /&gt;
*Dr. Eggman from &#039;&#039;Sonic The Hedgehog&#039;&#039;&lt;br /&gt;
*Metal Gears&lt;br /&gt;
*Iron Man&lt;br /&gt;
*Owl Guldy from &#039;&#039;Gonna Be The Twintail!&#039;&#039;&lt;br /&gt;
*Graham Imahara from &#039;&#039;MythBusters&#039;&#039;&lt;br /&gt;
*The constellation of Aquarius&lt;br /&gt;
*Every incarnation of Mega Man&lt;br /&gt;
*Jiron Amos from &#039;&#039;Xabungle&#039;&#039;&lt;br /&gt;
*Ryoma &amp;quot;Fuck Dinosaurs&amp;quot; Nagare from &#039;&#039;Getter Robo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AquarionLogosGenesis.png|Aquaion Logos aka The Emperor of Man as interpreted by /m/.&lt;br /&gt;
File:Keroro_gunso.jpg|Keroro Gunso aka The best gunpla builder known to /m/ankind.&lt;br /&gt;
File:M_reccomend.jpg| An old recommendation chart for some /m/ shows.&lt;br /&gt;
File:Mecha_recommendations.jpg| A new recommendation chart for some /m/ shows and movies.&lt;br /&gt;
File:Mecha games.jpg| A variety of /m/ video games including Battletech, Front Mission, and others.&lt;br /&gt;
File:I_am_kira.png|Kira Yamato frequently gets compared to Jesus on /m/.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Board-tans/m]]&lt;br /&gt;
*[[Belisarius Cawl]] (The augmented cyborg /m/ wishes they were)&lt;br /&gt;
*[[Iron Hands]] (The space marine chapter that&#039;s super technology happy)&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://ryusei.booru.org/ The /m/ booru]&lt;br /&gt;
*[http://mmecha.wikia.com/wiki//m/-mecha_Wikia /m/ wikia for random information Wikipedia does not approve of]&lt;br /&gt;
*[http://akurasu.net/wiki/Main_Page A wiki for SRW and various other /m/ games]&lt;br /&gt;
[[Category:4chan]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=40K_Rules_Blooper_Reel&amp;diff=4460</id>
		<title>40K Rules Blooper Reel</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=40K_Rules_Blooper_Reel&amp;diff=4460"/>
		<updated>2023-06-11T20:21:26Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* 10th Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fail}}&lt;br /&gt;
[[File:Banna Wava.JPG|500px|Right|thumb|&amp;lt;center&amp;gt;TL;DR: Oops.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
GW has a history of rules that fail to work, whether intentional or otherwise. This page is meant to compile all the classic examples of...[[derp|unintended]] [[fail|hilarity]] of GW ruleswriting throughout 40k.  The worst offenses, of course, became tactics like [[Screamerstar]] or [[Fish of Fury]].&lt;br /&gt;
Recommended listening: https://www.youtube.com/watch?v=1sruEnQ9HkU&lt;br /&gt;
&lt;br /&gt;
==2nd Edition==&lt;br /&gt;
*&#039;&#039;&#039;Derp From Above:&#039;&#039;&#039; Ramming rules for vehicles were the 2nd ed predecessor to Tank Shock. Units in the vehicle&#039;s direct path had to take Initiative tests to avoid being damaged, before being displaced the shortest possible distance. When a vehicle Rammed another vehicle, it came to a halt. The real comedy was dealing with the Lifta Droppa or D-Cannons, which could lift or teleport enemy units respectively. [[Derp|2nd ed had no resolution for what happened after one vehicle rammed another vehicle below it]]. [[Skub|While some players would displace the smaller vehicle as though it were a non-vehicle, others might keep the two vehicles joined together like an improvised Voltron]].&lt;br /&gt;
*&#039;&#039;&#039;Virus Outbreak&#039;&#039;&#039;: A stratagem card from the Dark Millennium box that was... interesting, to say the least. Basically you threw down a 2&amp;quot; pie anywhere on the table, with anything beneath it not explicitly stated to be immune dying on a 3+. That was already pretty good, but worse when a model was killed, every other model not immune that was within d6 inches would have to test, dying on a 4+ and recursively requiring every other model within d6 inches to test not to die on a 4+. [[Rape|Guess it sucks]] to play [[Imperial Guard]] or [[Ork]]s? (Hint: it sucked so hard the writers went so far as to recommend players tear up their Virus Outbreak cards since they hadn&#039;t intended on it being so grossly overpowered. Interestingly, Tyranids were not affected by Virus Outbreak.)&lt;br /&gt;
&lt;br /&gt;
==3rd Edition==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Can I borrow your car?&amp;quot;:&#039;&#039;&#039; A pretty simple one. 3rd Edition 40k got rid of the &amp;quot;Support&amp;quot; category, and instead allowed certain units to buy vehicles as Dedicated Transports; said vehicles did not take a separate slot on the Force Organization Chart, but throughout the editions would have deployment restrictions, with the Transport only allowing the unit it was bought for to deploy embarked inside it. [[Fail|There was no general rule that a Dedicated Transport had to actually transport the unit it was bought for, meaning any such restrictions had to be explicitly printed for each unit that had the option for taking a Transport.]] [[derp|This led to interesting situations when GW forgot to place such restrictions]], [[wat|such as taking a Razorback to transport a Bike Command Squad or a Wolf Guard unit of zero models, or taking a tiny Wartrukk for a Mob of 30 Orks]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scourges Don&#039;t Lift:&#039;&#039;&#039; Back then Scourges were Jump Pack Infantry with no ability to move and shoot their Heavy Weapons (unless they took Splinter Cannons, which were decent but not stellar). To add insult to injury GW gave them a warrior statline (they were literally BS3 Imperial Guardsmen stat-wise), and ridiculously expensive weapons that don&#039;t come standard. They were also among the more fiddly of the metal models to assemble as well with casts that rarely came out right (Right up there with the metal Wraithlord, metal Daemon Prince, and [[Finecast]] in terms of outright defective models that you had to fix yourself with Green Stuff). Accordingly, they were seen as a joke unit in an already difficult to pilot army.&lt;br /&gt;
*&#039;&#039;&#039;Sat on da Banna Wava again...:&#039;&#039;&#039; In 3rd edition the Orks could, under the Bosspole wargear rules, give a Grot the Bosspole. Unfortunately you could not buy the Grot needed to carry it, [[Makari|presumably because he&#039;d been sat on again]]. Thankfully this was FAQ&#039;d rather quickly.&lt;br /&gt;
&lt;br /&gt;
==4th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Squad Broken!&#039;&#039;&#039;:  Units stopped scoring if they were below half strength.  While this made little difference on 10 or 20-man infantry units, it made quite a bit of difference if you were taking vehicle squads.  Players would deliberately take odd-numbered squad sizes to increase the threshold for half.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chonky Broodlords:&#039;&#039;&#039; The ability to Run/Advance did not exist as a default ability in 4th Edition. Rather, a unit composed entirely of models with Fleet could move an extra D6&amp;quot; in the shooting phase, and still charge. This ability was critical for units like Genestealers which did not want to be caught in the open. The problem? [[Fail|A Broodlord was required to stay in a unit of Genestealers, but did not have Fleet]], [[Derp|thus slowing down its unit to die to Bolter fire]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snikrot Shuffle:&#039;&#039;&#039; Boss Snikrot was made a unit upgrade for Kommandos, giving his unit the ability to appear from any table edge through &amp;quot;Behind Enemy Lines.&amp;quot; However, due to the way Behind Enemy Lines was worded, Snikrot was granting the unit the ability, rather than the unit itself being upgraded to have the ability. Thus, although arguably unintentional, it became legal to use Snikrot to [[Creed|&amp;quot;smuggle&amp;quot;]] decidedly unsneaky Ork Characters alongside him; one must imagine they were carrying the Boss&#039;s Bike Fred Flintstone-style.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shokk Attack Slingshot:&#039;&#039;&#039; The 4th edition Ork Codex reintroduced the Shokk Attack Gun from 2nd edition. The weapon would fire a Strength 2d6 large blast, with a variety of special effects should a double or 11 be rolled for the Strength. A roll of double fives would accidentally shoot the Big Mek out of his own gun, instantly locking him in close combat with the enemy unit he meant to target. [[awesome|This was not a blooper but a feature]]. The real issue however was that the rules for 40k stated that an Independent Character could only join or leave a unit during the Movement Phase and the Shokk Attack Gun was fired in the Shooting Phase. [[derp|Thus, his unit would technically be locked in close combat with the same unit that the Big Mek teleported into, even if they were on the opposite side of the map]]. [[That Guy|A rulelawyering player]] [[cheese|could theoretically exploit this]], [[rage|locking the Big Mek in combat to both give the Ork unit additional pile-in moves, as well as make it immune to being shot at]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tau Piñata:&#039;&#039;&#039; The Tau Orca was billed as being a super-heavy transport flyer, one capable of carrying and deploying several squads in one turn thanks to a unique special rule that allowed it to disembark multiple squads at any point during its move (drop some off, move to the next point, repeat). The problem was that it had only one access point (its rear ramp) so if the units it carried were at their maximum size, they were too large to be deployed normally since all the models could not all be placed within 2&amp;quot; of the access point. This in turn meant the only way for the Tau player to get their troops on the board was to [[derp|hope the enemy player blew up the Orca in midair, and hope the troops inside survived the landing and didn&#039;t burst on the ground like the blueberries they were.]] Given the armour value of the vehicle (Rhino armour) and how easy it was to destroy, this ended up happening more often than not. This also started the trend of the Orca being a useless piece of shit that was a flying deathtrap to anyone inside of it, and this issue remained unfixed all the way through 4th, 5th, 6th and 7th edition.&lt;br /&gt;
&lt;br /&gt;
==5th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Musical Wounds:&#039;&#039;&#039; 5th edition wound allocation stated that you had to distribute wounds as evenly as possible between all models in a unit before it rolled for saves. In theory this meant that if you did a lot of wounds at once, you could force your opponent to risk losing Sergeants or hidden Special Weapons. In practice, Musical Wounds combined with multi-wound units led to a phenomenon where players would give each model a unique loadout, so that you effectively had to deal the model&#039;s unit worth of unsaved wounds before said unit removed any casualties. The two most notable example units that abused this mechanic were Nob Bikers and Grey Knight Paladins, though Thunderwolves and even Dark Eldar Grotesques could join in the fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You won&#039;t need Eyes When You&#039;re Raging:&#039;&#039;&#039; 5th Edition introduced True Line of Sight, with the stipulation that infantry models had to measure Line of Sight &amp;quot;from the eyes.&amp;quot; Tyrant Guard had a special rule that they would suffer from Rage if the Hive Tyrant they were protecting died. Unfortunately, Rage as written stated you had to move towards the closest &amp;quot;visible&amp;quot; enemy unit, which RAW was impossible for Tyrant Guard since they don&#039;t actually have eyes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crouching Wraithlord, Leaping Ork Boy&#039;&#039;&#039;: Since True Line of Sight also did not come with any real restrictions against &amp;quot;modelling for advantage,&amp;quot; players initially sought to exploit this by heavily modding or basing figures. Comedically, Canis Wolfborn gained an extra attack for each model in base-to-base with him, and the rules stated &amp;quot;if you&#039;re thinking of modelling Canis on a really large base to take advantage of this, don&#039;t.&amp;quot; This wasn&#039;t a formal restriction against basing however. In the meantime, legs were snipped to give upright poses and models raised high overhead to give the best lines of fire. The Eldar Wraithlord became one of the most notable offenders, being popularly modded into a crouching or &amp;quot;prone&amp;quot; position to lower its height and make it easier to acquire 50% cover (It did deliver some pretty boss looking conversions, though, so it wasn&#039;t all bad).&lt;br /&gt;
**A related point of contention was the fact that when units chose to Go to Ground, the rules stated to turn the models on their sides, [[rage|leading to concerns about paint chipping]], [[skub|whether flipping models was really part of True Line of Sight]], [[derp|and a general tendency to ignore that rule outright]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bring (everything else but) It Down:&#039;&#039;&#039; The 5th edition Imperial Guard Codex introduced the ability to issue Orders to Guard squads, with Officers and Senior Officers offering abilities such as &#039;&#039;&#039;Get Back In The Fight&#039;&#039;&#039; or &#039;&#039;&#039;Fire On My Target&#039;&#039;&#039;. The 5th ed version of &#039;&#039;&#039;Bring It Down&#039;&#039;&#039; gave an infantry unit&#039;s weapons Twin-Linked ability when resolving their attacks against an enemy vehicle or Monstrous Creature, and although this was neat for providing some additional reliability, an unintended side effect was how Twin-Linked worked with blast and template weapons. Since template weapons did not roll to hit or scatter, twin-linking them granted them the ability to reroll wounds and so [[that guy|more enterprising players]] would look for any enemy infantry squad near a Monstrous Creature (such as a Tervigon) or Vehicle (such as any Transport), and [[derp|fire their flamers at the big target to &#039;clip&#039; the smaller target, thus getting to reroll to wound in the process]]. [[Wat|A similar trick could be done with Frag Missiles or even Demo Charges, to reroll scatters to miss where you wanted them to go]]. 6th ed replaced this Order with granting Tank&amp;amp;Monster Hunters, meaning only attacks that actually hit an enemy Monstrous Creature or Vehicle would benefit from this Order.&lt;br /&gt;
*&#039;&#039;&#039;Lictor Febreze Trail:&#039;&#039;&#039; Lictors in 5th Edition simply did not work as written. They had a special rule called Pheromone Trail, which granted +1 to Reserve Rolls provided they started the turn on the board. [[Derp|Unfortunately, Lictors in 5th edition always had to start the game in Reserves and thus could not benefit themselves or their allies on the turn you started rolling Reserves]]. [[Fail|This was in contrast to the previous edition, where Pheromone Trail worked even if the Lictors were not on the board]].&lt;br /&gt;
*&#039;&#039;&#039;Bugs Bunny Trygons:&#039;&#039;&#039; 5th ed also introduced Trygons to standard 40k games. A Trygon could pop up in the middle of the map, and leave a Marker for Tyranid Infantry to emerge through in subsequent turns. [[Fail|The problem was there was no ability to &amp;quot;hold back&amp;quot; Reserves, so if a Trygon and a unit of Warriors both arrived from Reserves on turn 2, the Warriors had to arrive from the table edge]]. &lt;br /&gt;
*&#039;&#039;&#039;Selective Warp Field:&#039;&#039;&#039; This one was a formatting goof, but when Codex Tyranids came out, the rules for Warp Fields stated that &amp;quot;A Zoanthrope with a Warp Field has a 3+ Invulnerable Save.&amp;quot; The Doom of Malan&#039;tai had a Warp Field but was not explicitly stated to be a Zoanthrope (this is one area where Keywords would have helped). Thus, until GW actually FAQ&#039;d it, people could argue that the Doom didn&#039;t actually get an Invulnerable Save (and INAT ruled as such until the GW FAQ overturned it).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Co-Axial Splinter Pistols:&#039;&#039;&#039; The 5th Edition Dark Eldar Codex introduced Splinter Racks as an optional upgrade for Raiders. &amp;quot;Models with splinter rifles or splinter pistols that fire while embarked upon the vehicle may reroll their to-hit rolls...&amp;quot;, [[derp|but the rule did not specify that the models had to fire Splinter Weapons]]. [[Wat|Thus, keeping a Splinter Pistol sidearm let an Archon reroll to hit with a Blaster, or a Haemonculus 360° no-scope with a Hexrifle]]. [[Derp]].&lt;br /&gt;
&lt;br /&gt;
==6th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Bruhtherhood of Psykers:&#039;&#039;&#039; Introduced as a then unique rule for Grey Knights in 5th Edition, Brotherhood of Psykers which would go on to became a special rule for 6th and 7th edition. Brotherhood of Psykers stated that a unit with at least one model possessing that rule was considered a Psyker Unit. [[Derp|Naturally, this rule did not account for the possibility that an Independent Character Psyker might actually join that unit]]. Despite numerous FAQs stating that the &#039;same power could not be cast from the same unit&#039;, [[fail|there were no FAQs on how to handle the powers of multiple casters with different mastery levels, or whether Blessings that targeted &#039;the Psyker&#039; affected an Independent Character alongside the rest of the unit]]. [[Rage|This issue carried over into 7th ed, where became especially egregious  with the Psykana Division Formation which let Sanctioned Psykers know the same powers of the Formation&#039;s Primaris Psyker]], [[Skub|leading to all sorts of Skub over Biomancy buffs]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blinded by the Flashlights:&#039;&#039;&#039; 6th edition made Flyers and Flying Monstrous creatures into distinct types. This made units like the Nightscythe and Flyrant considerably more powerful than they were in 5th edition, but the rules were such that when a Flying Monstrous Creature was *hit* by an enemy attack, it had to roll a 3+ on a single d6, or crash to the ground taking a Strength 10 hit ignoring armor save. [[Derp|Thus, it was possible for Flyrants, Daemon Princes, etc, to continually &#039;splat&#039; to the ground as Conscripts or Orks pelted them with attacks which otherwise would stand little chance of doing damage.]]&lt;br /&gt;
**7th ed changed the rule so that Grounding Tests occurred on an unsaved wound, meaning the attack had to actually damage the Flying Monstrous Creature first...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grumblegrumble Stupid Chariot:&#039;&#039;&#039; The 6th edition Burning Chariot of Tzeentch was introduced as a Skimmer Chariot, fast and fragile and meant to act akin to a Daemon Land Speeder of a sort. Unfortunately, the actual ranged weapons were on the Exalted Flamer atop the whole Chariot, which was not Relentless. Thus, the Chariot had to move or shoot, which was a death sentence for such a fragile ride (7th made them Relentless but the daemons still had to put up with entire edition of this bullshit).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Macross Missile Dronestrike:&#039;&#039;&#039; The 6th Edition Tau Codex introduced Missile Drones as a new drone that &amp;quot;any&amp;quot; character could take. In contrast to the normal Gun Drone, it had a Missile Pod, [[cheese|leading to frantic scrambles to convert armies of missile drones aplenty]]. Games Workshop released a FAQ less than a week later, stating that only Broadside Shas&#039;vres could take Missile Pods; [[derp|why they were in the &amp;quot;common&amp;quot; Wargear list is anyone&#039;s guess, especially since the Shielded Missile Drone was written directly for the Riptide unit entry, while the Grav-Inhibitor, Recon, and Pulse Accelerator Drones were explicitly on the Pathfinder unit entry]]. This was also fixed in 8th, so that Missile Drones were an option in the Broadside unit entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dude, Where&#039;s My Bomb?:&#039;&#039;&#039; The 6th ed Sunshark Bomber had a Pulse Bomb Generator: Whenever the Sunshark successfully makes a Bombing Run, you could roll a D6, and on a 2+, you got a bomb back. [[Derp|Unfortunately, the Sunshark as written didn&#039;t actually start with a Pulse Bomb]].[[Fail|This issue remained unfixed in the 7th edition reprint]] until being FAQed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Interceptor Drones Don&#039;t:&#039;&#039;&#039; Adding further insult to injury, the Sunshark Bomber came with two Interceptor Drones, that had Skyfire and the Interceptor rule. However, the way Intercept was worded, [[derp|it only worked if the weapon itself had Intercept; there was no wording for the model itself having Intercept.]] [[wat|The Early Warning Override was specifically worded that &amp;quot;all weapons on a model with an Early Warning Override have the Intercept special rule&amp;quot; to avoid this]], [[fail| so any Crisis Suit could be upgraded to intercept, but an Interceptor Drone RAW could not Intercept.]] [[RAGE|This was un-FAQed throughout both 6th and 7th]].&lt;br /&gt;
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*&#039;&#039;&#039;Shred this Worthless Supplement:&#039;&#039;&#039; The Farsight Enclaves Supplement has the Warlord Trait &#039;&#039;&#039;Through Surety, Destruction.&#039;&#039;&#039; Once per game, the Warlord&#039;s unit gains Shred for a single Shooting Phase. Sounds good right? Who doesn&#039;t like rerolling to wound? Unfortunately, as worded, [[Fail|Shred only works in close combat unless applied specifically to the weapon, meaning this Warlord Trait as written does nothing whatsoever]]. [[Rage|GW did not patch this rule when they updated the Farsight rules for 7th]].&lt;br /&gt;
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*&#039;&#039;&#039;Thermonuclear Pyrovores:&#039;&#039;&#039; The Pyrovore in 5th-7th was memetically known as a super-useless unit, but the 6th edition Tyranid Codex was known for a hilariously misworded Volatile rule: Whenever a Pyrovore died to Instant Death, &#039;&#039;&amp;quot;Every unit suffers a S3 hit for each model (excluding other Pyrovores) within d6 inches of the Pyrovore.&amp;quot;&#039;&#039; Read that rule, and comprehend what &amp;quot;every unit&amp;quot; [[exterminatus|means]].&lt;br /&gt;
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*&#039;&#039;&#039;Lookout, Wez Ork Snipers!&#039;&#039;&#039;: 6th edition introduced &amp;quot;Character&amp;quot; as a subtype for models; Characters could accept and issue Challenges to other Characters, and benefit from &amp;quot;Look Out Sir,&amp;quot; which let other models take wounds on their behalf; furthermore, Characters in 6th ed had the Precision Shot rule, meaning that on 6s to hit, the attacker could allocate hits instead of the defender.  When the 6th ed FAQs first rolled out, Ork Nobs were indexed to be Characters. However, the index didn&#039;t distinguish between Nobs leading Boys or units of Nobs; not only could Nobz play Musical Wound Games where they could pawn off wounds to each other on a 4+, but that a unit of Nob Bikerz (each Biker fires 3 shots, hitting on 5s and rerolling misses, and choosing the model affected on a 6) [[wat|was generally better at sniping out troublesome targets than many dedicated snipers]]. GW did eventually FAQ their FAQ to state that only &#039;&#039;one&#039;&#039; Nob in each unit of Nobz/Meganobz got the Character distinction, while 7th ed made Precision Shot a USR that Characters did not innately receive.&lt;br /&gt;
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*&#039;&#039;&#039;Legion of the Dammit:&#039;&#039;&#039; Codex Legion of the Damned was touted as a standalone supplement that was meant to let players field them as a standalone force. The rules required the Legion of the Damned to start with their entire army in Reserves. Unfortunately in 6th, [[derp|you automatically lost if you didn&#039;t actually have any units on the table]]. GW would later apologize in an FAQ for the standalone touting and confirmed the rules were intended for Legion of the Damned to support another army rather than act on their own.&lt;br /&gt;
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*&#039;&#039;&#039;Asses of Fire:&#039;&#039;&#039; Heldrakes&#039; Baleflamer during its inception counted as being turret-mounted, allowing the Hellturkey to Vector Strike and then hose the same unit with hellfire from its, errm... eye of terror. It was quickly errata&#039;d, but, while not exactly game-breaking, it still lead to horrifying implications, given the damn things were everywhere back then.&lt;br /&gt;
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*&#039;&#039;&#039;Yarrick Senioritis:&#039;&#039;&#039; The 6th ed Imperial Guard codex introduced a rule called &#039;&#039;&#039;Chain of Command&#039;&#039;&#039; which stated that a Commissar could not be Warlord if the army&#039;s primary detachment included a model with the &#039;&#039;&#039;Senior Officer Rule&#039;&#039;&#039;; said rule allowed a model to issue up to two Orders per turn. Commissar Yarrick had Draconian Disciplinarian as his Warlord Trait, [[wat|but since he had both the Senior Officer and Chain of Command rules]], [[derp|he could not actually be your army&#039;s Warlord]]. This was FAQ&#039;d in 7th so that Yarrick could be Warlord if he was the only model in the entire army that had Senior Officer.&lt;br /&gt;
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==7th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Commissar-Approved Heresy:&#039;&#039;&#039; 7th Edition introduced Maelific Daemonology, which allowed all sorts of powers including summoning Daemons, warpfire, or being Possessed by a Greater Daemon. The Imperial Guard Primaris Psyker had a special rule called &#039;&#039;&#039;It&#039;s For Your Own Good&#039;&#039;&#039; which meant that if the Psyker was in the same unit as a Commissar and suffered Perils, said [[blam|Commissar would remove the Psyker as a casualty]]...after the power resolved. The problem? Possession removed the Psyker as a casualty as part of its resolution, and so should the Psyker suffer Perils of the Warp when attempting to be Possessed, [[derp|the Psyker would be replaced with a Daemon first]], [[heresy|and then the Commissar would allow the Greater Daemon to live]], [[wat|since they were no longer in the same unit]].&lt;br /&gt;
*&#039;&#039;&#039;Profit (not Prophet) of the Waaagh:&#039;&#039;&#039; 7th Edition also changed the rules for selecting a Warlord from 6th. Where in 6th, your Warlord had to be the HQ model with the highest Leadership (barring special rules that overrode this), 7th edition changed it so that ANY Character could be your Warlord. Aside from leading to comical situations like [[wat|Nork Deddog gaining Creed&#039;s Tactical Genius]], this led to a particularly stupid exploit with Codex: Orks and the Waaagh! Ghazghkull Supplement. See, Ghazghkull &#039;s Council of Waaagh stated that Ghazgkull would gain two rolls the Ghazghkull Warlord table in addition to his standard trait, rerolling duplicates. [[derp|This bonus did not actually require Ghazghkull Thraka to be your Warlord, perhaps assuming that he would be due to having the highest Leadership among Orks]]. [[cheese|Thus, you could actually have ANOTHER Ork (perhaps one from the base codex wearing a Finkin&#039; Cap to get two Strategic Rolls) serve as your Warlord, while still benefitting from a Waaagh and buffed up super-Ghaz]].&lt;br /&gt;
*&#039;&#039;&#039;Missile Lock:&#039;&#039;&#039; Missile Lock was a Universal Special Rule introduced in 6th Edition, which stated that &#039;blast weapons&#039; with that rule only rolled 1d6 for scatter. [[derp|The only weapon with this rule was the Dark Angel Blacksword Missile, which was not a blast weapon]]. [[Rage|7th amended this rule so that non-blast weapons could reroll to-hit with them, but removed the rule from the Blacksword Missile]], [[wat|leading to Missile Lock being a USR that was not used by anything for half of 7th edition]]. [[herp|The 7th edition version of Dark Angels gave Missile Lock back to the Blacksword Missile, making it a USR that was used by one weapon on one unit on one codex]].&lt;br /&gt;
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*&#039;&#039;&#039;Hard to Hit is not Hard to Hit:&#039;&#039;&#039; The rules for Flyers and Flying Monstrous Creatures were such that both units had a rule called &amp;quot;Hard to Hit.&amp;quot; This meant that unless a unit shooting at them possessed Skyfire, then units &#039;targeting&#039; them could only be resolved as Snap Shots. However, although both types of units possessed a rule called &amp;quot;Hard to Hit&amp;quot;, [[fail|the Flyer version of the rule also said they could not be affected by blasts, templates, or attacks which did not roll to hit]]. The Flying Monstrous Creature version did not have this clause, which could lead to [[skub|lively debates]] [[wat|over whether a Vindicator&#039;s shots could &#039;scatter onto&#039; an airborne Hive Tyrant]].&lt;br /&gt;
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*&#039;&#039;&#039;Nobz In A &#039;Naut:&#039;&#039;&#039; This may have arguably just been insidious GW marketing instead of them failing to understand their own game, but Gorkanauts/Morkanauts were touted as &amp;quot;nearly indestructible&amp;quot; and reliably able to transport Nobz or other elite units into the fray, despite the fact that they were not Superheavy Vehicles. While you could one-shot them with a lucky Melta or Lascannon shot, a more common outcome was for one to be Immobilized by a Grav Cannon rolling a 6. As for serving as an assault transport, GW forgot to give the &#039;Nauts the Assault Ramp rule, and thus [[Fail|you couldn&#039;t actually assault from one]]. To add insult to injury, these vehicles cost &#039;&#039;more&#039;&#039; than a Land Raider while moving slower. &lt;br /&gt;
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*&#039;&#039;&#039;Splinter Racks 2.0:&#039;&#039;&#039; Someone at GW must have noticed the error with the first iteration of Splinter Racks, so the rule was changed. [[Fail|Unfortunately, the rewrite was an even bigger RAW screwup]]. [[Wat|&amp;quot;Whilst a model is embarked on a vehicle with splinter racks, all splinter weapons have the Twin-linked special rule.&amp;quot;]] [[Derp|Though this meant that a model could no longer take a Splinter Pistol to get an extra-accurate Blaster or Haywire Grenades, this rule RAW meant that every Splinter Weapon in the game was twin-linked, so as long as one model was embarked on a vehicle with Splinter Racks]]. &lt;br /&gt;
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*&#039;&#039;&#039;Knight Rider Chronus:&#039;&#039;&#039; In 7th edition, Ultramarines could purchase Chronus as an upgrade to Tanks. Unlike Longstrike or Pask, Chronus was an Infantry Character, that would turn the tank he was riding into a Character, only to emerge from said Tank like a passenger should it be destroyed. However, RAW, Chronus was a Character and so was the Tank that Chronus was riding in, but neither were the same Character. Thus, you could either make Chronus your Warlord and wait before his tank was destroyed before you could use his Warlord Trait (assuming it required being on-table), or make his Tank your Warlord. Thus, it&#039;s more funny to imagine Chronus&#039;s tank as KITT from Knight Rider. (As an amusing bonus, he also had a Servo-Arm but not Blessing of the Omnissiah, so he could punch stuff but couldn&#039;t fix it).&lt;br /&gt;
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*&#039;&#039;&#039;Khornedogs of Slaanesh:&#039;&#039;&#039; Daemons in Khorne Daemonkin had Fearless instead of Daemonic Instability. Thus, Battle Brothers from Chaos Space Marines could join Daemon units from Khorne Daemonkin. Although an Independent Character with a Mark could not join a unit with a different Mark, having the Mark of a Chaos God and being a Daemon of a Chaos God were two different things. Thus, Daemonkin meant you could have a Sorcerer of Slaanesh use Flesh Hounds of Khorne as bodyguards. &lt;br /&gt;
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*&#039;&#039;&#039;Dastardly DJ Roombas:&#039;&#039;&#039; The &#039;&#039;&#039;Drone-Net VX1-0&#039;&#039;&#039; Formation required you to take at least four units of Drones, and granted them several bonuses: First of all, they got &#039;&#039;&#039;Collective Targeting Data&#039;&#039;&#039; which granted all Drones (including Drones that were not part of the Formation) +1 Ballistic Skill &amp;quot;In the Shooting Phase&amp;quot; as long as at least two Drones &amp;quot;from this Formation&amp;quot; were on the Battlefield. [[skub|It was never FAQed whether &amp;quot;from this Formation&amp;quot; allowed for the bonus to stack if you took multiple copies of the Formation, nor whether you applied it before or after a Drone Controller]]. Additionally, the Formation had the bonus &#039;&#039;&#039;Enhanced Tactical Responses:&#039;&#039;&#039; All Drones in the Formation had Jink, Split Fire, Precision Shots, and Interceptor. Similar to the Sunshark&#039;s Drones, [[fail|Interceptor as worded would be useless for the Gun Drones RAW]], [[derp|while GW had to FAQ that Gun Drones could not both Jink and Go to Ground]] [[wat|like sneaky DJ Roombas]].&lt;br /&gt;
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*&#039;&#039;&#039;Ordo Xenos or Ordo Xerox?:&#039;&#039;&#039; Codex Deathwatch had generally sloppy rules, copypaste formations (&amp;quot;Reroll to-wound vs X&amp;quot;), and odd examples of GW being arbitrarily restrictive in unit loadouts (notably, Deathwatch couldn&#039;t take Rifleman Dreads or Strontos Razorbacks). However the most amusing example of this was how the Bane Bolts relic had a profile for being used by a Stalker Boltgun, despite Deathwatch HQs not having the option for a Stalker Boltgun.&lt;br /&gt;
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*&#039;&#039;&#039;Siphon Magic, Period:&#039;&#039;&#039; Siphon Magic may easily be the worst-written power of 7th edition. &#039;&#039;&amp;quot;Siphon Magic is a&#039;&#039; &#039;&#039;&#039;Blessing&#039;&#039;&#039; &#039;&#039;that targets the Psyker. For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18&amp;quot; of them, place a dice next to this model. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points.&amp;quot;&#039;&#039; This power itself was problematic for several reasons: Does &amp;quot;a friendly model&amp;quot; include the Psyker that cast Siphon Magic? Did casting Siphon Magic actually grant the Psyker an immediate bonus die? It was noted that Deny the Witch did not turn a Success into a Failure, but simply cancelled the power&#039;s effect, and so Siphon Magic still granted a bonus die. However, the real RAW kerfluffle was the fact that since [[derp|Siphon Magic did not grant bonus Warp Charge, but &amp;quot;dice that could be spent as additional Warp Charge,&amp;quot;]] [[skub|you could argue that it was possible to store dice from Siphon Magic across turns]]. You could even state that this was &amp;quot;intentional,&amp;quot; since the Tyranid Neurothrope had a similar ability that let it gain additional Warp Charge that could only be used by its unit. Hilariously though, Siphon Magic was otherwise useless for ML 1 Psykers since if it was the only power that could be cast that turn, then it would mean storing up dice that could not be used. Oops.&lt;br /&gt;
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*&#039;&#039;&#039;Zombie-Free Death Guard:&#039;&#039;&#039; Typhus let you nominate any Chaos Cultists as Plague Zombies at army creation, giving them Fearless, Feel No Pain, and Slow and Purposeful. They however could not purchase any other options besides increasing their unit size. When Traitor Legions came out, it added rules for different Legion Tactics; notably, Death Guard detachments required all units with the option to purchase the Mark of Nurgle. Due to ambiguous order of operations, it was entirely possible that the Cultists having to purchase the Mark of Nurgle precluded Typhus being able to nominate said Cultists as Zombies. However, Typhus let you nominate any Cultists in your army, and not necessarily the Detachment he was in, so if you took an allied Alpha Legion detachment, you could have Infiltrating ninja-zombies. Let that image sink in.&lt;br /&gt;
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*&#039;&#039;&#039;Faceless Commanderp:&#039;&#039;&#039; The Alpha Legion Warlord Trait &#039;&#039;&#039;Faceless Commander&#039;&#039;&#039; let the Warlord &#039;trade positions&#039; with another Character &#039;of the same type.&#039; This led to [[skub|fun debates over whether Characters and Independent Characters were the same subtype, as well as what happens when one of the characters is engaged in combat or inside a transport]]. More entertaining would be the question about what happens when two Alpha Legion Demon Princes swap, especially if one of them was airborne.&lt;br /&gt;
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*&#039;&#039;&#039;Hydra-faced Cultists:&#039;&#039;&#039; Traitor Legions again. The &amp;quot;Lost and Damned&amp;quot; Formation had a special rule that if any unit of Cultists was destroyed, then the Chaos player would get a &#039;replacement&#039; of that unit which would emerge next turn from Ongoing Reserves. The Alpha Legion&#039;s super-detachment had the same rule under a different name. Considering that the Lost and the Damned was the [[fail|only Cultist formation available to Alpha Legion]], this immediately led to [[skub|debates over how the two bonuses interacted with each other]], with some players saying you only got &#039;one&#039; roll, some players saying you got to reroll, and some players saying you could roll twice and get two units of Cultists. GW eventually FAQ&#039;d this, so Alpha Legion only got &#039;one&#039; roll, but it was on a 3+.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;&#039;&#039;Looks like we missed our flight&#039;&#039;&amp;quot;:&#039;&#039;&#039; Courtesy of Codex: Imperial Agents, an Imperial Navy detachment could grant additional Valkyries and an Officer of the Fleet. The only problem? [[Derp|the Valkyrie had the Imperial Navy Faction and thus could not start the game transporting any unit]]. This required a FAQ to say that &amp;quot;Transports from this Faction can transport Astra Militarum, Militarum Tempestus and Inquisition units as if they were all of the same Faction&amp;quot;.  &lt;br /&gt;
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*&#039;&#039;&#039;Soul Pain:&#039;&#039;&#039; The Ynnari Psychic Power Unbind Souls targeted an enemy unit, and made a number of Strength 4 attacks equal to the number of models in the target unit. It was supposed to be used to cut large hordes down to size. However, the rulewriter forgot that only models in range and line of sight could be removed as casualties, and Unbind Souls only had 12 inches of range. The result would be a few unlucky Orks or Tyranids being struck down with extreme overkill, to the confusion of the rest of the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Revenge is Sweet:&#039;&#039;&#039; In what may be the best bit of poetic irony of 7th Edition, the Avatar of Khaine was completely immune to Guilliman, since all of Guilliman&#039;s close combat attacks had Soul Blaze. Feels good to be immune after being used as a punching bag in all of Matt Ward&#039;s old fluff...&lt;br /&gt;
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*&#039;&#039;&#039;Stormsurge Fell and Can&#039;t Get Up!:&#039;&#039;&#039; When the Stormsurge battlesuit came out, it had a nice little rule that allowed it to fire twice at the expense of not being able to move. The problem? If it was tank shocked by anything (and this was confirmed in the FAQ) it would instantly die if its anchors were deployed, presumably because it would be tipped over and without arms (and thanks to being a super-heavy) it would be impossible to stand back up again. So, surprisingly enough, this is less a case of shitty rules and more one of the rules implementing the consequences of a shitty design ignored elsewhere.&lt;br /&gt;
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*&#039;&#039;&#039;Da Boss&#039;s Tools:&#039;&#039;&#039; Da Fixer Upperz is a Gift of Gork and Mork available to Big Meks and supposedly Meks, unfortunately as written Meks can&#039;t take Gifts of Gork and Mork.&lt;br /&gt;
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*&#039;&#039;&#039;Silver Tower of REEE:&#039;&#039;&#039; When Black Crusade: Traitor&#039;s Hate campaign book hit the shelves, it introduced a few toys, that were reskinned from codex supplement Angels of Death. One of them was Geomortis discipline, with a very neat power Worldwrith. What it did is allow you to pick up a piece of terrain and move it around. If units fit on it, they were also moved. But this is only the beginning. As fortifications were also considered a piece of terrain, you could use this discipline on buildings that you deployed yourself, like Imperial Bastion, or Fortress of Redemption. But now we get to the stupid part. All fortifications were allowed to buy upgrades, like guns, barricades or emergency access point. What it did was place a token within 6&amp;quot; of fortification, that allowed you to enter and leave the building no matter if it was surrounded... or half a board away, as no rules stated that it had to remain within 6&amp;quot; to work. This allowed for truly silly tactic of planting one sorcerer on top of the tower to cast Worldwrith and the other sorcerer in your deployment to cast summoning from Malefic Daemonology. Those daemons can then enter the fortification through what I assume was a warp portal access point, and man the guns, or even charge out of it in subsequent turns. The possibilities were endless. BS5 Bloodletters manning the guns? Sure! Squad of Horrors casting even more bullshit from the top? No problem!&lt;br /&gt;
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==8th Edition==&lt;br /&gt;
Strap yourself in, son, this is gonna be a long one. This edition saw a major rules overhaul, stopgap rules brought in before full codices were released, and of course, the most recent fuckups tend to be easier to remember than the ones that happened twenty years ago.&lt;br /&gt;
*&#039;&#039;&#039;Keyword Issues:&#039;&#039;&#039; 8th edition got rid of Universal Special Rules, instead opting for units having their own bespoke special rules and having assorted Keywords associated with them. For example, Rhinos cannot transport models with the Terminator Keyword, while Land Raiders treat models with the Terminator Keyword as taking two transport slots. [[derp|It would not be until a halfway through the edition that GW learned to distinguish keywords for models, versus the entire unit sharing collective keywords]]. This led to several earlygame bloopers.&lt;br /&gt;
**&#039;&#039;&#039;Terminator Rune of Yoga:&#039;&#039;&#039; Space Wolves have a distinct ability to &#039;mix-and-match&#039; Terminator Wolf Guard into units of Power Armored units. In early 8th edition, [[derp|giving a Wolf Guard model Terminator Armor did not actually grant the Terminator Keyword]], [[wat|letting said Wolf Guard Terminator cram itself into a transport]]. Since this was before Games Workshop decided to do &#039;model-level&#039; Keywords, they instead had to FAQ this to state that &amp;quot;the Wolf Guard is treated as though it has the Terminator Keyword&amp;quot;. &lt;br /&gt;
**&#039;&#039;&#039;Deathwatch Weightwatchers:&#039;&#039;&#039; Deathwatch had the opposite problem; a Kill Team could attach a Vanguard Veteran, Terminator, or Biker to their unit, and collectively gain all the Keywords at the unit-level. The issue with this was [[derp|that adding one Terminator to the unit meant each and every model now took up two spaces inside a Land Raider]]. This also required a similar FAQ, stating that although the entire unit had the Terminator Keyword, only the Terminator counted as having the Terminator Keyword for purposes of transport.&lt;br /&gt;
**&#039;&#039;&#039;All is Atomized Dust:&#039;&#039;&#039; The rules for Psykers in 8th are copied from Age of Sigmar: Roll 2d6 against the Psychic Power&#039;s difficulty, suffering Perils if you roll double 1s or double 6s. Perils means you suffer D3 Mortal Wounds, and inflict another D3 Mortal Wounds to all units within 6&amp;quot; should the Psyker be slain as a result. Unfortunately, the Aspiring Sorcerer in a unit of Rubric Marines...has 1 wound, while having a weaker version of Smite. Because Mortal Wounds spillover, this means you lose 2d3 models to Perils, the Sorcerer among them. Don&#039;t even think about trying to cast powers against Hive Fleet Kronos, lest your [[fail|expensive Rubric Marines go up in a blaze of Chaos is Fickle!]]. Keep in mind, although the entire unit is a PSYKER, the rules for Perils state that the psyker (not keyworded) suffers the Mortal wounds, and the Rubric Marine datasheet mentions that the Aspiring Sorcerer is the model doing the casting, so he has to be the first one removed from the unit no matter what you roll. &lt;br /&gt;
**&#039;&#039;&#039;Honorary title:&#039;&#039;&#039; When the SM 8.5 codex dropped, chaplains were given the new litanies of battle mechanic which allowed them to give buffs to units by reciting litanies (rolling a 3+). To get litanies a model needed the &amp;lt;Priest&amp;gt; keyword, which all chaplains were given. But only chaplains were given this keyword, and they all already had the &amp;lt;Chaplain&amp;gt; keyword, meaning GW added another keyword to chaplains to give them this rule, when attaching the rule to the &amp;lt;Chaplain&amp;gt; keyword would have had the same result without adding a redundant keyword to chaplains.&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know Fear:&#039;&#039;&#039; As written, 40k uses a system where you roll dice (d3s, d6s, 2d6s, etc.) and add modifiers to the roll to get the result. If you have any ability to re-roll, those are applied before any modifiers. Space Marines have &#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039; which lets them re-roll failed Morale Tests. However, a Morale Test is resolved by rolling a D6 and adding the number of casualties the unit has suffered to obtain the result, before comparing against the unit&#039;s base leadership. [[Skub|Differring arguments exist as to whether adding a number to get a result is considered a modifier, vs a modifier being for a basic roll otherwise]], but the end result would be that through a literal interpretation, [[Fail|Marines by default could never reroll morale, since they would compare the d6 against their highest Ld (8 for the Sergeant), then modify the roll with the casualties]]. [[Wat|Ironically, this means abilities that lower the Marine unit&#039;s Ld would make it more likely for the Marines to actually use ATSKNF]]. [[Skub|You can argue if this is intentional or not too]], [[That Guy|stating &amp;quot;ATSKNF only kicks in when facing true fear.&amp;quot;]]&lt;br /&gt;
*&#039;&#039;&#039;I&#039;m Celestine! No, I&#039;m Celestine!&#039;&#039;&#039;: When a new edition is released there&#039;s bound to be one or two things that GW forgets to mention or include, in this case GW forgot to make Saint Celestine &#039;&#039;unique&#039;&#039; when they released her rules, which opened the way for Imperium players to field 5 (or more) of her. This might not be all that bad on its own, if it wasn&#039;t for the fact that each Celestine boosted the &#039;&#039;&#039;Shield of Faith&#039;&#039;&#039; rule that the Sisters of Battle possessed. Normally it gave them a 6+ invulnerable save and for every Celestine on the tabletop this increased by +1, meaning that it was very easy to give your entire army a 2+ Invulnerable save and steamroll the opposing army, while remaining entirely tournament legal (although don&#039;t expect any TO to allow you to use this technically-legal list).&lt;br /&gt;
*&#039;&#039;&#039;Holy Artillery:&#039;&#039;&#039; Compounding the Celestine shenanigans, thanks to how it was written the Sisters of Battle could use Acts of Faith on any unit in their army of the same order, even if they didn&#039;t have Acts of Faith. This was done by using an Imagifier or Celestine to grant the act on either a 4+ or automatically, which led to players using them to fire Exorcists twice per turn and just erase most armoured units/vehicles/monsters from the tabletop. This was later errata&#039;d so that you can only use this power on units that can actually use Acts of Faith.&lt;br /&gt;
*&#039;&#039;&#039;Were we hunting somebody?:&#039;&#039;&#039; Another thing GW forgot at the start of 8th was double-checking army restrictions, specifically who could be allowed to fight beside who. This led to shenanigans like Fallen and Dark Angels fighting alongside each other without issue because they both had the Imperium keyword.&lt;br /&gt;
*&#039;&#039;&#039;Schroëdinger&#039;s Airplane&#039;&#039;&#039;: 8th also re-reverted aircraft rules so that units could not occupy the same space. However, there was no &amp;quot;clause&amp;quot; that airborne models did not block movement. [[Wat|This meant that while you could theoretically kill an aircraft by flooding the board with Conscripts so there was no legal move]], [[derp|this also meant that units could be prevented from legally moving past the aircraft, while not being allowed to Assault them]]. [[That Guy|The 2nd-place winner at LVO 2019 exploited this rule by taking 6 Eldar Flyers and using them to &amp;quot;wall in&amp;quot; the enemy&#039;s infantry and Castellan]], leading to GW finally FAQ&#039;ing Airborne to work similar to early 7th.&lt;br /&gt;
**However, even the fix had its own problems. The FAQ stated that rather than &#039;blocking&#039; enemy movement, an airborne flyer would not block movement...provided the enemy unit was fast enough to move 1&amp;quot; past the flyer&#039;s base. Unfortunately, a 40k flyer base is a 120mm x 92mm oval, translating to 4.7&amp;quot; in length. Most infantry units can move 6&amp;quot; in their movement phase. [[derp|Assuming the flyer is 1&amp;quot; away from an enemy infantry unit, the enemy unit would need to move at least 6.7&amp;quot; forward in order to clear the distance from the flyer, and thus the FAQ effectively changed nothing for infantry]]. &lt;br /&gt;
*&#039;&#039;&#039;Dakkadakka Wolf Guard&#039;&#039;&#039;: 8th removed Twin-Linked as a special rule; formerly twin-linked weapons now had twice the attacks instead of rerolling to hit. Storm Bolters were made the equivalent of two Bolters for this same reason. 8th also streamlined shooting by stating that a model could fire all of its non-pistol weapons, or all its pistol weapons. [[Dakka|Wolf Guard in the Index could take two Storm Bolters each, as well as a Bike with twin-linked Bolter]], [[Derp|leading to Space Viking Bikers throwing down 12 shots per model]]. [[Wat|One wonders why the White Scars never tried that]].&lt;br /&gt;
*&#039;&#039;&#039;Technically Correct: The Best Kind of Correct:&#039;&#039;&#039; The big FAQ introduced new suggested rules for Tournament play to prevent spam by introducing a hard limit to the same Datasheet to 3 &#039;&#039;per army&#039;&#039; in a 2k point game. On Paper this means you will see at most 3 Flyrants, 3 Units of Dark Reapers, 3 Fire Raptors etc. Sounds good on paper and limits MSU and Spam, right? Well they forgot about the Daemon Prince and the Leman Russ. [[Derp|First off, the Daemon Prince! You can still bring a Battalion of Chaos Marines, Battalion of Daemons, and then a Supreme Command Detachment of Thousand Sons or Death Guard because it is a separate Datasheet for each army]] (FAQ has since rendered this variant of the cheese irrelevant). [[Derp|Second, the Leman Russ is limited to 3 Squads of Leman Russ tanks, so you can bring 3 Squads of 3 in a Spearhead and 3 Tank Commanders in a Supreme Command if you want, then have the 12 Leman Russ Tanks all break unit during the game, giving you 12. 13 if you also take Pask. And then you could keep going with all the forge world variants...]] This works with anything that can Combat Squad or has similar abilities as well.&lt;br /&gt;
**The second variant of this actually became the basis for a tournament build involving 9 Hellhounds and 9 Artemia-Pattern Hellhounds, as a &amp;quot;meta counter&amp;quot; to Custodes Bike-Captains or hitmods. &lt;br /&gt;
**Even better with Forge World and the Russes. The Death Korps Mars Alpha Russ is a separate datasheet, as is the Conqueror, Stygies Vanquisher and the Annihilator. So you can have [[Wat|48 units of Russes when there is meant to be a cap of three.]] This would cost far more than 2000 points, though.&lt;br /&gt;
**With the new Knights codex, there are new type of mini-knight called Armigers, which are split into 2 datasheets and can be taken in 3 man squads like the Russes. So have fun with 18 Lords of War when the limit should be 3.&lt;br /&gt;
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*&#039;&#039;&#039;What Role Am I Anyway?:&#039;&#039;&#039; The rules to the aforementioned hard limit says &amp;quot;this rule does not apply to units with the Troops or Dedicated Transport Battlefield Role.&amp;quot; [[Fail|However, this does not account for the fact that the same Datasheet can be taken for multiple Battlefield Roles]]. For example, Khorne Berzerkers are Troops in a World Eaters Detachment and Elites otherwise. [[Skub|Depending on your interpretation, this can either mean &amp;quot;ignore Troops and Dedicated Transports when determining your total,&amp;quot; that units cannot be exempt unless they can only ever be taken as Troops or Dedicated Transports, or they can so long as the potential to take them as Troops exists]].&lt;br /&gt;
**The reasonable interpretation would be that, using Berzerkers as an example, you can have unlimited Troops Berzerker datasheets and a cap on Elites Berzerker datasheets. Why GW couldn&#039;t make this clearer is anyone&#039;s guess.&lt;br /&gt;
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*&#039;&#039;&#039;Elysian Demolitions:&#039;&#039;&#039; In the Forgeworld Imperial Armour Index, Elysian Drop Troopers had a special Order called &#039;&#039;&#039;Fire And Advance&#039;&#039;&#039; which let a unit shoot while treating all of its weapons as Assault. [[Fail|By itself, this was underwhelming and even caused Lasguns to shoot less than if they fired without an order]]. However, [[derp|this also gave Elysian frag and krak grenades the Assault profile]], [[cheese|letting a unit of Elysians throw more grenades than even the Grenadier Stratagem]]. Occasionally, [[Skub|lively debates occur over whether or not]] [[wat|chainswords or other melee weapons get the assault rule]].&lt;br /&gt;
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*&#039;&#039;&#039;Does anyone actually playtest this anymore?&#039;&#039;&#039; FAQ again! So the character targeting rules changed to prevent cheese. before you could only target a character with less than 10 wounds if they were the closest &#039;&#039;visible&#039;&#039; unit. This leads to [[cheese]] like surrounding squads with their own tanks and transports, leaving a small hole so a unit could only see a character, or attempting to snipe characters with Mortars and Basilisks. Instead of fixing this by saying something like &amp;quot;You can see through friendly units for the purposes of targeting (and only targeting) but cannot shoot through them&amp;quot;, GW tried to patch this out. [[What|Now you can&#039;t target the character if there is a unit between the shooter and character &#039;&#039;&#039;even if that closer unit isn&#039;t in LoS&#039;&#039;&#039;.]] This has lead to characters like Archons and [[Smashfucker]] becoming the best objective holders and deep strike denial units in the entire game. Now imagine what a Reaper Launcher Autarch with Mark of the Incomparable Hunter can do with this...&lt;br /&gt;
::Note that as of the 2nd big FAQ this remains not only unchained, but now made into an official rule. If a character is in clear view and the only enemy units that are closer to your unit than them are completely out of Line of Sight, [[FAIL|then you still cannot shoot that character.]] The FAQ also specified that you ignore other characters for the purposes of &#039;closest enemy unit&#039;, but only if they have less than 10 wounds.&lt;br /&gt;
::Prior to being patched, this led to a notable &amp;quot;Superfriends&amp;quot; of assorted Imperial Characters (including Gulliman and Draigo and more), several Eversor Assassins, and at least four Culexus Assassins. The Culexus Assassins could only be hit on 6s, were immune to Smite, and had a 4+ Invulnerable, and were also the only unit the opponent could legally target.&lt;br /&gt;
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*&#039;&#039;&#039;GRAMMAR IS FOR THE WEAK!:&#039;&#039;&#039; The Chaos Daemon Codex has the rule &#039;&#039;&#039;Daemonic Ritual:&#039;&#039;&#039; Instead of moving in their Movement Phase, any CHAOS CHARACTER may, at the end of their Movement Phase, attempt to summon a DAEMON unit &#039;&#039;with this ability&#039;&#039; by performing a Daemonic Ritual. The key is the &amp;quot;with this ability,&amp;quot; since this can form an ambiguous lexical construct. &amp;quot;I found you with my flashlight&amp;quot; can either mean subject A found Predicate B in the possession of A&#039;s Flashlight, or that A used A&#039;s Flashlight to find B. Only by noticing that non-character Daemon Units have Daemonic Ritual will a player infer that [[wat|having Daemonic Ritual does not let you perform a Daemonic Ritual]], [[derp|but lets any Chaos Character that doesn&#039;t necessarily have Daemonic Ritual perform a Daemonic Ritual]], [[FAIL| and the clause &amp;quot;By performing a Daemonic Ritual&amp;quot; is just flavor-text with no actual relevance to Daemonic Ritual]]. [[Skub|Feel free to attempt to summon a Heldrake]] [[That_Guy|on account of ambiguous ruling though]].&lt;br /&gt;
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*&#039;&#039;&#039;Lesser Keyword of Solomon:&#039;&#039;&#039; The Daemon Codex came with many Stratagems, which people immediately started thinking of ways to apply to [[Cheese|Magnus and Mortarion]]. To curb this, GW released a FAQ stating that Daemon Stratagems and Relics only work on Faction Keyword Daemons. The problem? The Warhammer Designer Commentary FAQ (the same one preventing Sept&amp;lt;Craftworld&amp;lt;Wu&#039;Tang Clan&amp;gt;&amp;gt;) states that [[derp|once the battle is begun, there is no functional difference between a Keyword and a Faction Keyword]], [[Fail|so the errata as written doesn&#039;t work]].&lt;br /&gt;
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*&#039;&#039;&#039;Plasma is Hotter At Night:&#039;&#039;&#039; When you Overcharge Plasma weaponry, it explodes on a 1. Not a &amp;quot;natural&amp;quot; one but a &amp;quot;modified one.&amp;quot; This means any penalties to-hit also increase the odds of Plasma exploding. The Machine Spirits are afraid of the dark. Note that supercharged Plasma Guns &amp;quot;slay the bearer on a hit roll of 1&amp;quot;. Everything in the book draws gear from one list. Yes, including vehicles. Yes, that 371pts Land Raider with 16 wounds just spontaneously evaporated itself with its own pintle-mounted combi-plasma. Don&#039;t press that, brother!&lt;br /&gt;
**To add insult to injury, there is even a situation where you can make an Overcharged Plasma Cannon explode on any result to hit, thanks to GW giving -1 to hit effects to the Craftworld Eldar like it&#039;s going out of style. All you need to do is overcharge and shoot a Plasma Cannon at night (-1 to hit) after moving (-1 to hit) at some knife eared assholes painted blue (Alaitoc Attribute, -1 to hit at +12&amp;quot;) with fancy armour (Warp Spider&#039;s Flickerjump ability, -1 to hit) who are pulling some Matrix shit (Lightning-Fast Reactions Stratagem, -1 to hit). So that&#039;s a total of -5 to hit, meaning any result you roll to hit will be modified down to a 1. I guess the Machine Spirits are also scared of Eldar too?&lt;br /&gt;
**On a more positive note, you can (almost always) fire the gun on regular mode at no risk. As hilariously bad as this rule is, you at least don&#039;t &#039;&#039;need&#039;&#039; to commit suicide or do nothing.&lt;br /&gt;
**Some models have special rules on their guns to &amp;quot;fix&amp;quot; this, mostly characters with big expensive minis and guns that only cause a mortal wound on a 1.&lt;br /&gt;
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*&#039;&#039;&#039;Anti-Air Flamethrowers:&#039;&#039;&#039; Flamethrowers in 8th edition no longer use an AoE &amp;quot;teardrop&amp;quot; template, but instead inflict a random number of automatic hits on a unit. For example, a Hellhound&#039;s Inferno Cannon inflicts D6 automatic hits. Due to these changes, regular flamers are less important as a crowd control weapon, and more as an anti-hitmod (and [[derp|anti-aircraft]]) weapon; this is especially true of weapons that have a multi-damage value like the aforementioned Inferno Cannon. Where it gets silly though is how Flamers interact with &amp;quot;ambush/deepstrike&amp;quot; abilities. See, regular flamers have an effective range of 8 inches, but most &amp;quot;strike from Reserve&amp;quot; powers require you to set up more than 9 inches away. This means that flamers are useless when you appear from Reserves, but it also means they&#039;re useless for defending against units Charging from Reserves, since the flamers are [[fail|out of range and thus unable to actually lay down a Wall of Death like in 6th-7th Edition, or interrupt movement like in 2nd Edition]].&lt;br /&gt;
**9th &#039;fixed&#039; this for flamers by upping their range to 12&amp;quot;, essentially granting them the ability to hit targets provided they started their charge within range of the flamer model in question. Of course, 9th also made Overwatch a Stratagem to the [[skub|debatable benefit of everyone]].&lt;br /&gt;
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*&#039;&#039;&#039;Just Another Bugged Hunt:&#039;&#039;&#039; Genestealer Cults have a special rule called Brood Brothers: For each Genestealer Cult detachment in your army, you may take one Guard detachment, ignoring said Guard Detachment&#039;s Faction Keywords when determining if your army is Battle-Forged. The Guard Detachment cannot benefit from any Regiment-specific Stratagems, Doctrines, or Relics. However, a separate Forgeworld FAQ ruling states that Elysian and Krieg bonuses are not considered Regiment bonuses but their own &amp;quot;bespoke&amp;quot; rules. Combine with the fact that Brood Brothers has no restriction on being triggered by an Auxiliary Detachment, and you can have a Battalion of Tyranids fighting alongside a Battalion of Elysians, [[wat|with a single Cult Acolyte in an Auxiliary Detachment making the list Battle-Forged]].&lt;br /&gt;
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*&#039;&#039;&#039;Unfocused Fire:&#039;&#039;&#039; Due to wonky RAW, the Tau Stratagem Focused Fire (hopefully to be FAQd) works best by splitting fire across the entire enemy army. Say the opponent has a unit. You shoot that unit, it fails its save, and you then activate Focus Fire. For the rest of that phase, any T&#039;au Sept &#039;&#039;unit&#039;&#039; of yours that &#039;&#039;targets&#039;&#039; that unit gets +1 to wound. However, selecting targets and resolving shooting are separate steps; this means that RAW, a Hammerhead could allocate Smart Missiles against the unit that Focus Fire was activated against, allocate its Railgun against another unit, and get +1 to wound both units. &lt;br /&gt;
**The Big FAQ errata&#039;d Focus Fire so that you get +1 to wound with attacks that are made by T&#039;au Sept units from your army that target the enemy unit. [[Skub|Although some will argue that &amp;quot;that target unit&amp;quot; refers to the attacks]], even if that were the case, [[Derp|RAW units Choose Targets, and then after allocating weapons, you Resolve Attacks]], [[Fail|and therefore this errata effectively changes nothing]].&lt;br /&gt;
**&#039;&#039;&#039;Sidenote:&#039;&#039;&#039; 8th renames Tau to T&#039;au, while adding bonuses for Sept T&#039;au. Thus, there was a joke due to the Faction and Sept having the same name. &amp;quot;All T&#039;au are T&#039;au, but some T&#039;au are more T&#039;au than others.&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Really Hot-Blooded:&#039;&#039;&#039; Normally, the shooting sequence is: Select a unit to shoot, Declare targets, allocate weapons, then resolve attacks. Certain Stratagems or abilities may allow a unit to &amp;quot;fire its weapons twice&amp;quot; or &amp;quot;shoot an additional time at the end of the Shooting Phase.&amp;quot; However, the Vior&#039;la Stratagem &#039;&#039;&#039;Hot-Blooded&#039;&#039;&#039; is worded that at the start of the Shooting Phase, you may pick an INFANTRY unit from your army, and it may be &amp;quot;chosen to shoot twice this phase.&amp;quot; The key is that normally, the rules state that you may not select a unit to shoot if it Fell Back, Advanced, or is engaged, [[derp|yet this Stratagem as written overrides those restrictions]]. [[Skub|Unlike other RAW screwups, it is unknown if this was intentional or just GW flubbing standardizing their rules]].&lt;br /&gt;
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*&#039;&#039;&#039;They can have TWO weapons?:&#039;&#039;&#039; After waiting months for a FAQ, the tau finally got an answer as to what counts as a &amp;quot;shot&amp;quot; in the cadre fireblade&#039;s volley fire ability. GW answered &amp;quot;It means the player can make one more hit roll for each model that is firing at a target within half range&amp;quot;, which conflicts with the wording of the ability which says the model gets an extra shot for EACH WEAPON, meaning drones, which carried 2 pulse carbines, would not get an extra shot per pulse carbine. Many months later GW issued a FAQ of the FAQ, saying the model would get one extra shot for each weapon.&lt;br /&gt;
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*&#039;&#039;&#039;Supreme Lack of Fire Discipline:&#039;&#039;&#039; The T&#039;au Sept Sa&#039;cea has the Tenet &#039;&#039;&#039;Calm Discipline&#039;&#039;&#039;, which at first looks similar to the Salamander Chapter Tactic &#039;&#039;&#039;Master Artisans&#039;&#039;&#039;, in that it lets each Sa&#039;cea unit reroll a single to-hit roll. However, while the Salamanders Chapter Tactic is worded that you &amp;quot;you can reroll a single failed hit roll and a single failed wound roll made for a SALAMANDERS unit with this Tactic each time it shoots or fights,&amp;quot; the Sa&#039;caea Tenet is written that &amp;quot;In the Shooting phase you can re-roll a single failed hit roll when a unit with this tenet shoots.&amp;quot; [[Fail|As written, the Tenet gives you one reroll to-hit for the entire shooting phase, and not one per unit.]]&lt;br /&gt;
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*&#039;&#039;&#039;Ork Snipers are totally a thing:&#039;&#039;&#039; Again with GW forgetting that -1 to hit is actually powerful and handing it out everywhere, this initially meant that Orks are literally incapable of hitting anything with a -2 to hit, since there is no &amp;quot;6 always hits&amp;quot; rule (until the Orks&#039; codex) the way there is a &amp;quot;1 always fails&amp;quot; rule. &lt;br /&gt;
** GW thankfully realized this in time for the Ork Codex, not only giving them a special rule to always hit with shooting on unmodified 6s, but to gain extra attacks through it.&lt;br /&gt;
** This can be exploited by a Tyranid list with [[Biovore]]s. The Spore Mine Launcher, on a miss, allows you to put a Spore Mine on the table for free, even in Matched Play. Tired of to-hit penalty cheese making all your guns hit on a 6+ or 7+? Have your Biovores shoot at them and they can literally cover the table in Spore Mines, because they&#039;ll always miss.&lt;br /&gt;
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*&#039;&#039;&#039;Thermonuclear Spore Mines:&#039;&#039;&#039; The wording of the &#039;&#039;&#039;Floating Death&#039;&#039;&#039; ability states that a Spore Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase; whenever it explodes, it inflicts Mortal Wounds on the &amp;quot;nearest&amp;quot; enemy unit except on a 1. [[wat|The issue is that multiple Spore Mines in range of the same unit explode simultaneously, and thus their wounds must be sequentially resolved]]. Suppose I have three Spore Mines, each in range of a squad of 2 Space Marines. All three explode. The first one wipes out the Space Marine Squad, [[derp|while the second and third one each inflict Mortal Wounds on the &amp;quot;next&amp;quot; nearest unit]], [[Fail|even if on the opposite side of the game board and out of Line of Sight]].&lt;br /&gt;
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*&#039;&#039;&#039;Sonic the Genestealer:&#039;&#039;&#039; Tyranids have a Stratagem called &#039;&#039;&#039;Metabolic Overdrive&#039;&#039;&#039; that lets a unit move a second time in the Movement Phase in exchange for not being able to Charge that turn. Hive Fleet Kraken Tyranids roll 3d6 and pick the highest roll for determining their Advance move, while their &#039;&#039;&#039;Opportunistic Advance&#039;&#039;&#039; Stratagem lets them double their Advance distance for that movement phase. The initial issue was that RaW, [[derp|Advance added to your Move Characteristic for that phase, instead of increasing your characteristic for that specific move.]] [[wat|Thus, a unit of Kraken Genestealers could move not 8 + 12 + 8 + 12 inches in the Move Phase, but 8 + 12 + 8 + 12 + 12]]. [[derp|Combine with a Swarmlord&#039;s Hive Commander ability for an effective top speed of 66&amp;quot;, and a unit of Kraken Genestealers could outrun a supersonic aircraft on foot]]. [[Meme|Gotta go fast]]!&lt;br /&gt;
** GW FAQed this [[fail|not by stating that Advancing only applies to a specific move, but by stating that you can only advance once in a phase and it applies to all moves made that phase]]. This did make the initial Sonic the Genestealer option slower, with a top speed of [[derp|only]] 54&amp;quot;. However, GW also clarified that Opportunistic Advance could be used with Hive Commander, Overrun, Mind Eater, or any other ability that lets a unit &amp;quot;move as though it were the Movement Phase.&amp;quot; [[wat|Aside from giving a unit of Kraken Genestealers a theoretical top speed of 101&amp;quot; (8+12 from Move &amp;amp; Opportunistic Advance, 8+12 from Hive Commander and Opportunistic Advance, 12 from Charge, 3 from Piling In, 3 from Consolidate, 3 from Piling in and again with the Adrenaline Surge stratagem, 8 + 12 from Overrun (replacing Consolidate from the Adrenaline Surge) and Opportunistic Advance, and another 8 + 12 from Mind Eater and Advance)]], [[fail|it sets a messy precedent for Dark Eldar due to GW not strictly defining what &amp;quot;as if in another phase&amp;quot; actually means]].&lt;br /&gt;
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*&#039;&#039;&#039;What Phase is It Anyway?:&#039;&#039;&#039; The Dark Eldar Wych Cult of Red Grief has the Stratagem &#039;&#039;&#039;No Method of Death Beneath our Grasp&#039;&#039;&#039; which can be used immediately upon destroying an enemy unit in the Shooting or Fight Phase. If you destroy an enemy unit in the Shooting Phase, you get a second round of shooting. If you destroy an enemy unit in the Fight Phase, you get to (after Consolidation) Fight a second time in the Fight Phase. By itself, this is remarkably innocent. [[Derp|However, GW forgot that Ynnari are capable of &amp;quot;out-of-phase&amp;quot; actions, and confirmed that Dark Eldar Ynnari still have access to Dark Eldar Stratagems]]. [[Skub|You can have a unit of Ynnari Red Grief Reavers destroy an enemy unit in the Fight Phase, use Soulburst to &amp;quot;shoot as if it were the Shooting Phase&amp;quot; to destroy another unit, pop the Stratagem, and then cause the game to break under at least three separate interpretations over what phase you are actually in.]] [[Fail|The fact there is no &amp;quot;Else&amp;quot; clause in the ability means that you can argue that if the Stratagem works as if in both phases, you can Consolidate, shoot and fight with this Stratagem]]. &lt;br /&gt;
**The Big FAQ clarified that Soulburst takes place after you Consolidate despite triggering immediately, giving potential weight to the theory that you get both effects.&lt;br /&gt;
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*&#039;&#039;&#039;The Howling Banshees got into the cookie-dough again:&#039;&#039;&#039; Howling Banshees get +3&amp;quot; to the distance they roll for charges, and are also supposed to be able to charge units 15&amp;quot; away. However due to how the rule is written, all it does is let them charge after advancing if a unit is 15&amp;quot; away, not that they get to ignore the 12&amp;quot; limit from the main Rulebook. I guess Jain Zar has some coupons for Ben and Jerry&#039;s or something?&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;We forgot the difference between Unit and Model&amp;quot; for 500, Alex:&#039;&#039;&#039; The rules for Advancing say that the unit may not be selected to shoot if it does so. The rules for Assault weapons say a model with an Assault weapon may shoot it if it advanced, but at -1 to hit. The problem is that you can never select the unit the model with an Assault weapon is in as a unit you want to shoot with, due to the rules for advancing. The same applies for Pistols with a unit within 1&amp;quot; of an enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Stop Betraying Yourself! Stop Betraying Yourself!&#039;&#039;&#039;: [[Khârn]] the Betrayer has the rule &#039;&#039;&#039;Kill! Maim! Burn!&#039;&#039;&#039; which lets him (any friendly World Eaters within 1&amp;quot;, so really just himself) reroll all hits in the Fight Subphase, and he hits on a 2+. Sounds good so far, right? However, his rule &#039;&#039;&#039;The Betrayer&#039;&#039;&#039; means he cannot reroll 1s (so he cannot reroll any hits), each 1 hitting a friendly unit instead. You would think this would mean that you should run him solo, for &amp;quot;If there are no friendly models within 1 inch of Khârn, the hits are discarded.&amp;quot; Unfortunately, a model is always treated as being in range of itself for auras or other special rules, meaning [[Fail|a bunch of 1s (or modified rolls) will result in Khârn hitting himself instead of the enemy]].&lt;br /&gt;
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*&#039;&#039;&#039;Dakkaskull of Dakka:&#039;&#039;&#039; The Admech Stratagem &#039;&#039;&#039;Scryerskull&#039;&#039;&#039; can for the measly cost of 1 Command Point be used &amp;quot;at any time&amp;quot; to do one of several things: Reveal D3 Hidden Setup Markers, reveal a Mysterious Objective, or shoot with an ADEPTUS MECHANICUS unit while ignoring penalties from Dawn Raid, Low Visibility or Cover of Darkness. The &amp;quot;At any time&amp;quot;, a lack of a requirement that the mission being played is using special rules or a &#039;shooting phase only&#039; limitation results in game-breaking issues.&lt;br /&gt;
**Stratagems used before a battle are exempt from the once per phase rule. So feel free to use Scryerskull &amp;quot;at any time&amp;quot; during your deployment phase until you run out of CP or enemies to shoot. If you don&#039;t feel like winning the game during deployment, you can still use Scryerskull once in every phase for both players, means that RAW, [[derp|you can use it once in every Movement, Psychic, Shooting, Charge, Fight and Morale phase, and then again in the next player&#039;s turn.]] Combine with Kastellans for almost enough dakka or a neutron laser Dunecrawler to wipe out every vehicle in the opposing army.&lt;br /&gt;
**This Blooper has been fixed in the Admech FAQ.&lt;br /&gt;
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*&#039;&#039;&#039;Trash Can Lid of Faith:&#039;&#039;&#039; Seraphim have a 6++ save, and a rule forcing them (if it were optional this wouldn&#039;t be a problem) to re-roll failed results when using this save. Celestine gives a +1 modifier to those invulnerable saves. However, because of the totally fun and not at all stupid system where re-rolls must happen before modifiers, if a Seraphim rolls a 5 for their save, they are forced to re-roll it even though it would pass after modifiers.&lt;br /&gt;
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*&#039;&#039;&#039;White Autarchs can&#039;t Jump:&#039;&#039;&#039; While it was fixed in the Codex for Warp Spiders (due to horrible wording in the Index, RAW said that Warp Spiders couldn&#039;t teleport out of combat in the Index), an Autarch using a Warp Spider Jump Pack can&#039;t use said Jump Pack to teleport out of Combat due to no current rules existing for the Autarch&#039;s version of it.&lt;br /&gt;
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*&#039;&#039;&#039;Remote Serjery:&#039;&#039;&#039; Because the Painboy&#039;s healing ability works on models and not units, it&#039;s entirely possible for a Painboy to save an Ork in combat on the other end of the table if you conga-line a maxed out squad of Boys. While less of a blooper and more a silly rules interaction, there is something hilariously Orky about the Painboy being able to save something locked in combat several feet away just because it&#039;s in the same mob.&lt;br /&gt;
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*&#039;&#039;&#039;High Speed Dirt:&#039;&#039;&#039; Deliberately crashing your own Flyers sounds dumb, right? Well if you read the rules for a lot of Kill Point missions (thankfully GW&#039;s No Quarter Given Objective is clear. Objectives written by Third Party groups are sometimes not so clear), or Tactical Objectives for Maelstrom Missions, deliberately crashing your own near-death flyer (by intentionally moving them for less than their minimum movement distance) means that your opponent doesn&#039;t get the kill credit as nobody actually destroyed it. This also leads to...&lt;br /&gt;
**&#039;&#039;&#039;Kamikaze Kauyon:&#039;&#039;&#039; The 8th edition Tau Codex allowed a Commander to trigger declare a Mont&#039;ka or Kauyon maneuver once per game at the start of the turn. If the Commander invoked Kauyon, then all friendly Tau units within 6&amp;quot; and of the same Sept could reroll misses but could not move for any reason. [[Derp|Flyers were not exempt from that restriction]], [[wat|leading to the potential for Razorsharks and Sunsharks to kamikaze before they got to benefit from Kauyon]], [[fail|and possibly killing your Commander with Mortal Wounds]]. Clearly the blueberries wanted to be even more weeaboo.&lt;br /&gt;
**&#039;&#039;&#039;Ynnari did 9/11:&#039;&#039;&#039; While there are many strange Soulburst interactions, it&#039;s entirely possible to deliberately crash your own Flyers by intentionally not moving them their minimum movement distance, something clearly unintended. This can result in some ridiculous [[Tzeentch |Rube Goldberg-esque chain reactions]] where a Soulbursting Warlock can Quicken a Flyer on 1-2 Wounds left and have them crash within 7&amp;quot; of [[Just As Planned|a bunch of Dark Reapers that nuke something across the map for free, which in turn triggers a bunch of Howling Banshees to slice up a unit, which lets the Shining Spears charge in and murder the unit that caused the Warlock to Soulburst to begin with]]. &lt;br /&gt;
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*&#039;&#039;&#039;Yvraine who thirsts:&#039;&#039;&#039; Ynnari again, and while this one makes sense RAW it&#039;s horribly unfluffy. Yvraine and The Visarch are healed on a 4+ by friendly Eldar exploding near them. Yvraine also benefits if it just happens to be a Psyker exploding, as it gives her more powers. Warlocks are very spammable. Put it together and it&#039;s not unheard of for Ynnari players to use a Command Point Re-roll to deliberately Perils of the Warp so that Yvraine gets a benefit from a [[Rape|Warlock being sucked into the Warp, likely taking even more Eldar with them if you get really unlucky]]. Yes, Eldar being introduced to Slaanesh&#039;s personal Bad Dragon collection actually heals and benefits the Ynnari, but they still swear it&#039;s entirely unrelated. Uh-huh... &lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Drive me closer, I wish to hit them with my Agonizer!&amp;quot;&#039;&#039;&#039;: [[What|Ramming is always better for Dark Eldar Vehicles]]. Because of a hilariously badly worded FAQ: everything has a Close Combat Weapon, even units that can&#039;t physically carry one (like Vehicles). [[Fail |Before this Dark Eldar vehicles were forced to Ram their giant pirate ships into people at the same Strength of a Space Marine punching someone, because Bladevanes were the only weapon choice for Vehicles]]. Post FAQ they can declare they are using their Close Combat Weapon and attack at full strength.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;We found a bigger boat, Archon!&amp;quot;&#039;&#039;&#039;: Dark Eldar and terrible FAQs again! The FAQ for Index: Xenos 1 ruled that Scourges and Hellions can&#039;t fit into Raiders or Venoms [[Derp| after an oversight in the Index allowed them to ride them]]. Well they never bothered to apply this FAQ to the Tantalus, [[What| so yes, Scourges and Hellions can still fit in there with their massive wings and giant blades hoverboards]] while still having space for loot, slaves, medical supplies, spare ammo, spare slaves, and someone to fetch the drinks. What else could a self respecting Space Pirate Vampire Elf want? (Hilariously &#039;&#039;still&#039;&#039; not fixed as of the 16/04/2018 Forgeworld FAQ update)&lt;br /&gt;
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*&#039;&#039;&#039;Cruddex in a Box?&#039;&#039;&#039;: Dark Eldar again, [[Robin_Cruddace|and White Dwarf April 2018 confirmed who is responsible for this shitshow of a decision]]. [[Fail| The Crucible of Malediction is available as both an overcosted stratagem, and Wargear option for the Haemonculus meaning there so no reason to ever use the Stratagem and the Dark Eldar have lost out on another Stratagem because of this...]]&lt;br /&gt;
** Ironically enough, GW did FAQ this for the T&#039;au Stimulant Injectors, stating &amp;quot; No. You cannot purchase Stimulant Injectors anymore and the rules for Stimulant Injectors as presented in Codex: T’au Empire (i.e. the Stratagem) take precedence.&amp;quot; Sadly due to the bespoke nature of 8th edition, this applies only to Stimulant Injectors and nothing else.&lt;br /&gt;
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*&#039;&#039;&#039;Abaddonify&#039;&#039;&#039;: More Eldar rules breaking something! Jain Zar can [[Abaddon|disarm]] models she is fighting in close combat, rendering them unable to use one of their weapons. Well things get strange if you disarm something carrying the basic Close Combat Weapon. RAW says that the unit can&#039;t use that weapon, but the Rulebook states that you are to always assume that they have that weapon. There hasn&#039;t been a clear FAQ on this either which makes things more complicated.&lt;br /&gt;
** Even more, how do you disarm a [[Tyranid]]? Even [[Hormagaunt]]s are bigger than a [[ork|puny eldar]], not mentioning the monstrous creatures.&lt;br /&gt;
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*&#039;&#039;&#039;Space Elf Pirate Ninja?:&#039;&#039;&#039; Eldar yet again. This time the Corsairs. [[What| Because the Corsair Prince has vanished from the Index]], [[Fail |it&#039;s impossible to field a legal army if you go pure Corsairs]]. It&#039;s also impossible to bring Corsairs along with you as an Eldar army without taking an Auxiliary Detachment and losing CP, or going Ynnari and having your opponent flip the table.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Zombie Cloning:&#039;&#039;&#039; If a Poxwalker kills a Necron and turns it into an additional Poxwalker model, you can still re-animate that Necron. The same goes for any model that can &amp;quot;die&amp;quot; and then return to the table in some fashion. Don&#039;t think about that one too hard, [[Matt Ward |I don&#039;t think the person who wrote it did either]]. [[Derp|Amusingly, this means that one Pink Horror can turn into seven Poxwalker Zombies]]; a notable LVO list by a tournament-goer named [[Awesome|Joshua Death]] [[Peasant Railgun| ran a bunch of Horrors as a screen to &amp;quot;walk up&amp;quot; a bunch of Poxwalkers up the board like a Zombie Railgun]], through the &#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039; and &#039;&#039;&#039;Poxwalker Hive&#039;&#039;&#039; Stratagems. &lt;br /&gt;
**Note that the Plague Zombie Cloning was supposedly fixed by the &#039;&#039;&#039;Curse of the Walking Pox&#039;&#039;&#039; ability being FAQ&#039;d so that you have to pay Reinforcement Points to increase the unit beyond its starting size. However, the &#039;&#039;&#039;Poxwolker Hive&#039;&#039;&#039; Stratagem technically replaced &#039;&#039;&#039;Curse of the Walking Pox&#039;&#039;&#039; for the turn, [[Derp|while not being errata&#039;d with the same Reinforcement Point clause.]]&lt;br /&gt;
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*&#039;&#039;&#039;Scunthorpe Weapon Profiles:&#039;&#039;&#039; The Scunthorpe Problem is a classic problem with word-search algorithms that censored for filtered out &amp;quot;dirty&amp;quot; words. The problem lay in the fact that certain innocent words would yield &amp;quot;false positives&amp;quot;; the problem was named after users from the town of Scunthorpe, Lincolnshire were unable to create AOL accounts, [[Not As Planned|since &amp;quot;Scunthorpe&amp;quot; has the word &amp;quot;cunt&amp;quot; in it]]. How does this relate to 8th edition? In order to deal with the prior problem of weapon classification, many abilities and stratagems in 8th edition will state that a &amp;quot;X&amp;quot; weapon is defined as any weapon whose weapon profile has &amp;quot;Y&amp;quot; in its name (ex. blahblahblah). Aside from being a futureproofing timebomb waiting to happen, the rules for 8th edition have a messy definition for what exactly is a weapon profile: Is a weapon with multiple attack modes itself a weapon profile, or are the individual attack modes themselves profiles? [[Rules Lawyer |This may seem like pedantic semantics]], [[Tzeentch|but either interpretation will result in bloopers]]. &lt;br /&gt;
**&#039;&#039;&#039;Prometheium is Heresy:&#039;&#039;&#039; Chapter Approved 2017 introduced Cities of Death Stratagems, including Siphon Promethium. Siphon Promethium lets an infantry unit double the range of its flamer weapons, including Skorchas, Burnas, and any weapon profile with &#039;flame&#039; in its name. This particular wording hurts Orks in particular, [[skub|since depending on the interpretation]], [[fail|this prevents Kombi-Skorchas from benefitting and no Ork Infantry unit has the option to take a regular Skorcha]]. The real comedy however comes from the fact that Horrors of Tzeentch use &#039;Coruscating Flames&#039;, which can now shoot out to 36&amp;quot; on account of a false positive.&lt;br /&gt;
**&#039;&#039;&#039;Holy Duality?:&#039;&#039;&#039; The Sisters of Battle beta codex had a stratagem &#039;&#039;&#039;Holy Trinity&#039;&#039;&#039;, which granted bonuses when a unit used a flamer, bolter, and meltagun on the same target. The definition for each component was for any weapon profile with &#039;bolt&#039;, &#039;melta&#039;, or &#039;flame&#039; in its name, while explicitly treating Inferno Pistols as Melta weapons. If the interpretation that the weapon profile itself encompasses all the attack modes available, the end result would be Sisters using Combi-Flamers and Combi-Meltas to trigger the Stratagem at a distance, for superior dakka. &lt;br /&gt;
**&#039;&#039;&#039;Weapons of the Derp Age:&#039;&#039;&#039; The &#039;&#039;&#039;Weapons of the Dark Age&#039;&#039;&#039; stratagem gives Dark Angel plasma weapons +1 damage, defining a plasma weapon as any weapon whose weapon profile includes plasma in its name. This means that it also accidentally applies to other weapons, like the bolter part of a combi-plasma, since it forgets to exclude them the same way the Beta Bolter rules exclude the non-bolter weapon profile of any combi-weapon.&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;How do you fix this:&#039;&#039;&#039; Although it would take time to implement, the &amp;quot;ideal&amp;quot; fix would add rules for giving keywords to weapon profiles (similar to 7th edition). A weapon profile would inherit the keywords of the model wielding it. So rather than &amp;quot;&#039;&#039;&#039;INFANTRY&#039;&#039;&#039; firing flamer weapons. A flamer as defined as a ...&amp;quot;, you have &amp;quot;firing &#039;&#039;&#039;INFANTRY FLAMER&#039;&#039;&#039; weapons&amp;quot;. This would also allow for handling false positives, including ensuring that a Baleflamer is not a Flamer...ahem.&lt;br /&gt;
*&#039;&#039;&#039;I Like my Genestealers Scrambled:&#039;&#039;&#039; Genestealer Cultists have the Cult Ambush ability, where they set up ambush markers, and reveal themselves on the first turn, appearing within 1&amp;quot; of the marker as if arriving from Reinforcements. Enemy units cannot move within 9&amp;quot; of said markers. The problem is certain units can project a 12&amp;quot; aura preventing enemy units from arriving from Reinforcements. Thus, some Primaris Infiltrators could walk 9.1&amp;quot; away from Ambush Markers, and unless the GSC player used Stratagems to relocate/hide undercover...[[fail|the units tied to those Ambush markers would automatically be destroyed]]. FAQed so GSC units using Cult Ambush Blips don&#039;t count as coming in from reserves.&lt;br /&gt;
*&#039;&#039;&#039;46 shots, 1 kill:&#039;&#039;&#039; The current character targeting rules exist to stop people from [[cheese]] such as parking two Rhinos so your Devastator Squad with 4 Lascannons can only draw Line of Sight to your enemy&#039;s Warlord. As the Rules are written right now, you can&#039;t do this as they need to be both the closest unit, and closest visible unit. This is very important when it comes to &amp;quot;Mortar&amp;quot; and &amp;quot;Sniper&amp;quot; units, as they don&#039;t overwrite these requirements: a Mortar can&#039;t just declare it&#039;s shooting at the character behind a wall because they can&#039;t see it, even if it&#039;s the closest unit, and they can&#039;t shell the Character at the back even if they can somehow draw LoS if there is just one intervening model. Why mention this? [[Fail| The new Space Marine unit: Primaris Eliminators simply don&#039;t function if you go by RAW]]. The new weapon profile is functionally a Sniper and Mortar unit combined,  but the Rules don&#039;t actually allow this: They need both LoS on a Character and the Character to be the closest unit to take the shot. If you fail to meet any of these qualifiers then you can&#039;t target the character. They can, however, target regular units as normal but at that point why not just take an allied Heavy Weapons Team?&lt;br /&gt;
**This has been clarified in the Shadowspear errata. An eliminator with a bolt sniper rifle that is firing mortis rounds CAN target a Character that is not the closest enemy unit and not visible to the firing model.&lt;br /&gt;
*&#039;&#039;&#039;Superman Drop:&#039;&#039;&#039; Transport rules seem pretty straightforward, right? Except they weren&#039;t written with flying transports in mind, so nothing is preventing your marines from just jumping out of a strafing gunship. In fact, they can &amp;lt;i&amp;gt;jump back in&amp;lt;/i&amp;gt; if they wanted to. Suck on this, Invasion Beams!&lt;br /&gt;
*&#039;&#039;&#039;Box-o&#039;-Fuckoff:&#039;&#039;&#039; Transport rules again. Those were &#039;&#039;simplified&#039;&#039; like everything else in 8th, meaning each bloody unit now has a unique instance of it. Oh boy, how can THAT backfire on us? Well, remember there were units that took extra transport space like Jump Packers and Ogryns and stuff? &#039;&#039;Now each and every one of them must be written individually into every instance of the Transport rule for it to function.&#039;&#039; The writers thought themselves cheeky and limited the passengers by faction keyword, thus isolating each Codex and limiting the issue. Except there are unaligned Fortifications in the game that (still) have no such limit, so enjoy cramming Heavy Weapons Teams, Termies, Obliterators and all the other fuckhuge dudes into tiny bunkers. From which they can then shoot out. No, tying passenger size to a {{W40Kkeyword|Size: X}} keyword was too clear-cut of a solution, why do you ask?&lt;br /&gt;
*&#039;&#039;&#039;Too Quick for my Gunz!:&#039;&#039;&#039; The flying, Titan-killing wedge of death that is the Tau Tigershark AX-1-0 had a hilariously obvious oversight when the rules were ported to the new edition. The flyers party piece - its two Heavy Railguns - had their stats brought into line with the new edition, including being classed as Macro weapons. At first glance it was appropriate - Macro weapons do additional damage to superheavy targets and structures. However: you must remain stationary to fire them. These were mounted on a Flyer. With a minimum movement and no hover capability... Thankfully the problem was obvious enough to be quickly FAQ&#039;d.&lt;br /&gt;
*&#039;&#039;&#039;The Best of the Best:&#039;&#039;&#039; When Vigilus Defiant was released, it came with the Stratagem &amp;quot;Veteran Intercessors&amp;quot;, which increased their attack characteristic by 1. Seems simple, so what went wrong? Well this was one of those Stratagems used before a battle begins, so there was no limit on how many times you could use it... [[Derp|or how many times you could use it on a single unit]]. GW eventually came out with a FAQ stating you could only use it once on each unit, so the days of seeing models go from 3 attacks each to 20+ are over.&lt;br /&gt;
*&#039;&#039;&#039;Zhufor the Scary:&#039;&#039;&#039; Zhufor the Impaler from the Chaos Space Marine range had an odd rule, in that when you took your Morale test near him you added 1 to the roll, making it easier to fail. The problem came about when he fought Daemons who had the Daemonic Icon rule, which caused them to regain models if they rolled a 1 for their Morale test. While they were in range of Zhufor this was impossible, so somehow this dude was so scary, [[wat|literal Daemons would refuse to reinforce their brethren if it meant they had to fight him.]]&lt;br /&gt;
*&#039;&#039;&#039;Objective Unmanned:&#039;&#039;&#039; Buildings (and Fortifications) can control objectives in 8th. No further comment, just let that sink in.&lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Understudy:&#039;&#039;&#039; The Mechanicus have a Stratagem called &amp;quot;Mechanicus Locum&amp;quot; that allows a character other than the Warlord to generate a Warlord trait. The problem is that, according to the FAQ, they&#039;re only considered the Warlord so they can use the trait they have, and it does not change which traits they can normally access. Since the traits they can normally access are none unless they&#039;re the Warlord, this Stratagem does nothing at all.&lt;br /&gt;
*&#039;&#039;&#039;Editorial oversight? Sounds like heresy:&#039;&#039;&#039; The Sisters of Battle 2019 codex states a Canoness can only take a rod of office if she takes a power sword and standard boltgun. The monopose Canoness miniature released &#039;&#039;the very same day&#039;&#039; in the box set is armed with a rod of office, a power sword... and a plasma pistol. Nobody checked if they were selling players illegal loadouts. This had to be fixed in an FAQ, the plasma pistol loadout is the legal one.&lt;br /&gt;
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==9th Edition==&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Look out!&amp;quot; &amp;quot;No, you look out!&amp;quot;&#039;&#039;&#039; The rules for Look out Sir! Were changed with the advent of 9th edition, here&#039;s the important bit: &#039;&#039;Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that unit is within 3&amp;quot; of any other friendly Vehicle or Monster unit.&#039;&#039; you can probably see the issue, if two monster/vehicle characters with 9 wounds or less are near each other and they&#039;re not the closest unit, you cannot shoot either of them, regardless of how far the rest of their army is in relation to them. Fortunately this was FAQ&#039;d out.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;My armour is contempt, my shield is cheese.&amp;quot;&#039;&#039;&#039; Another rule change that had some unintended consequences from the beginning of 9th edition. Stormshields were changed from giving the model a flat 3++ Invuln save to giving them a 4++ Invuln and adding +1 to their armour save value. This was most likely done to make the new Blade Guard unit more appealing compared to Terminators as they only had a 3+ save rather than a 2+ save, but this accidentally meant that models with a natural 2+ save with Storm Shields (Terminators and Custodian Guard) got an un-modifiable 2+ armour save (a 2++ Invuln). This was because how modifiers and armour piercing works in 8th and 9th as an armour piercing weapon would lower the armour save &#039;&#039;&#039;ROLL&#039;&#039;&#039; by its AP value; the roll, not the armour save itself. Since you can&#039;t lower a roll below 1, and the model had a 1+ Armour save, it would always pass its save unless it rolled a natural one 1 since those always fail. This wasn&#039;t just pulled out of some WAACfags ass either, Rend in [[Warhammer: Age of Sigmar|AoS]] works the same way as AP in 8th and 9th and it was specified in an FAQ for AoS that if a unit got a 1+ armour save it ignored rend values and only rolls of natural 1 failed. To top it all off it was an armour save, so the tricks used to deal with Invuln saves like Death Hex and Null Zone didn&#039;t affect it so there was no way to get through apart from weight of fire and Mortal wounds. GW did pick up on this quite quickly however and FAQ&#039;d Stormshields to add 1 to armour save rolls, not the armour save, ending the run of 2++ Terminators.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;[[Blood Ravens|Oh this? I found it.]]&amp;quot;&#039;&#039;&#039;: According to his new Legends profile, Malakim Phoros, the [[Lamenters]] Chapter Master, was given [[Lias Issodon]]&#039;s specialised stealth armour for some reason. GW got round to updating his legends profile and it was taken away from him again. One can just imagine a very angry Lias sneaking into Malakim&#039;s room and stealing his armour back. Although, considering it&#039;s Lamenters we&#039;re talking about, it&#039;s more likely the suit ended up in Malakim&#039;s closet by complete accident, he wasn&#039;t aware of it at all, and was still blamed and chastised for the unintended theft.&lt;br /&gt;
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*&#039;&#039;&#039;Minions of spelling errors&#039;&#039;&#039;: In the Legends pdf, you can find the full rules for the Renegades and Heretics, aka the &amp;quot;human&amp;quot; army of Chaos. Like every army, they were given their own version of Objective Secured, but unfortunately the rule doesn&#039;t work because everyone in the army must have the keyword {{w40kKeyword|CHAOS AND RENEGADES}}. Literally nobody in the entire game has that keyword, and this particular army has the {{w40kKeyword|RENEGADES AND HERETICS}} keyword instead.&lt;br /&gt;
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*&#039;&#039;&#039;Master of whatmancy?&#039;&#039;&#039;: As of the 2020 Dark Angels index, Ezekiel has the Master of Interromancy ability giving +1 to cast Interromancy powers. The problem is that the same index stated that everything in Dark Angels codex was unusable, including the Interromancy discipline.&lt;br /&gt;
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*&#039;&#039;&#039;Demoted back to Reclusiarch&#039;&#039;&#039;: When Psychic Awakening: Faith and Fury, released during 8th [[Grimaldus]] was upgraded and made the Black Templars Master of Sanctity which gave him the &amp;lt;Master of Sanctity&amp;gt; keyword and access to special stratagems. With the 9th edition Black Templars index GW forgot they had promoted him and didn&#039;t give him the &amp;lt;Master of Sanctity&amp;gt; keyword again.&lt;br /&gt;
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*&#039;&#039;&#039;Adeptus Mechanicus Party Pontoons&#039;&#039;&#039;: As of the release of the 9th Ad Mech Codex, the Skorpius Dunerider&#039;s Transport rule reads: &amp;quot;This model has a transport capacity of 12 &#039;&#039;&#039;Infantry&#039;&#039;&#039; or &#039;&#039;&#039;Forge-World Infantry&#039;&#039;&#039; models.&amp;quot; Due to the presence of the lone &amp;quot;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&amp;quot; keyword, this means that &#039;&#039;&#039;ANY&#039;&#039;&#039; unit with said keyword is eligible to ride. On top of this, the Dunerider lacks the usual Terminator/Jump Pack penalty, so it is possible to load the transport with multiple units of Space Marine Centurions, Bullgryn, Kataphrons, etc.&lt;br /&gt;
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*&#039;&#039;&#039;Master of War with Clipped Wings&#039;&#039;&#039;: With the announcement of the 9E Eldar codex, a lot of people were reasonably excited when they saw that the new Autarch model was going to be far more customizable than the travesty 8E left us with, allowing not only new wargear but also new weapons that were all supposedly compatible with the old winged model. Even the codex cover proudly displayed a winged autarch firing a reaper cannon. Cue the codex dropping and the baffling statement that took away all of those custom options from the autarch if they chose to pick wings - They were stuck with the wings, mandiblasters, banshee blade and fusion pistol all as a package deal. A few weeks later GW themselves would realize how stupid this option was and released a free updated datasheet that included all the options, allowing the winged autarchs to pick whatever they wanted.&lt;br /&gt;
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*&#039;&#039;&#039;Try Again. And Again. And Again. And Again... AKA Thermonuclear Frag Grenades&#039;&#039;&#039;: Try Again Bragg from Gaunt&#039;s squad has a special rule that lets him shoot again if his Autocannon gets no hits. Bragg can throw Frag Grenades in exchange for forfeiting Autocannon fire in that shooting phase. Except, not shooting the autocannon means he gets to throw a grenade as he got no Autocannon hits, and since he threw a grenade he got no autocannon hits and thus he gets to throw a grenade and so and so forth until anything from an entire mob of Ork Boyz up to Warlord Titans and Greater Daemons die to Bragg trying again and again and again and again...&lt;br /&gt;
**I decided to do the math on how long this would take, just for shits and gigs. With void shields, we can effectively say that the Warlord has 144 wounds, at T9, with a 2+ save.&lt;br /&gt;
***Frag Grenades: Each grenade would hit 1.16 times, wound 0.19 times, and be reduced to 0.032 after saves. That means it would take &#039;&#039;&#039;4,500 frag grenades to kill a warlord titan&#039;&#039;&#039;, with 2 guaranteed dice rolls (amount of shots and hit rolls), as well as 2 rolls that are unlikely. For the sake of brevity, I&#039;ve done this math with the assumption that each frag grenade would take 3 rolls, meaning there would be 13500 rolls made. If it takes 5 seconds to roll a D6, &#039;&#039;&#039;it would take around 18 hours and 45 minutes of rolling dice to blow up a Warlord Titan in this manner.&#039;&#039;&#039; This of course assumes your opponent doesn&#039;t forfeit given no matter how long you take, you&#039;ll eventually manage it and there&#039;s [[Troll|nothing he can do about it]].&lt;br /&gt;
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*&#039;&#039;&#039;The Armor of Slight Disapproval&#039;&#039;&#039;: In the new codex for Chaos Daemons, there is a khornate relic known as the Armor of Scorn which gives the bearer a 4+++ FNP to Mortal Wounds in the Psychic Phase and a +1 Save to any attacks that deal 1 damage. The problem is that daemons have a new form of save [[FAIL|that cannot be modified for better or for worse. In other words: The +1 save you’d get from this relic doesn’t work.]]&lt;br /&gt;
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==10th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Power Armor Discrimination:&#039;&#039;&#039; So remember all that talk about how Primaris Marines can now ride in firstborn transports? That isn&#039;t quite as widespread as GW would let you believe. While it is true that Drop Pods and Land Raiders could now host Primaris squads and Repulsors to firstborn, that&#039;s the extent of it. Rhinos and Razorbacks remain just as restrictive against Primaris while Impulsors can only carry Tacticus and Phobos marines.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Heirloom Weapons:&#039;&#039;&#039; Vanguard Veteran Squads are only equipped with Heirloom weapons while their non-veteran brothers in Assault Squads can at least have power fists and thunder hammers. Say goodbye to effective anti-tank Vanguard Veterans for now, that model&#039;s power fist only does 1 damage per wound.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Boyz:&#039;&#039;&#039; While apparently the fact that [[Wat|dying to their own Hazardous weapons lets Hellblasters shoot again on a 3+]] is actually intended according to a designer&#039;s note, in true Geedubs fashion the designers haven&#039;t considered certain...other...rules interactions with Hellblasters. Specifically, this is the fact that the new Firing Deck X rule makes the &#039;&#039;&#039;transport&#039;&#039;&#039; fire the weapon in question and the Impulsor can carry Impulsors and has Firing Deck 5. So yes, your Hellblasters can nuke their own &amp;lt;s&amp;gt;Trukk&amp;lt;/s&amp;gt; Impulsor and while it has 11 wounds and takes 3 from each failed Hazardous roll, if your opponent was smart they were probably already focus firing it and you&#039;ll only need 1 or 2 failed rolls to blow it up and force those 5 Hellblasters to disembark and roll a d6, on a 1 they die [[Fail|and get to shoot again on a 3+]]. But the [[List of 40K Cheese|cheddar topping]] on the dish is that, [[Rules Lawyer|legally]] the Hellblasters are now on the table in the shooting phase, so the survivors may all shoot &#039;&#039;&#039;again&#039;&#039;&#039; as usual (while a unit may not shoot twice, the Impulsor was the one that shot the guns the first time, not the Hellblasters). And, of course, [[Derp|any that die to Hazardous from doing so can shoot for a third time on a 3+]]. Truly, Rowboat has shown himself the true master of all forms of combat by incorporating these Ork-tier tactics into Primaris doctrine.&lt;br /&gt;
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==Horus Heresy==&lt;br /&gt;
[[Awesome|Models by Forge World]], [[Fail|rules by Forge World.]]&lt;br /&gt;
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*&#039;&#039;&#039;Ceremonial Daggers:&#039;&#039;&#039; In Forgeworld&#039;s Horus Heresy series, the vast majority of Horus Heresy Custodes came equipped with Misericordias, daggers that had use in the 40k incarnation of the Custodes. It didn&#039;t take long for people to notice that they had no rules at all in the Horus Heresy book, and given how different the rules were already for the two incarnations people were iffy on whether or not they should use the daggers as they are in the 40k book, or just as another close combat weapon. An entire year would go by before Forgeworld finally released a FAQ, where it was revealed that this whole time the daggers were just meant to be badges of office, had no effect whatsoever in game and were included in their wargear by mistake.&lt;br /&gt;
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*[[Administratum|&#039;&#039;&#039;You can&#039;t have these guns:&#039;&#039;&#039;]] Like many of the entries for Imperial Militia and Warp Cults, things are rather screwy. Grenadiers, in this case, may replace their lascarbines for a plethora of weaponry. The problem? [[Fail|They don&#039;t come with Lascarbines]]. &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Schizophrenia:&#039;&#039;&#039; The Herald upgrade for the Legion Consul has both &#039;&#039;&#039;Rite of Command&#039;&#039;&#039; and &#039;&#039;&#039;Support Officer&#039;&#039;&#039;. Which means that, if you take him, you get to use a Rite of War. Support Officer means that the model in question CANNOT be a compulsory HQ. What&#039;s the issue then? A model with Rite of Command HAS to be the army Warlord. &lt;br /&gt;
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*&#039;&#039;&#039;Magnus Did Nothing Wrong:&#039;&#039;&#039; Despite the standard for Independent Characters to be divided into Loyalist and Traitor allegiances based on their fluff, Forge World [[Fail|forgot to do this for both Magnus and Leman Russ, allowing the later to display his Khornate tendencies by allying with Horus and the former to truly do nothing wrong.]] ([[Awesome|Tabletop]] [[Dornian Heresy]], [[Awesome|you say?]])&lt;br /&gt;
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*&#039;&#039;&#039;Closet Loyalist Possessed:&#039;&#039;&#039; In true Alpha Legion fashion, the XX Legion can choose to take one unique unit from any other Astartes legion. Despite Forge World ensuring you can&#039;t do the above by taking Special Characters as opposite faction Alpha Legion, they failed to also limit Gal Vorbak (Word Bearers unique Possessed) to Traitor Alpha Legion only. [[Wat|So yes, your Custodes can fight alongside the Neverborn]].&lt;br /&gt;
::This problem got more complicated in book 6. So long as you use the Rite of War: Orphans of Betrayal, your Word Bearers can turn their backs on the traitors and fight as if they were Loyalists (although it doesn&#039;t technically change their allegiance, so you&#039;re still technically Traitors). The book does try to take care of the obvious problem by saying you cannot take &amp;quot;traitors only&amp;quot; units, [[derp|but none of the Word Bearers (including Erebus) are marked as traitor only units]] since the traitors only part was written to apply to the Legion itself and this RoW specifically bypasses that. As of book 8 this might have been intentional, or at least worked into the regular rules since Forge World have addressed the fact that Daemons can be given the Loyalist allegiance and fight along Custodes, and have allowed it into the game [[Inquisition|(representing radicals who choose to use the essence of the warp against itself).]] So long as you don&#039;t use unique characters you could have a case for this being almost lore-friendly, it&#039;s not like Loyalists in the Imperium [[Daemonhost|didn&#039;t start using their own possessed anyway,]] and you could also use it to represent Chaos infighting.&lt;br /&gt;
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*&#039;&#039;&#039;Not-so-ancient Relic:&#039;&#039;&#039; When the rules for an Iron Warriors character named Kyr Vhalen released, they stated he had a relic blade, despite this being the Horus Heresy and these blades wouldn&#039;t be considered relics for thousands of years. To make matters worse, [[Fail|30k does not include rules for Relic Blades]], and you cannot assume them to be the same as their 40k variant for the same reason as the Misericordia above. Eventually this turned out to be a misprint and he was given the Paragon Blade he was supposed to have the whole time.&lt;br /&gt;
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*&#039;&#039;&#039;F in Engineering:&#039;&#039;&#039; Kyr Vhalen again. He is a Warsmith, and naturally like all Warsmiths he has a servo-arm, so what&#039;s the issue? Well when you buy a servo-arm you also get Battlesmith, the rule that allows you to repair shit. Unfortunately Vhalen does not have this rule, despite it being a paired upgrade, and it was never given to him (or even mentioned that he shouldn&#039;t have it) in a FAQ. He can still use it to hit people, [[derp|but he can never use it for its designed purpose]]. No wonder Perturabo left him to guard some world nobody ever heard of or cared about.&lt;br /&gt;
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*&#039;&#039;&#039;Unwieldy and Cumbersome Proofreading:&#039;&#039;&#039; When Eidolon was first given rules, it was stated that he had the ability to lose the Cumbersome rule from his Thunder Hammer in the turn he charged. The problem? [[derp|Thunder Hammers don&#039;t have the Cumbersome rule.]] It took some time but eventually this was fixed to have him lose the Unwieldy rule instead.&lt;br /&gt;
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*&#039;&#039;&#039;In the Company of Monsters:&#039;&#039;&#039; Back when the Mechanicum were first given rules, they had characters without the Independent Character rule, and this created an odd interaction with the squads of monstrous creatures the Mechanicum could field. RAW you attached a character to a squad who they would stay with and could never leave unless they had the Independent Character rule, and Independent Characters could never join squads of Monstrous Creatures. However, for those characters without IC, there was technically nothing stopping you from joining them to those squads, even though they clearly weren&#039;t supposed to be with them. This was such a confusing issue that when FW was emailed about it the answer was effectively &amp;quot;Fuck if we know, just do what feels right.&amp;quot; It wasn&#039;t until the Mechanicum were given their own book that this issue was finally cleared up.&lt;br /&gt;
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*&#039;&#039;&#039;Build a Land Raider:&#039;&#039;&#039; Again this happened back when the Mechanicum were first given rules. One of their unit choices was a Land Raider with every aspect of it being completely customizable, allowing you to go full heretek and make some variants [[heresy|that did not exist and/or never had STC&#039;s for their manufacture.]] Apparently even FW thought this was a little too far and removed them completely from the Mechanicum list later on.&lt;br /&gt;
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*&#039;&#039;&#039;Guidance is for the weak!&#039;&#039;&#039; All drop pods in the game have a special rule called &#039;Inertial Guidance System,&#039; except for the [[Dreadclaw|Dreadclaw]]. Even though the rule is described in the fluff panel regarding the Dreadclaw. &lt;br /&gt;
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*&#039;&#039;&#039;Virtue of Time to Call a Judge-ment:&#039;&#039;&#039; The Blood Angels unique Moritat character Aster Crohne is clearly intended to allow Destroyers and Angel&#039;s Tears to gain buffs against certain units. However, this is the exact wording of the rule: &#039;&#039;Whenever Crohne or a Destroyers or Angel&#039;s Tears unit is used to make a Shooting attack against a unit marked with the Angel&#039;s Wrath, &#039;&#039;&#039;his&#039;&#039;&#039; hand flamer attacks are made with the Shred and Rending special rules.&#039;&#039; See a problem with that? Forge World clearly didn&#039;t.&lt;br /&gt;
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*&#039;&#039;&#039;Hive World Biker Gangs:&#039;&#039;&#039; One of the Rites of War for the generic Space Marine list is designed for [[Zone Mortalis]] games, with certain benefits but also restrictions such as the inability to have vehicles or large squads. It [[Derp|lacks a restriction on taking bikers, though.]]&lt;br /&gt;
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*&#039;&#039;&#039;Turn up the Heat:&#039;&#039;&#039; When the Blood Angels were first given rules, they were allowed to take hand flamers on characters. Seems fair enough, until you realize these could also be given to Moritats, the guys who keep firing until they miss. Since this was before they could only hit up to 12 times this meant that anyone within range of a Moritat with hand flamers would be hit an infinite amount of times. The only way to prevent yourself from dying was either to be a vehicle, or have a Toughness greater than 6, so even the less tough Primarchs would suddenly evaporate before these roaming bubbles of flaming death. Eventually Forge World changed it so that you cannot use the Moritat&#039;s Chain Fire rule on Hand Flamers, since auto-hitting a unit 12 times with a template weapon would also have been pretty bullshit.&lt;br /&gt;
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*&#039;&#039;&#039;What You See Is Not What You Get:&#039;&#039;&#039; A minor one this time, but Forge World released a model for a Night Lords Praetor in Tartaros Armour. He&#039;s described as carrying a Chainglaive and a Volkite Serpenta. There&#039;s a slight problem however: models in Terminator Armour don&#039;t have access to Volkite Serpentas.&lt;br /&gt;
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*&#039;&#039;&#039;Slow and Not So Purposeful:&#039;&#039;&#039; Inner Circle Knights Cenobium have guns that gain a bonus in Overwatch. Yet they wear Cataphractii Terminator Armour, which means they can&#039;t actually ever use that bonus. Their datasheet was later updated to state that the Knights Cenobium are skilled enough to make Overwatch attacks despite wearing Cataphractii Terminator Armour.&lt;br /&gt;
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*&#039;&#039;&#039;Nothing new followed with Them:&#039;&#039;&#039; The Word Bearer&#039;s trademark Rite of War &#039;&#039;&amp;quot;The Dark Brethren&amp;quot;&#039;&#039; allows them to take an allied detachment of Daemons to represent their Chaos speciality. Thing is, after the Release of Demons of the Ruinstorm in Book 8, Daemons are Sworn Brothers with all traitors now that they&#039;re &#039;&#039;&amp;quot;Agents of the Warmaster&amp;quot;&#039;&#039;, thus making the entire RoW redundant. The only advantage this RoW (meant to be a stopgag measure until Ruinstorm was released) now gives you is [[RAW|exploiting a loophole]] that allows demons to use your transports and reserve roll modifiers, [[RAI|which in turn contradicts the Ruinstorm Demon rules]]. This [[FAIL|redundancy/contradiction]] also plagues all three of their diabolist special characters, who have a rule allowing to ally demons if chosen as the Warlord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frag Assault Tank:&#039;&#039;&#039; In a grand example of Forge World&#039;s dedication to proof reading their books, the Malcador Heavy Tank can take Frag Assault Launchers, which allow units disembarking from the vehicle to gain Assault Grenades when they charge. Can you guess the issue? [[Fail|The Malcador Heavy Tank isn&#039;t a transport and never has been.]]&lt;br /&gt;
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*&#039;&#039;&#039;Medusan Impracticals:&#039;&#039;&#039; Yet another example of proof reading. Medusan Immortals can take chainswords instead of their bolters, yet these do nothing as they can gain no extra attack benefit from close combat weapons due to being armed with breacher shields as well.&lt;br /&gt;
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*&#039;&#039;&#039;Signs and Proofreading:&#039;&#039;&#039; The Horus Heresy is rife with spelling errors and misattributed rules, but no book is as bad as Book 7: Inferno. This was a book so terribly written that to go over all of its various mistakes would double the size of this page, so we&#039;ll keep it short. Suffice to say it was so egregious that they needed to release an entirely separate FAQ for the Custodes, renaming their gear and reprinting whole units so that they used weapons that actually existed (instead of gibberish or portmanteaus), before throwing up their hands and redoing them in the next book. This also affected the Thousand Sons in a few ways as well, such as allowing Sekhmet Terminators to swap their Force Weapon for a Power Fist [[wat|with an attached Power Fist.]] Yes, this would&#039;ve let them get the +1 Attack bonus and they would also retain their combi-weapon. Perhaps this is just a third arm granted through the Flesh Change, but that doesn&#039;t explain why they share a rule with the Word Bearers: Signs and Portents. The Word Bearers use it to get Preferred Enemy, either for or against one of their units (it&#039;s a coin flip) while for the Thousand Sons it causes everyone in the army to take a Pinning test any time anyone suffers Perils of the Warp. In all honesty it&#039;s likely Forge World didn&#039;t even bother checking to see if their chosen rule name was already being used by another faction.&lt;br /&gt;
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*&#039;&#039;&#039;Understaffed Tour Bus:&#039;&#039;&#039; RAW a Dreadwing Interemptors squad of 10 can have a Land Raider Proteus as a Dedicated Transport, however the squad starts at five, and the DT option lacks the &amp;quot;10 or fewer&amp;quot; clause every other unit in the game has for their DT. This also means that if the squad has one more or one less Marine in it, they cannot take a Dedicated Transport outside of a Rite of War. They can however take the Land Raider if it has an Explorator Augury Web if they number 10 models, [[Wat|even though that lowers it to a Transport Capacity of eight]], they just can&#039;t fit in the vehicle meant to transport them.&lt;br /&gt;
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*&#039;&#039;&#039;Who Are We Forgetting?:&#039;&#039;&#039; The Dark Angels are unable to plan a holiday without leaving something important at home: Deathwing Terminator Companions can take a Land Raider Proteus so long as they do not number more than five. While this sounds reasonable for Terminator squads, Forgeworld forgot that Deathwing Companions can ONLY be deployed with their attached character who cannot leave them during the game, meaning that those Bulky Terminators don&#039;t leave enough room in the bus for the guy they need to protect! This wasn&#039;t an oversight either as Terminator Companions got their own Dedicated Transport option separately from the Artificer Companions.&lt;br /&gt;
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*&#039;&#039;&#039;We Forgot Our Shields, Sir:&#039;&#039;&#039; In the fluff, the Stormwing is a boarding focused detachment that uses [[Breacher Siege Squad|Breacher]] and [[Warhammer 40,000/Tactics/Tyrant&#039;s Legion(7E)|Retaliator Squads]] (Assault Squads with Combat Shields instead of Jump Packs). Take a guess what they lack access to in their Rite of War? To add further salt into the injury, the Stormwing has been [[retcon]]ned into a no-speciality wing that forces you to take &#039;&#039;&#039;more&#039;&#039;&#039; combined Assault/Tactical than the total of all other units, meaing [[FAIL|you can only choose 5 non-troop units]] (one of which must be the Praetor you took to get the Rite), and that is [[rage|assuming you filled all 6 troop slots in the first place]].&lt;br /&gt;
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*&#039;&#039;&#039;Luther&#039;s Master Plan:&#039;&#039;&#039; Every unique Dark Angels Rite of War includes a provision that &#039;&#039;&amp;quot;No unit from the Detachment may be joined by Independent Characters not part of the Detachment&amp;quot;&#039;&#039; but ALSO includes the provision of &amp;lt;u&amp;gt;&#039;&#039;No allied detachments&#039;&#039;&amp;lt;/u&amp;gt;, practically rendering itself redundant. Even though you can&#039;t take allies, you can still have Agents of the Emperor like Knights-Errant &#039;&#039;inside&#039;&#039; your detachment without restriction, or take a Shattered Legion list and go nuts with non-Dark Angels characters/units joining each other and vice versa. However, RAW, Lords of War are counted as their own detachment separate from the Primary Detachment, so poor old Lion cannot join any unit in his army if they are using a Dark Angels Rite of War.&lt;br /&gt;
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*&#039;&#039;&#039;You must be this Tal to ride:&#039;&#039;&#039; Forgeworld did their bit for fans of The First Heretic by releasing a model of everyone&#039;s favourite posessed, Argel Tal. Many players&#039; first thought was to include him in a Word Bearers army using the Last of the Serrated Sun Rite of War since he is literally the &amp;quot;Commander of the Serrated Sun&amp;quot;. This Rite forces all infantry units to ride in a transport or teleport in, no biggie. Unfortunately Argel Tal was given the type jump infantry on account of his y&#039;know... wings. Since jump infantry can&#039;t ride in any transport besides thunderhawks and stormbirds, unless you&#039;re fielding a super heavy flyer that 95% of the playerbase don&#039;t own, Argel Tal isn&#039;t a legal choice for such an army. It seems Forgeworld&#039;s rules writers were about as aware of the &amp;quot;no jump infantry in drop pods/storm eagles/land raiders&amp;quot; rules as most Heresy players. This might have something to do with it making no sense.&lt;br /&gt;
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==Horus Heresy 2.0==&lt;br /&gt;
While the rules are officially written by Games Workshop proper now, [[Fail|this doesn&#039;t seem to have helped much]].&lt;br /&gt;
*&#039;&#039;&#039;What&#039;s a &amp;quot;Deep Strike&amp;quot;?:&#039;&#039;&#039; The Kharybdis Assault claw comes with an Internal Guidance System, which helps during Deep Strike Assaults to stop it from scattering into terrain and keep it on course during the drop. The problem? The Kharybdis doesn&#039;t have Deep Strike. The Errata eventually fixed that, but this is an embarrassing rule to omit.&lt;br /&gt;
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*&#039;&#039;&#039;Epic 2.0:&#039;&#039;&#039; A casualty of the Legacies PDF hastily (read: god awful) written rules is the Stormsword, which seems to have returned to Epic by mounting a Hellhammer Cannon again. While this &#039;&#039;could&#039;&#039; be explained away by the fact that the Stormsword in the fluff did mount one before being upgraded in later patterns, given the PDF authors seeming to have given absolutely zero shits it&#039;s probably too generous to give them a pass here. Regardless, this doesn&#039;t explain the fact that the model you&#039;re meant to use very obviously has Stormsword Cannon and not a Hellhammer Cannon anyway.&lt;br /&gt;
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*&#039;&#039;&#039;Half power to weapons:&#039;&#039;&#039; Yet &#039;&#039;another&#039;&#039; casualty of the Legacies PDF, the Tarantula Sentry battery comes armed with two Heavy Bolters, which can be swapped out for two Lascannons. This wouldn&#039;t be a problem except for the fact the model is counted as an Infantry unit and lacks the Firing Protocol rule, which means they can only fire one of their heavy bolters or Lascannons in each shooting phase.&lt;br /&gt;
**Adding to the hilarity, they did eventually update the Legacies PDF so that the Legion Tarantulas got Firing Protocols (2)...only to forget that same rule for the Legacies PDF for the Mechanicum AND in the Liber Imperium. Some idiots just never learn...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Half power to weapons...again:&#039;&#039;&#039; Much as seems to have happened with the Tarantula, the writers of the Legacies PDF forgot they weren&#039;t writing 9th Edition rules when giving the Malcador its weapons. While it starts with a Battle Cannon, it can swap it for &#039;&#039;two&#039;&#039; Lascannons instead of the Twin-Linked Lascannon that actually occupies the turret on the model. The fact the Malcador is a vehicle does mean it can fire both of these...except when moving at Cruising Speed because that apparently causes the Machine Spirit of one of the two Lascannons to throw a tantrum and refuse to fire anything other than Snap Shots until the crew slows down again.&lt;br /&gt;
**It seems that the Legacies file got updated enough that the two lascannons got replaced with just a Gravis Lascannon. At least this time it actually shoots twice without panicking because of movement speed...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One of these things is not like the others...:&#039;&#039;&#039; For some ungodly reason, the fucking [[Hammerfall Bunker]] was given rules in the Legacies PDF. Yes, the Primaris bunker that isn&#039;t actually a bunker and is just a shittier Deathstorm Drop Pod was given Horus Heresy rules. That should speak for itself on the supposed quality of the PDF.&lt;br /&gt;
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*&#039;&#039;&#039;Only one hand of iron:&#039;&#039;&#039; The Medusan Immortals Squad of the Iron Hands are not a particularly good unit this edition. However, the guy who wrote their melee option should expiate his sins. The squad can swap their Bolters for Chainswords, but since they also have Boarding Shields, they &#039;&#039;&#039;cannot&#039;&#039;&#039; claim the bonus for two weapons, so merely gain Shred melee attacks. They also have the option for Bayonets, which they are &#039;&#039;&#039;not allowed to use&#039;&#039;&#039;, because models with Boarding Shields [[Fail|cannot make attacks with Two-Handed weapons...]]&lt;br /&gt;
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*&#039;&#039;&#039;Unidentified Flying Marauder:&#039;&#039;&#039; in YET ANOTHER cock up in the Legacies pdf, you&#039;d have thought that whoever wrote it would at LEAST have looked at the models they were making up rules for. [[Fail|But no.]] the rules for the Marauder Bomber have it equipped with Twin-Linked Autocannons in the nose. However the model that Forgeworld used to sell only ever had Lascannons in the nose slot. Effectively rendering anyone who ever bought that expensive resin model now has an invalid loadout.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Flanking&amp;quot;? Never heard of that:&#039;&#039;&#039; Thanks to one of his rules, &amp;quot;Lightning from Blue Skies&amp;quot;, Jaghatai Khan and the unit he has joined do not need a Reserves roll to be brought into play from Reserves. It is also said that if he is part of a Flanking Assault, then this rule applied to all units that are part of that Assault. The problem? [[Fail|He cannot be part of a Flanking Assault]].&lt;br /&gt;
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*&#039;&#039;&#039;Luther&#039;s Back-up Plan:&#039;&#039;&#039; While Luther&#039;s master plan above was defeated by the 2nd Edition...it was replaced by the fact that Cataphractii and Tartaros Deathwing Companions (which, surprise surprise, were in the Legacies PDF) can only be selected for a Master of the Legion with the same type of armour. As the Lion doesn&#039;t wear either type, [[Fail|they can&#039;t be chosen for him]], so he has to slog it with the regular Artificer variant.&lt;br /&gt;
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[[Category:Warhammer 40,000]] [[Category:Gamebreaking]] [[Category:Warhammer 40000 Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=40K_Rules_Blooper_Reel&amp;diff=4459</id>
		<title>40K Rules Blooper Reel</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=40K_Rules_Blooper_Reel&amp;diff=4459"/>
		<updated>2023-06-11T20:21:01Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* 10th Edition */ The fact they intended this but didn&amp;#039;t think through another interaction makes it even funnier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fail}}&lt;br /&gt;
[[File:Banna Wava.JPG|500px|Right|thumb|&amp;lt;center&amp;gt;TL;DR: Oops.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
GW has a history of rules that fail to work, whether intentional or otherwise. This page is meant to compile all the classic examples of...[[derp|unintended]] [[fail|hilarity]] of GW ruleswriting throughout 40k.  The worst offenses, of course, became tactics like [[Screamerstar]] or [[Fish of Fury]].&lt;br /&gt;
Recommended listening: https://www.youtube.com/watch?v=1sruEnQ9HkU&lt;br /&gt;
&lt;br /&gt;
==2nd Edition==&lt;br /&gt;
*&#039;&#039;&#039;Derp From Above:&#039;&#039;&#039; Ramming rules for vehicles were the 2nd ed predecessor to Tank Shock. Units in the vehicle&#039;s direct path had to take Initiative tests to avoid being damaged, before being displaced the shortest possible distance. When a vehicle Rammed another vehicle, it came to a halt. The real comedy was dealing with the Lifta Droppa or D-Cannons, which could lift or teleport enemy units respectively. [[Derp|2nd ed had no resolution for what happened after one vehicle rammed another vehicle below it]]. [[Skub|While some players would displace the smaller vehicle as though it were a non-vehicle, others might keep the two vehicles joined together like an improvised Voltron]].&lt;br /&gt;
*&#039;&#039;&#039;Virus Outbreak&#039;&#039;&#039;: A stratagem card from the Dark Millennium box that was... interesting, to say the least. Basically you threw down a 2&amp;quot; pie anywhere on the table, with anything beneath it not explicitly stated to be immune dying on a 3+. That was already pretty good, but worse when a model was killed, every other model not immune that was within d6 inches would have to test, dying on a 4+ and recursively requiring every other model within d6 inches to test not to die on a 4+. [[Rape|Guess it sucks]] to play [[Imperial Guard]] or [[Ork]]s? (Hint: it sucked so hard the writers went so far as to recommend players tear up their Virus Outbreak cards since they hadn&#039;t intended on it being so grossly overpowered. Interestingly, Tyranids were not affected by Virus Outbreak.)&lt;br /&gt;
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==3rd Edition==&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Can I borrow your car?&amp;quot;:&#039;&#039;&#039; A pretty simple one. 3rd Edition 40k got rid of the &amp;quot;Support&amp;quot; category, and instead allowed certain units to buy vehicles as Dedicated Transports; said vehicles did not take a separate slot on the Force Organization Chart, but throughout the editions would have deployment restrictions, with the Transport only allowing the unit it was bought for to deploy embarked inside it. [[Fail|There was no general rule that a Dedicated Transport had to actually transport the unit it was bought for, meaning any such restrictions had to be explicitly printed for each unit that had the option for taking a Transport.]] [[derp|This led to interesting situations when GW forgot to place such restrictions]], [[wat|such as taking a Razorback to transport a Bike Command Squad or a Wolf Guard unit of zero models, or taking a tiny Wartrukk for a Mob of 30 Orks]].&lt;br /&gt;
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*&#039;&#039;&#039;Scourges Don&#039;t Lift:&#039;&#039;&#039; Back then Scourges were Jump Pack Infantry with no ability to move and shoot their Heavy Weapons (unless they took Splinter Cannons, which were decent but not stellar). To add insult to injury GW gave them a warrior statline (they were literally BS3 Imperial Guardsmen stat-wise), and ridiculously expensive weapons that don&#039;t come standard. They were also among the more fiddly of the metal models to assemble as well with casts that rarely came out right (Right up there with the metal Wraithlord, metal Daemon Prince, and [[Finecast]] in terms of outright defective models that you had to fix yourself with Green Stuff). Accordingly, they were seen as a joke unit in an already difficult to pilot army.&lt;br /&gt;
*&#039;&#039;&#039;Sat on da Banna Wava again...:&#039;&#039;&#039; In 3rd edition the Orks could, under the Bosspole wargear rules, give a Grot the Bosspole. Unfortunately you could not buy the Grot needed to carry it, [[Makari|presumably because he&#039;d been sat on again]]. Thankfully this was FAQ&#039;d rather quickly.&lt;br /&gt;
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==4th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Squad Broken!&#039;&#039;&#039;:  Units stopped scoring if they were below half strength.  While this made little difference on 10 or 20-man infantry units, it made quite a bit of difference if you were taking vehicle squads.  Players would deliberately take odd-numbered squad sizes to increase the threshold for half.&lt;br /&gt;
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*&#039;&#039;&#039;Chonky Broodlords:&#039;&#039;&#039; The ability to Run/Advance did not exist as a default ability in 4th Edition. Rather, a unit composed entirely of models with Fleet could move an extra D6&amp;quot; in the shooting phase, and still charge. This ability was critical for units like Genestealers which did not want to be caught in the open. The problem? [[Fail|A Broodlord was required to stay in a unit of Genestealers, but did not have Fleet]], [[Derp|thus slowing down its unit to die to Bolter fire]].&lt;br /&gt;
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*&#039;&#039;&#039;Snikrot Shuffle:&#039;&#039;&#039; Boss Snikrot was made a unit upgrade for Kommandos, giving his unit the ability to appear from any table edge through &amp;quot;Behind Enemy Lines.&amp;quot; However, due to the way Behind Enemy Lines was worded, Snikrot was granting the unit the ability, rather than the unit itself being upgraded to have the ability. Thus, although arguably unintentional, it became legal to use Snikrot to [[Creed|&amp;quot;smuggle&amp;quot;]] decidedly unsneaky Ork Characters alongside him; one must imagine they were carrying the Boss&#039;s Bike Fred Flintstone-style.&lt;br /&gt;
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*&#039;&#039;&#039;Shokk Attack Slingshot:&#039;&#039;&#039; The 4th edition Ork Codex reintroduced the Shokk Attack Gun from 2nd edition. The weapon would fire a Strength 2d6 large blast, with a variety of special effects should a double or 11 be rolled for the Strength. A roll of double fives would accidentally shoot the Big Mek out of his own gun, instantly locking him in close combat with the enemy unit he meant to target. [[awesome|This was not a blooper but a feature]]. The real issue however was that the rules for 40k stated that an Independent Character could only join or leave a unit during the Movement Phase and the Shokk Attack Gun was fired in the Shooting Phase. [[derp|Thus, his unit would technically be locked in close combat with the same unit that the Big Mek teleported into, even if they were on the opposite side of the map]]. [[That Guy|A rulelawyering player]] [[cheese|could theoretically exploit this]], [[rage|locking the Big Mek in combat to both give the Ork unit additional pile-in moves, as well as make it immune to being shot at]].&lt;br /&gt;
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*&#039;&#039;&#039;Tau Piñata:&#039;&#039;&#039; The Tau Orca was billed as being a super-heavy transport flyer, one capable of carrying and deploying several squads in one turn thanks to a unique special rule that allowed it to disembark multiple squads at any point during its move (drop some off, move to the next point, repeat). The problem was that it had only one access point (its rear ramp) so if the units it carried were at their maximum size, they were too large to be deployed normally since all the models could not all be placed within 2&amp;quot; of the access point. This in turn meant the only way for the Tau player to get their troops on the board was to [[derp|hope the enemy player blew up the Orca in midair, and hope the troops inside survived the landing and didn&#039;t burst on the ground like the blueberries they were.]] Given the armour value of the vehicle (Rhino armour) and how easy it was to destroy, this ended up happening more often than not. This also started the trend of the Orca being a useless piece of shit that was a flying deathtrap to anyone inside of it, and this issue remained unfixed all the way through 4th, 5th, 6th and 7th edition.&lt;br /&gt;
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==5th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Musical Wounds:&#039;&#039;&#039; 5th edition wound allocation stated that you had to distribute wounds as evenly as possible between all models in a unit before it rolled for saves. In theory this meant that if you did a lot of wounds at once, you could force your opponent to risk losing Sergeants or hidden Special Weapons. In practice, Musical Wounds combined with multi-wound units led to a phenomenon where players would give each model a unique loadout, so that you effectively had to deal the model&#039;s unit worth of unsaved wounds before said unit removed any casualties. The two most notable example units that abused this mechanic were Nob Bikers and Grey Knight Paladins, though Thunderwolves and even Dark Eldar Grotesques could join in the fun.&lt;br /&gt;
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*&#039;&#039;&#039;You won&#039;t need Eyes When You&#039;re Raging:&#039;&#039;&#039; 5th Edition introduced True Line of Sight, with the stipulation that infantry models had to measure Line of Sight &amp;quot;from the eyes.&amp;quot; Tyrant Guard had a special rule that they would suffer from Rage if the Hive Tyrant they were protecting died. Unfortunately, Rage as written stated you had to move towards the closest &amp;quot;visible&amp;quot; enemy unit, which RAW was impossible for Tyrant Guard since they don&#039;t actually have eyes.&lt;br /&gt;
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*&#039;&#039;&#039;Crouching Wraithlord, Leaping Ork Boy&#039;&#039;&#039;: Since True Line of Sight also did not come with any real restrictions against &amp;quot;modelling for advantage,&amp;quot; players initially sought to exploit this by heavily modding or basing figures. Comedically, Canis Wolfborn gained an extra attack for each model in base-to-base with him, and the rules stated &amp;quot;if you&#039;re thinking of modelling Canis on a really large base to take advantage of this, don&#039;t.&amp;quot; This wasn&#039;t a formal restriction against basing however. In the meantime, legs were snipped to give upright poses and models raised high overhead to give the best lines of fire. The Eldar Wraithlord became one of the most notable offenders, being popularly modded into a crouching or &amp;quot;prone&amp;quot; position to lower its height and make it easier to acquire 50% cover (It did deliver some pretty boss looking conversions, though, so it wasn&#039;t all bad).&lt;br /&gt;
**A related point of contention was the fact that when units chose to Go to Ground, the rules stated to turn the models on their sides, [[rage|leading to concerns about paint chipping]], [[skub|whether flipping models was really part of True Line of Sight]], [[derp|and a general tendency to ignore that rule outright]].&lt;br /&gt;
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*&#039;&#039;&#039;Bring (everything else but) It Down:&#039;&#039;&#039; The 5th edition Imperial Guard Codex introduced the ability to issue Orders to Guard squads, with Officers and Senior Officers offering abilities such as &#039;&#039;&#039;Get Back In The Fight&#039;&#039;&#039; or &#039;&#039;&#039;Fire On My Target&#039;&#039;&#039;. The 5th ed version of &#039;&#039;&#039;Bring It Down&#039;&#039;&#039; gave an infantry unit&#039;s weapons Twin-Linked ability when resolving their attacks against an enemy vehicle or Monstrous Creature, and although this was neat for providing some additional reliability, an unintended side effect was how Twin-Linked worked with blast and template weapons. Since template weapons did not roll to hit or scatter, twin-linking them granted them the ability to reroll wounds and so [[that guy|more enterprising players]] would look for any enemy infantry squad near a Monstrous Creature (such as a Tervigon) or Vehicle (such as any Transport), and [[derp|fire their flamers at the big target to &#039;clip&#039; the smaller target, thus getting to reroll to wound in the process]]. [[Wat|A similar trick could be done with Frag Missiles or even Demo Charges, to reroll scatters to miss where you wanted them to go]]. 6th ed replaced this Order with granting Tank&amp;amp;Monster Hunters, meaning only attacks that actually hit an enemy Monstrous Creature or Vehicle would benefit from this Order.&lt;br /&gt;
*&#039;&#039;&#039;Lictor Febreze Trail:&#039;&#039;&#039; Lictors in 5th Edition simply did not work as written. They had a special rule called Pheromone Trail, which granted +1 to Reserve Rolls provided they started the turn on the board. [[Derp|Unfortunately, Lictors in 5th edition always had to start the game in Reserves and thus could not benefit themselves or their allies on the turn you started rolling Reserves]]. [[Fail|This was in contrast to the previous edition, where Pheromone Trail worked even if the Lictors were not on the board]].&lt;br /&gt;
*&#039;&#039;&#039;Bugs Bunny Trygons:&#039;&#039;&#039; 5th ed also introduced Trygons to standard 40k games. A Trygon could pop up in the middle of the map, and leave a Marker for Tyranid Infantry to emerge through in subsequent turns. [[Fail|The problem was there was no ability to &amp;quot;hold back&amp;quot; Reserves, so if a Trygon and a unit of Warriors both arrived from Reserves on turn 2, the Warriors had to arrive from the table edge]]. &lt;br /&gt;
*&#039;&#039;&#039;Selective Warp Field:&#039;&#039;&#039; This one was a formatting goof, but when Codex Tyranids came out, the rules for Warp Fields stated that &amp;quot;A Zoanthrope with a Warp Field has a 3+ Invulnerable Save.&amp;quot; The Doom of Malan&#039;tai had a Warp Field but was not explicitly stated to be a Zoanthrope (this is one area where Keywords would have helped). Thus, until GW actually FAQ&#039;d it, people could argue that the Doom didn&#039;t actually get an Invulnerable Save (and INAT ruled as such until the GW FAQ overturned it).&lt;br /&gt;
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*&#039;&#039;&#039;Co-Axial Splinter Pistols:&#039;&#039;&#039; The 5th Edition Dark Eldar Codex introduced Splinter Racks as an optional upgrade for Raiders. &amp;quot;Models with splinter rifles or splinter pistols that fire while embarked upon the vehicle may reroll their to-hit rolls...&amp;quot;, [[derp|but the rule did not specify that the models had to fire Splinter Weapons]]. [[Wat|Thus, keeping a Splinter Pistol sidearm let an Archon reroll to hit with a Blaster, or a Haemonculus 360° no-scope with a Hexrifle]]. [[Derp]].&lt;br /&gt;
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==6th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Bruhtherhood of Psykers:&#039;&#039;&#039; Introduced as a then unique rule for Grey Knights in 5th Edition, Brotherhood of Psykers which would go on to became a special rule for 6th and 7th edition. Brotherhood of Psykers stated that a unit with at least one model possessing that rule was considered a Psyker Unit. [[Derp|Naturally, this rule did not account for the possibility that an Independent Character Psyker might actually join that unit]]. Despite numerous FAQs stating that the &#039;same power could not be cast from the same unit&#039;, [[fail|there were no FAQs on how to handle the powers of multiple casters with different mastery levels, or whether Blessings that targeted &#039;the Psyker&#039; affected an Independent Character alongside the rest of the unit]]. [[Rage|This issue carried over into 7th ed, where became especially egregious  with the Psykana Division Formation which let Sanctioned Psykers know the same powers of the Formation&#039;s Primaris Psyker]], [[Skub|leading to all sorts of Skub over Biomancy buffs]].&lt;br /&gt;
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*&#039;&#039;&#039;Blinded by the Flashlights:&#039;&#039;&#039; 6th edition made Flyers and Flying Monstrous creatures into distinct types. This made units like the Nightscythe and Flyrant considerably more powerful than they were in 5th edition, but the rules were such that when a Flying Monstrous Creature was *hit* by an enemy attack, it had to roll a 3+ on a single d6, or crash to the ground taking a Strength 10 hit ignoring armor save. [[Derp|Thus, it was possible for Flyrants, Daemon Princes, etc, to continually &#039;splat&#039; to the ground as Conscripts or Orks pelted them with attacks which otherwise would stand little chance of doing damage.]]&lt;br /&gt;
**7th ed changed the rule so that Grounding Tests occurred on an unsaved wound, meaning the attack had to actually damage the Flying Monstrous Creature first...&lt;br /&gt;
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*&#039;&#039;&#039;Grumblegrumble Stupid Chariot:&#039;&#039;&#039; The 6th edition Burning Chariot of Tzeentch was introduced as a Skimmer Chariot, fast and fragile and meant to act akin to a Daemon Land Speeder of a sort. Unfortunately, the actual ranged weapons were on the Exalted Flamer atop the whole Chariot, which was not Relentless. Thus, the Chariot had to move or shoot, which was a death sentence for such a fragile ride (7th made them Relentless but the daemons still had to put up with entire edition of this bullshit).&lt;br /&gt;
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* &#039;&#039;&#039;Macross Missile Dronestrike:&#039;&#039;&#039; The 6th Edition Tau Codex introduced Missile Drones as a new drone that &amp;quot;any&amp;quot; character could take. In contrast to the normal Gun Drone, it had a Missile Pod, [[cheese|leading to frantic scrambles to convert armies of missile drones aplenty]]. Games Workshop released a FAQ less than a week later, stating that only Broadside Shas&#039;vres could take Missile Pods; [[derp|why they were in the &amp;quot;common&amp;quot; Wargear list is anyone&#039;s guess, especially since the Shielded Missile Drone was written directly for the Riptide unit entry, while the Grav-Inhibitor, Recon, and Pulse Accelerator Drones were explicitly on the Pathfinder unit entry]]. This was also fixed in 8th, so that Missile Drones were an option in the Broadside unit entry.&lt;br /&gt;
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*&#039;&#039;&#039;Dude, Where&#039;s My Bomb?:&#039;&#039;&#039; The 6th ed Sunshark Bomber had a Pulse Bomb Generator: Whenever the Sunshark successfully makes a Bombing Run, you could roll a D6, and on a 2+, you got a bomb back. [[Derp|Unfortunately, the Sunshark as written didn&#039;t actually start with a Pulse Bomb]].[[Fail|This issue remained unfixed in the 7th edition reprint]] until being FAQed.&lt;br /&gt;
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*&#039;&#039;&#039;Interceptor Drones Don&#039;t:&#039;&#039;&#039; Adding further insult to injury, the Sunshark Bomber came with two Interceptor Drones, that had Skyfire and the Interceptor rule. However, the way Intercept was worded, [[derp|it only worked if the weapon itself had Intercept; there was no wording for the model itself having Intercept.]] [[wat|The Early Warning Override was specifically worded that &amp;quot;all weapons on a model with an Early Warning Override have the Intercept special rule&amp;quot; to avoid this]], [[fail| so any Crisis Suit could be upgraded to intercept, but an Interceptor Drone RAW could not Intercept.]] [[RAGE|This was un-FAQed throughout both 6th and 7th]].&lt;br /&gt;
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*&#039;&#039;&#039;Shred this Worthless Supplement:&#039;&#039;&#039; The Farsight Enclaves Supplement has the Warlord Trait &#039;&#039;&#039;Through Surety, Destruction.&#039;&#039;&#039; Once per game, the Warlord&#039;s unit gains Shred for a single Shooting Phase. Sounds good right? Who doesn&#039;t like rerolling to wound? Unfortunately, as worded, [[Fail|Shred only works in close combat unless applied specifically to the weapon, meaning this Warlord Trait as written does nothing whatsoever]]. [[Rage|GW did not patch this rule when they updated the Farsight rules for 7th]].&lt;br /&gt;
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*&#039;&#039;&#039;Thermonuclear Pyrovores:&#039;&#039;&#039; The Pyrovore in 5th-7th was memetically known as a super-useless unit, but the 6th edition Tyranid Codex was known for a hilariously misworded Volatile rule: Whenever a Pyrovore died to Instant Death, &#039;&#039;&amp;quot;Every unit suffers a S3 hit for each model (excluding other Pyrovores) within d6 inches of the Pyrovore.&amp;quot;&#039;&#039; Read that rule, and comprehend what &amp;quot;every unit&amp;quot; [[exterminatus|means]].&lt;br /&gt;
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*&#039;&#039;&#039;Lookout, Wez Ork Snipers!&#039;&#039;&#039;: 6th edition introduced &amp;quot;Character&amp;quot; as a subtype for models; Characters could accept and issue Challenges to other Characters, and benefit from &amp;quot;Look Out Sir,&amp;quot; which let other models take wounds on their behalf; furthermore, Characters in 6th ed had the Precision Shot rule, meaning that on 6s to hit, the attacker could allocate hits instead of the defender.  When the 6th ed FAQs first rolled out, Ork Nobs were indexed to be Characters. However, the index didn&#039;t distinguish between Nobs leading Boys or units of Nobs; not only could Nobz play Musical Wound Games where they could pawn off wounds to each other on a 4+, but that a unit of Nob Bikerz (each Biker fires 3 shots, hitting on 5s and rerolling misses, and choosing the model affected on a 6) [[wat|was generally better at sniping out troublesome targets than many dedicated snipers]]. GW did eventually FAQ their FAQ to state that only &#039;&#039;one&#039;&#039; Nob in each unit of Nobz/Meganobz got the Character distinction, while 7th ed made Precision Shot a USR that Characters did not innately receive.&lt;br /&gt;
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*&#039;&#039;&#039;Legion of the Dammit:&#039;&#039;&#039; Codex Legion of the Damned was touted as a standalone supplement that was meant to let players field them as a standalone force. The rules required the Legion of the Damned to start with their entire army in Reserves. Unfortunately in 6th, [[derp|you automatically lost if you didn&#039;t actually have any units on the table]]. GW would later apologize in an FAQ for the standalone touting and confirmed the rules were intended for Legion of the Damned to support another army rather than act on their own.&lt;br /&gt;
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*&#039;&#039;&#039;Asses of Fire:&#039;&#039;&#039; Heldrakes&#039; Baleflamer during its inception counted as being turret-mounted, allowing the Hellturkey to Vector Strike and then hose the same unit with hellfire from its, errm... eye of terror. It was quickly errata&#039;d, but, while not exactly game-breaking, it still lead to horrifying implications, given the damn things were everywhere back then.&lt;br /&gt;
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*&#039;&#039;&#039;Yarrick Senioritis:&#039;&#039;&#039; The 6th ed Imperial Guard codex introduced a rule called &#039;&#039;&#039;Chain of Command&#039;&#039;&#039; which stated that a Commissar could not be Warlord if the army&#039;s primary detachment included a model with the &#039;&#039;&#039;Senior Officer Rule&#039;&#039;&#039;; said rule allowed a model to issue up to two Orders per turn. Commissar Yarrick had Draconian Disciplinarian as his Warlord Trait, [[wat|but since he had both the Senior Officer and Chain of Command rules]], [[derp|he could not actually be your army&#039;s Warlord]]. This was FAQ&#039;d in 7th so that Yarrick could be Warlord if he was the only model in the entire army that had Senior Officer.&lt;br /&gt;
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==7th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Commissar-Approved Heresy:&#039;&#039;&#039; 7th Edition introduced Maelific Daemonology, which allowed all sorts of powers including summoning Daemons, warpfire, or being Possessed by a Greater Daemon. The Imperial Guard Primaris Psyker had a special rule called &#039;&#039;&#039;It&#039;s For Your Own Good&#039;&#039;&#039; which meant that if the Psyker was in the same unit as a Commissar and suffered Perils, said [[blam|Commissar would remove the Psyker as a casualty]]...after the power resolved. The problem? Possession removed the Psyker as a casualty as part of its resolution, and so should the Psyker suffer Perils of the Warp when attempting to be Possessed, [[derp|the Psyker would be replaced with a Daemon first]], [[heresy|and then the Commissar would allow the Greater Daemon to live]], [[wat|since they were no longer in the same unit]].&lt;br /&gt;
*&#039;&#039;&#039;Profit (not Prophet) of the Waaagh:&#039;&#039;&#039; 7th Edition also changed the rules for selecting a Warlord from 6th. Where in 6th, your Warlord had to be the HQ model with the highest Leadership (barring special rules that overrode this), 7th edition changed it so that ANY Character could be your Warlord. Aside from leading to comical situations like [[wat|Nork Deddog gaining Creed&#039;s Tactical Genius]], this led to a particularly stupid exploit with Codex: Orks and the Waaagh! Ghazghkull Supplement. See, Ghazghkull &#039;s Council of Waaagh stated that Ghazgkull would gain two rolls the Ghazghkull Warlord table in addition to his standard trait, rerolling duplicates. [[derp|This bonus did not actually require Ghazghkull Thraka to be your Warlord, perhaps assuming that he would be due to having the highest Leadership among Orks]]. [[cheese|Thus, you could actually have ANOTHER Ork (perhaps one from the base codex wearing a Finkin&#039; Cap to get two Strategic Rolls) serve as your Warlord, while still benefitting from a Waaagh and buffed up super-Ghaz]].&lt;br /&gt;
*&#039;&#039;&#039;Missile Lock:&#039;&#039;&#039; Missile Lock was a Universal Special Rule introduced in 6th Edition, which stated that &#039;blast weapons&#039; with that rule only rolled 1d6 for scatter. [[derp|The only weapon with this rule was the Dark Angel Blacksword Missile, which was not a blast weapon]]. [[Rage|7th amended this rule so that non-blast weapons could reroll to-hit with them, but removed the rule from the Blacksword Missile]], [[wat|leading to Missile Lock being a USR that was not used by anything for half of 7th edition]]. [[herp|The 7th edition version of Dark Angels gave Missile Lock back to the Blacksword Missile, making it a USR that was used by one weapon on one unit on one codex]].&lt;br /&gt;
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*&#039;&#039;&#039;Hard to Hit is not Hard to Hit:&#039;&#039;&#039; The rules for Flyers and Flying Monstrous Creatures were such that both units had a rule called &amp;quot;Hard to Hit.&amp;quot; This meant that unless a unit shooting at them possessed Skyfire, then units &#039;targeting&#039; them could only be resolved as Snap Shots. However, although both types of units possessed a rule called &amp;quot;Hard to Hit&amp;quot;, [[fail|the Flyer version of the rule also said they could not be affected by blasts, templates, or attacks which did not roll to hit]]. The Flying Monstrous Creature version did not have this clause, which could lead to [[skub|lively debates]] [[wat|over whether a Vindicator&#039;s shots could &#039;scatter onto&#039; an airborne Hive Tyrant]].&lt;br /&gt;
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*&#039;&#039;&#039;Nobz In A &#039;Naut:&#039;&#039;&#039; This may have arguably just been insidious GW marketing instead of them failing to understand their own game, but Gorkanauts/Morkanauts were touted as &amp;quot;nearly indestructible&amp;quot; and reliably able to transport Nobz or other elite units into the fray, despite the fact that they were not Superheavy Vehicles. While you could one-shot them with a lucky Melta or Lascannon shot, a more common outcome was for one to be Immobilized by a Grav Cannon rolling a 6. As for serving as an assault transport, GW forgot to give the &#039;Nauts the Assault Ramp rule, and thus [[Fail|you couldn&#039;t actually assault from one]]. To add insult to injury, these vehicles cost &#039;&#039;more&#039;&#039; than a Land Raider while moving slower. &lt;br /&gt;
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*&#039;&#039;&#039;Splinter Racks 2.0:&#039;&#039;&#039; Someone at GW must have noticed the error with the first iteration of Splinter Racks, so the rule was changed. [[Fail|Unfortunately, the rewrite was an even bigger RAW screwup]]. [[Wat|&amp;quot;Whilst a model is embarked on a vehicle with splinter racks, all splinter weapons have the Twin-linked special rule.&amp;quot;]] [[Derp|Though this meant that a model could no longer take a Splinter Pistol to get an extra-accurate Blaster or Haywire Grenades, this rule RAW meant that every Splinter Weapon in the game was twin-linked, so as long as one model was embarked on a vehicle with Splinter Racks]]. &lt;br /&gt;
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*&#039;&#039;&#039;Knight Rider Chronus:&#039;&#039;&#039; In 7th edition, Ultramarines could purchase Chronus as an upgrade to Tanks. Unlike Longstrike or Pask, Chronus was an Infantry Character, that would turn the tank he was riding into a Character, only to emerge from said Tank like a passenger should it be destroyed. However, RAW, Chronus was a Character and so was the Tank that Chronus was riding in, but neither were the same Character. Thus, you could either make Chronus your Warlord and wait before his tank was destroyed before you could use his Warlord Trait (assuming it required being on-table), or make his Tank your Warlord. Thus, it&#039;s more funny to imagine Chronus&#039;s tank as KITT from Knight Rider. (As an amusing bonus, he also had a Servo-Arm but not Blessing of the Omnissiah, so he could punch stuff but couldn&#039;t fix it).&lt;br /&gt;
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*&#039;&#039;&#039;Khornedogs of Slaanesh:&#039;&#039;&#039; Daemons in Khorne Daemonkin had Fearless instead of Daemonic Instability. Thus, Battle Brothers from Chaos Space Marines could join Daemon units from Khorne Daemonkin. Although an Independent Character with a Mark could not join a unit with a different Mark, having the Mark of a Chaos God and being a Daemon of a Chaos God were two different things. Thus, Daemonkin meant you could have a Sorcerer of Slaanesh use Flesh Hounds of Khorne as bodyguards. &lt;br /&gt;
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*&#039;&#039;&#039;Dastardly DJ Roombas:&#039;&#039;&#039; The &#039;&#039;&#039;Drone-Net VX1-0&#039;&#039;&#039; Formation required you to take at least four units of Drones, and granted them several bonuses: First of all, they got &#039;&#039;&#039;Collective Targeting Data&#039;&#039;&#039; which granted all Drones (including Drones that were not part of the Formation) +1 Ballistic Skill &amp;quot;In the Shooting Phase&amp;quot; as long as at least two Drones &amp;quot;from this Formation&amp;quot; were on the Battlefield. [[skub|It was never FAQed whether &amp;quot;from this Formation&amp;quot; allowed for the bonus to stack if you took multiple copies of the Formation, nor whether you applied it before or after a Drone Controller]]. Additionally, the Formation had the bonus &#039;&#039;&#039;Enhanced Tactical Responses:&#039;&#039;&#039; All Drones in the Formation had Jink, Split Fire, Precision Shots, and Interceptor. Similar to the Sunshark&#039;s Drones, [[fail|Interceptor as worded would be useless for the Gun Drones RAW]], [[derp|while GW had to FAQ that Gun Drones could not both Jink and Go to Ground]] [[wat|like sneaky DJ Roombas]].&lt;br /&gt;
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*&#039;&#039;&#039;Ordo Xenos or Ordo Xerox?:&#039;&#039;&#039; Codex Deathwatch had generally sloppy rules, copypaste formations (&amp;quot;Reroll to-wound vs X&amp;quot;), and odd examples of GW being arbitrarily restrictive in unit loadouts (notably, Deathwatch couldn&#039;t take Rifleman Dreads or Strontos Razorbacks). However the most amusing example of this was how the Bane Bolts relic had a profile for being used by a Stalker Boltgun, despite Deathwatch HQs not having the option for a Stalker Boltgun.&lt;br /&gt;
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*&#039;&#039;&#039;Siphon Magic, Period:&#039;&#039;&#039; Siphon Magic may easily be the worst-written power of 7th edition. &#039;&#039;&amp;quot;Siphon Magic is a&#039;&#039; &#039;&#039;&#039;Blessing&#039;&#039;&#039; &#039;&#039;that targets the Psyker. For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18&amp;quot; of them, place a dice next to this model. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points.&amp;quot;&#039;&#039; This power itself was problematic for several reasons: Does &amp;quot;a friendly model&amp;quot; include the Psyker that cast Siphon Magic? Did casting Siphon Magic actually grant the Psyker an immediate bonus die? It was noted that Deny the Witch did not turn a Success into a Failure, but simply cancelled the power&#039;s effect, and so Siphon Magic still granted a bonus die. However, the real RAW kerfluffle was the fact that since [[derp|Siphon Magic did not grant bonus Warp Charge, but &amp;quot;dice that could be spent as additional Warp Charge,&amp;quot;]] [[skub|you could argue that it was possible to store dice from Siphon Magic across turns]]. You could even state that this was &amp;quot;intentional,&amp;quot; since the Tyranid Neurothrope had a similar ability that let it gain additional Warp Charge that could only be used by its unit. Hilariously though, Siphon Magic was otherwise useless for ML 1 Psykers since if it was the only power that could be cast that turn, then it would mean storing up dice that could not be used. Oops.&lt;br /&gt;
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*&#039;&#039;&#039;Zombie-Free Death Guard:&#039;&#039;&#039; Typhus let you nominate any Chaos Cultists as Plague Zombies at army creation, giving them Fearless, Feel No Pain, and Slow and Purposeful. They however could not purchase any other options besides increasing their unit size. When Traitor Legions came out, it added rules for different Legion Tactics; notably, Death Guard detachments required all units with the option to purchase the Mark of Nurgle. Due to ambiguous order of operations, it was entirely possible that the Cultists having to purchase the Mark of Nurgle precluded Typhus being able to nominate said Cultists as Zombies. However, Typhus let you nominate any Cultists in your army, and not necessarily the Detachment he was in, so if you took an allied Alpha Legion detachment, you could have Infiltrating ninja-zombies. Let that image sink in.&lt;br /&gt;
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*&#039;&#039;&#039;Faceless Commanderp:&#039;&#039;&#039; The Alpha Legion Warlord Trait &#039;&#039;&#039;Faceless Commander&#039;&#039;&#039; let the Warlord &#039;trade positions&#039; with another Character &#039;of the same type.&#039; This led to [[skub|fun debates over whether Characters and Independent Characters were the same subtype, as well as what happens when one of the characters is engaged in combat or inside a transport]]. More entertaining would be the question about what happens when two Alpha Legion Demon Princes swap, especially if one of them was airborne.&lt;br /&gt;
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*&#039;&#039;&#039;Hydra-faced Cultists:&#039;&#039;&#039; Traitor Legions again. The &amp;quot;Lost and Damned&amp;quot; Formation had a special rule that if any unit of Cultists was destroyed, then the Chaos player would get a &#039;replacement&#039; of that unit which would emerge next turn from Ongoing Reserves. The Alpha Legion&#039;s super-detachment had the same rule under a different name. Considering that the Lost and the Damned was the [[fail|only Cultist formation available to Alpha Legion]], this immediately led to [[skub|debates over how the two bonuses interacted with each other]], with some players saying you only got &#039;one&#039; roll, some players saying you got to reroll, and some players saying you could roll twice and get two units of Cultists. GW eventually FAQ&#039;d this, so Alpha Legion only got &#039;one&#039; roll, but it was on a 3+.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;&#039;&#039;Looks like we missed our flight&#039;&#039;&amp;quot;:&#039;&#039;&#039; Courtesy of Codex: Imperial Agents, an Imperial Navy detachment could grant additional Valkyries and an Officer of the Fleet. The only problem? [[Derp|the Valkyrie had the Imperial Navy Faction and thus could not start the game transporting any unit]]. This required a FAQ to say that &amp;quot;Transports from this Faction can transport Astra Militarum, Militarum Tempestus and Inquisition units as if they were all of the same Faction&amp;quot;.  &lt;br /&gt;
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*&#039;&#039;&#039;Soul Pain:&#039;&#039;&#039; The Ynnari Psychic Power Unbind Souls targeted an enemy unit, and made a number of Strength 4 attacks equal to the number of models in the target unit. It was supposed to be used to cut large hordes down to size. However, the rulewriter forgot that only models in range and line of sight could be removed as casualties, and Unbind Souls only had 12 inches of range. The result would be a few unlucky Orks or Tyranids being struck down with extreme overkill, to the confusion of the rest of the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Revenge is Sweet:&#039;&#039;&#039; In what may be the best bit of poetic irony of 7th Edition, the Avatar of Khaine was completely immune to Guilliman, since all of Guilliman&#039;s close combat attacks had Soul Blaze. Feels good to be immune after being used as a punching bag in all of Matt Ward&#039;s old fluff...&lt;br /&gt;
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*&#039;&#039;&#039;Stormsurge Fell and Can&#039;t Get Up!:&#039;&#039;&#039; When the Stormsurge battlesuit came out, it had a nice little rule that allowed it to fire twice at the expense of not being able to move. The problem? If it was tank shocked by anything (and this was confirmed in the FAQ) it would instantly die if its anchors were deployed, presumably because it would be tipped over and without arms (and thanks to being a super-heavy) it would be impossible to stand back up again. So, surprisingly enough, this is less a case of shitty rules and more one of the rules implementing the consequences of a shitty design ignored elsewhere.&lt;br /&gt;
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*&#039;&#039;&#039;Da Boss&#039;s Tools:&#039;&#039;&#039; Da Fixer Upperz is a Gift of Gork and Mork available to Big Meks and supposedly Meks, unfortunately as written Meks can&#039;t take Gifts of Gork and Mork.&lt;br /&gt;
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*&#039;&#039;&#039;Silver Tower of REEE:&#039;&#039;&#039; When Black Crusade: Traitor&#039;s Hate campaign book hit the shelves, it introduced a few toys, that were reskinned from codex supplement Angels of Death. One of them was Geomortis discipline, with a very neat power Worldwrith. What it did is allow you to pick up a piece of terrain and move it around. If units fit on it, they were also moved. But this is only the beginning. As fortifications were also considered a piece of terrain, you could use this discipline on buildings that you deployed yourself, like Imperial Bastion, or Fortress of Redemption. But now we get to the stupid part. All fortifications were allowed to buy upgrades, like guns, barricades or emergency access point. What it did was place a token within 6&amp;quot; of fortification, that allowed you to enter and leave the building no matter if it was surrounded... or half a board away, as no rules stated that it had to remain within 6&amp;quot; to work. This allowed for truly silly tactic of planting one sorcerer on top of the tower to cast Worldwrith and the other sorcerer in your deployment to cast summoning from Malefic Daemonology. Those daemons can then enter the fortification through what I assume was a warp portal access point, and man the guns, or even charge out of it in subsequent turns. The possibilities were endless. BS5 Bloodletters manning the guns? Sure! Squad of Horrors casting even more bullshit from the top? No problem!&lt;br /&gt;
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==8th Edition==&lt;br /&gt;
Strap yourself in, son, this is gonna be a long one. This edition saw a major rules overhaul, stopgap rules brought in before full codices were released, and of course, the most recent fuckups tend to be easier to remember than the ones that happened twenty years ago.&lt;br /&gt;
*&#039;&#039;&#039;Keyword Issues:&#039;&#039;&#039; 8th edition got rid of Universal Special Rules, instead opting for units having their own bespoke special rules and having assorted Keywords associated with them. For example, Rhinos cannot transport models with the Terminator Keyword, while Land Raiders treat models with the Terminator Keyword as taking two transport slots. [[derp|It would not be until a halfway through the edition that GW learned to distinguish keywords for models, versus the entire unit sharing collective keywords]]. This led to several earlygame bloopers.&lt;br /&gt;
**&#039;&#039;&#039;Terminator Rune of Yoga:&#039;&#039;&#039; Space Wolves have a distinct ability to &#039;mix-and-match&#039; Terminator Wolf Guard into units of Power Armored units. In early 8th edition, [[derp|giving a Wolf Guard model Terminator Armor did not actually grant the Terminator Keyword]], [[wat|letting said Wolf Guard Terminator cram itself into a transport]]. Since this was before Games Workshop decided to do &#039;model-level&#039; Keywords, they instead had to FAQ this to state that &amp;quot;the Wolf Guard is treated as though it has the Terminator Keyword&amp;quot;. &lt;br /&gt;
**&#039;&#039;&#039;Deathwatch Weightwatchers:&#039;&#039;&#039; Deathwatch had the opposite problem; a Kill Team could attach a Vanguard Veteran, Terminator, or Biker to their unit, and collectively gain all the Keywords at the unit-level. The issue with this was [[derp|that adding one Terminator to the unit meant each and every model now took up two spaces inside a Land Raider]]. This also required a similar FAQ, stating that although the entire unit had the Terminator Keyword, only the Terminator counted as having the Terminator Keyword for purposes of transport.&lt;br /&gt;
**&#039;&#039;&#039;All is Atomized Dust:&#039;&#039;&#039; The rules for Psykers in 8th are copied from Age of Sigmar: Roll 2d6 against the Psychic Power&#039;s difficulty, suffering Perils if you roll double 1s or double 6s. Perils means you suffer D3 Mortal Wounds, and inflict another D3 Mortal Wounds to all units within 6&amp;quot; should the Psyker be slain as a result. Unfortunately, the Aspiring Sorcerer in a unit of Rubric Marines...has 1 wound, while having a weaker version of Smite. Because Mortal Wounds spillover, this means you lose 2d3 models to Perils, the Sorcerer among them. Don&#039;t even think about trying to cast powers against Hive Fleet Kronos, lest your [[fail|expensive Rubric Marines go up in a blaze of Chaos is Fickle!]]. Keep in mind, although the entire unit is a PSYKER, the rules for Perils state that the psyker (not keyworded) suffers the Mortal wounds, and the Rubric Marine datasheet mentions that the Aspiring Sorcerer is the model doing the casting, so he has to be the first one removed from the unit no matter what you roll. &lt;br /&gt;
**&#039;&#039;&#039;Honorary title:&#039;&#039;&#039; When the SM 8.5 codex dropped, chaplains were given the new litanies of battle mechanic which allowed them to give buffs to units by reciting litanies (rolling a 3+). To get litanies a model needed the &amp;lt;Priest&amp;gt; keyword, which all chaplains were given. But only chaplains were given this keyword, and they all already had the &amp;lt;Chaplain&amp;gt; keyword, meaning GW added another keyword to chaplains to give them this rule, when attaching the rule to the &amp;lt;Chaplain&amp;gt; keyword would have had the same result without adding a redundant keyword to chaplains.&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know Fear:&#039;&#039;&#039; As written, 40k uses a system where you roll dice (d3s, d6s, 2d6s, etc.) and add modifiers to the roll to get the result. If you have any ability to re-roll, those are applied before any modifiers. Space Marines have &#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039; which lets them re-roll failed Morale Tests. However, a Morale Test is resolved by rolling a D6 and adding the number of casualties the unit has suffered to obtain the result, before comparing against the unit&#039;s base leadership. [[Skub|Differring arguments exist as to whether adding a number to get a result is considered a modifier, vs a modifier being for a basic roll otherwise]], but the end result would be that through a literal interpretation, [[Fail|Marines by default could never reroll morale, since they would compare the d6 against their highest Ld (8 for the Sergeant), then modify the roll with the casualties]]. [[Wat|Ironically, this means abilities that lower the Marine unit&#039;s Ld would make it more likely for the Marines to actually use ATSKNF]]. [[Skub|You can argue if this is intentional or not too]], [[That Guy|stating &amp;quot;ATSKNF only kicks in when facing true fear.&amp;quot;]]&lt;br /&gt;
*&#039;&#039;&#039;I&#039;m Celestine! No, I&#039;m Celestine!&#039;&#039;&#039;: When a new edition is released there&#039;s bound to be one or two things that GW forgets to mention or include, in this case GW forgot to make Saint Celestine &#039;&#039;unique&#039;&#039; when they released her rules, which opened the way for Imperium players to field 5 (or more) of her. This might not be all that bad on its own, if it wasn&#039;t for the fact that each Celestine boosted the &#039;&#039;&#039;Shield of Faith&#039;&#039;&#039; rule that the Sisters of Battle possessed. Normally it gave them a 6+ invulnerable save and for every Celestine on the tabletop this increased by +1, meaning that it was very easy to give your entire army a 2+ Invulnerable save and steamroll the opposing army, while remaining entirely tournament legal (although don&#039;t expect any TO to allow you to use this technically-legal list).&lt;br /&gt;
*&#039;&#039;&#039;Holy Artillery:&#039;&#039;&#039; Compounding the Celestine shenanigans, thanks to how it was written the Sisters of Battle could use Acts of Faith on any unit in their army of the same order, even if they didn&#039;t have Acts of Faith. This was done by using an Imagifier or Celestine to grant the act on either a 4+ or automatically, which led to players using them to fire Exorcists twice per turn and just erase most armoured units/vehicles/monsters from the tabletop. This was later errata&#039;d so that you can only use this power on units that can actually use Acts of Faith.&lt;br /&gt;
*&#039;&#039;&#039;Were we hunting somebody?:&#039;&#039;&#039; Another thing GW forgot at the start of 8th was double-checking army restrictions, specifically who could be allowed to fight beside who. This led to shenanigans like Fallen and Dark Angels fighting alongside each other without issue because they both had the Imperium keyword.&lt;br /&gt;
*&#039;&#039;&#039;Schroëdinger&#039;s Airplane&#039;&#039;&#039;: 8th also re-reverted aircraft rules so that units could not occupy the same space. However, there was no &amp;quot;clause&amp;quot; that airborne models did not block movement. [[Wat|This meant that while you could theoretically kill an aircraft by flooding the board with Conscripts so there was no legal move]], [[derp|this also meant that units could be prevented from legally moving past the aircraft, while not being allowed to Assault them]]. [[That Guy|The 2nd-place winner at LVO 2019 exploited this rule by taking 6 Eldar Flyers and using them to &amp;quot;wall in&amp;quot; the enemy&#039;s infantry and Castellan]], leading to GW finally FAQ&#039;ing Airborne to work similar to early 7th.&lt;br /&gt;
**However, even the fix had its own problems. The FAQ stated that rather than &#039;blocking&#039; enemy movement, an airborne flyer would not block movement...provided the enemy unit was fast enough to move 1&amp;quot; past the flyer&#039;s base. Unfortunately, a 40k flyer base is a 120mm x 92mm oval, translating to 4.7&amp;quot; in length. Most infantry units can move 6&amp;quot; in their movement phase. [[derp|Assuming the flyer is 1&amp;quot; away from an enemy infantry unit, the enemy unit would need to move at least 6.7&amp;quot; forward in order to clear the distance from the flyer, and thus the FAQ effectively changed nothing for infantry]]. &lt;br /&gt;
*&#039;&#039;&#039;Dakkadakka Wolf Guard&#039;&#039;&#039;: 8th removed Twin-Linked as a special rule; formerly twin-linked weapons now had twice the attacks instead of rerolling to hit. Storm Bolters were made the equivalent of two Bolters for this same reason. 8th also streamlined shooting by stating that a model could fire all of its non-pistol weapons, or all its pistol weapons. [[Dakka|Wolf Guard in the Index could take two Storm Bolters each, as well as a Bike with twin-linked Bolter]], [[Derp|leading to Space Viking Bikers throwing down 12 shots per model]]. [[Wat|One wonders why the White Scars never tried that]].&lt;br /&gt;
*&#039;&#039;&#039;Technically Correct: The Best Kind of Correct:&#039;&#039;&#039; The big FAQ introduced new suggested rules for Tournament play to prevent spam by introducing a hard limit to the same Datasheet to 3 &#039;&#039;per army&#039;&#039; in a 2k point game. On Paper this means you will see at most 3 Flyrants, 3 Units of Dark Reapers, 3 Fire Raptors etc. Sounds good on paper and limits MSU and Spam, right? Well they forgot about the Daemon Prince and the Leman Russ. [[Derp|First off, the Daemon Prince! You can still bring a Battalion of Chaos Marines, Battalion of Daemons, and then a Supreme Command Detachment of Thousand Sons or Death Guard because it is a separate Datasheet for each army]] (FAQ has since rendered this variant of the cheese irrelevant). [[Derp|Second, the Leman Russ is limited to 3 Squads of Leman Russ tanks, so you can bring 3 Squads of 3 in a Spearhead and 3 Tank Commanders in a Supreme Command if you want, then have the 12 Leman Russ Tanks all break unit during the game, giving you 12. 13 if you also take Pask. And then you could keep going with all the forge world variants...]] This works with anything that can Combat Squad or has similar abilities as well.&lt;br /&gt;
**The second variant of this actually became the basis for a tournament build involving 9 Hellhounds and 9 Artemia-Pattern Hellhounds, as a &amp;quot;meta counter&amp;quot; to Custodes Bike-Captains or hitmods. &lt;br /&gt;
**Even better with Forge World and the Russes. The Death Korps Mars Alpha Russ is a separate datasheet, as is the Conqueror, Stygies Vanquisher and the Annihilator. So you can have [[Wat|48 units of Russes when there is meant to be a cap of three.]] This would cost far more than 2000 points, though.&lt;br /&gt;
**With the new Knights codex, there are new type of mini-knight called Armigers, which are split into 2 datasheets and can be taken in 3 man squads like the Russes. So have fun with 18 Lords of War when the limit should be 3.&lt;br /&gt;
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*&#039;&#039;&#039;What Role Am I Anyway?:&#039;&#039;&#039; The rules to the aforementioned hard limit says &amp;quot;this rule does not apply to units with the Troops or Dedicated Transport Battlefield Role.&amp;quot; [[Fail|However, this does not account for the fact that the same Datasheet can be taken for multiple Battlefield Roles]]. For example, Khorne Berzerkers are Troops in a World Eaters Detachment and Elites otherwise. [[Skub|Depending on your interpretation, this can either mean &amp;quot;ignore Troops and Dedicated Transports when determining your total,&amp;quot; that units cannot be exempt unless they can only ever be taken as Troops or Dedicated Transports, or they can so long as the potential to take them as Troops exists]].&lt;br /&gt;
**The reasonable interpretation would be that, using Berzerkers as an example, you can have unlimited Troops Berzerker datasheets and a cap on Elites Berzerker datasheets. Why GW couldn&#039;t make this clearer is anyone&#039;s guess.&lt;br /&gt;
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*&#039;&#039;&#039;Elysian Demolitions:&#039;&#039;&#039; In the Forgeworld Imperial Armour Index, Elysian Drop Troopers had a special Order called &#039;&#039;&#039;Fire And Advance&#039;&#039;&#039; which let a unit shoot while treating all of its weapons as Assault. [[Fail|By itself, this was underwhelming and even caused Lasguns to shoot less than if they fired without an order]]. However, [[derp|this also gave Elysian frag and krak grenades the Assault profile]], [[cheese|letting a unit of Elysians throw more grenades than even the Grenadier Stratagem]]. Occasionally, [[Skub|lively debates occur over whether or not]] [[wat|chainswords or other melee weapons get the assault rule]].&lt;br /&gt;
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*&#039;&#039;&#039;Does anyone actually playtest this anymore?&#039;&#039;&#039; FAQ again! So the character targeting rules changed to prevent cheese. before you could only target a character with less than 10 wounds if they were the closest &#039;&#039;visible&#039;&#039; unit. This leads to [[cheese]] like surrounding squads with their own tanks and transports, leaving a small hole so a unit could only see a character, or attempting to snipe characters with Mortars and Basilisks. Instead of fixing this by saying something like &amp;quot;You can see through friendly units for the purposes of targeting (and only targeting) but cannot shoot through them&amp;quot;, GW tried to patch this out. [[What|Now you can&#039;t target the character if there is a unit between the shooter and character &#039;&#039;&#039;even if that closer unit isn&#039;t in LoS&#039;&#039;&#039;.]] This has lead to characters like Archons and [[Smashfucker]] becoming the best objective holders and deep strike denial units in the entire game. Now imagine what a Reaper Launcher Autarch with Mark of the Incomparable Hunter can do with this...&lt;br /&gt;
::Note that as of the 2nd big FAQ this remains not only unchained, but now made into an official rule. If a character is in clear view and the only enemy units that are closer to your unit than them are completely out of Line of Sight, [[FAIL|then you still cannot shoot that character.]] The FAQ also specified that you ignore other characters for the purposes of &#039;closest enemy unit&#039;, but only if they have less than 10 wounds.&lt;br /&gt;
::Prior to being patched, this led to a notable &amp;quot;Superfriends&amp;quot; of assorted Imperial Characters (including Gulliman and Draigo and more), several Eversor Assassins, and at least four Culexus Assassins. The Culexus Assassins could only be hit on 6s, were immune to Smite, and had a 4+ Invulnerable, and were also the only unit the opponent could legally target.&lt;br /&gt;
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*&#039;&#039;&#039;GRAMMAR IS FOR THE WEAK!:&#039;&#039;&#039; The Chaos Daemon Codex has the rule &#039;&#039;&#039;Daemonic Ritual:&#039;&#039;&#039; Instead of moving in their Movement Phase, any CHAOS CHARACTER may, at the end of their Movement Phase, attempt to summon a DAEMON unit &#039;&#039;with this ability&#039;&#039; by performing a Daemonic Ritual. The key is the &amp;quot;with this ability,&amp;quot; since this can form an ambiguous lexical construct. &amp;quot;I found you with my flashlight&amp;quot; can either mean subject A found Predicate B in the possession of A&#039;s Flashlight, or that A used A&#039;s Flashlight to find B. Only by noticing that non-character Daemon Units have Daemonic Ritual will a player infer that [[wat|having Daemonic Ritual does not let you perform a Daemonic Ritual]], [[derp|but lets any Chaos Character that doesn&#039;t necessarily have Daemonic Ritual perform a Daemonic Ritual]], [[FAIL| and the clause &amp;quot;By performing a Daemonic Ritual&amp;quot; is just flavor-text with no actual relevance to Daemonic Ritual]]. [[Skub|Feel free to attempt to summon a Heldrake]] [[That_Guy|on account of ambiguous ruling though]].&lt;br /&gt;
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*&#039;&#039;&#039;Lesser Keyword of Solomon:&#039;&#039;&#039; The Daemon Codex came with many Stratagems, which people immediately started thinking of ways to apply to [[Cheese|Magnus and Mortarion]]. To curb this, GW released a FAQ stating that Daemon Stratagems and Relics only work on Faction Keyword Daemons. The problem? The Warhammer Designer Commentary FAQ (the same one preventing Sept&amp;lt;Craftworld&amp;lt;Wu&#039;Tang Clan&amp;gt;&amp;gt;) states that [[derp|once the battle is begun, there is no functional difference between a Keyword and a Faction Keyword]], [[Fail|so the errata as written doesn&#039;t work]].&lt;br /&gt;
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*&#039;&#039;&#039;Plasma is Hotter At Night:&#039;&#039;&#039; When you Overcharge Plasma weaponry, it explodes on a 1. Not a &amp;quot;natural&amp;quot; one but a &amp;quot;modified one.&amp;quot; This means any penalties to-hit also increase the odds of Plasma exploding. The Machine Spirits are afraid of the dark. Note that supercharged Plasma Guns &amp;quot;slay the bearer on a hit roll of 1&amp;quot;. Everything in the book draws gear from one list. Yes, including vehicles. Yes, that 371pts Land Raider with 16 wounds just spontaneously evaporated itself with its own pintle-mounted combi-plasma. Don&#039;t press that, brother!&lt;br /&gt;
**To add insult to injury, there is even a situation where you can make an Overcharged Plasma Cannon explode on any result to hit, thanks to GW giving -1 to hit effects to the Craftworld Eldar like it&#039;s going out of style. All you need to do is overcharge and shoot a Plasma Cannon at night (-1 to hit) after moving (-1 to hit) at some knife eared assholes painted blue (Alaitoc Attribute, -1 to hit at +12&amp;quot;) with fancy armour (Warp Spider&#039;s Flickerjump ability, -1 to hit) who are pulling some Matrix shit (Lightning-Fast Reactions Stratagem, -1 to hit). So that&#039;s a total of -5 to hit, meaning any result you roll to hit will be modified down to a 1. I guess the Machine Spirits are also scared of Eldar too?&lt;br /&gt;
**On a more positive note, you can (almost always) fire the gun on regular mode at no risk. As hilariously bad as this rule is, you at least don&#039;t &#039;&#039;need&#039;&#039; to commit suicide or do nothing.&lt;br /&gt;
**Some models have special rules on their guns to &amp;quot;fix&amp;quot; this, mostly characters with big expensive minis and guns that only cause a mortal wound on a 1.&lt;br /&gt;
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*&#039;&#039;&#039;Anti-Air Flamethrowers:&#039;&#039;&#039; Flamethrowers in 8th edition no longer use an AoE &amp;quot;teardrop&amp;quot; template, but instead inflict a random number of automatic hits on a unit. For example, a Hellhound&#039;s Inferno Cannon inflicts D6 automatic hits. Due to these changes, regular flamers are less important as a crowd control weapon, and more as an anti-hitmod (and [[derp|anti-aircraft]]) weapon; this is especially true of weapons that have a multi-damage value like the aforementioned Inferno Cannon. Where it gets silly though is how Flamers interact with &amp;quot;ambush/deepstrike&amp;quot; abilities. See, regular flamers have an effective range of 8 inches, but most &amp;quot;strike from Reserve&amp;quot; powers require you to set up more than 9 inches away. This means that flamers are useless when you appear from Reserves, but it also means they&#039;re useless for defending against units Charging from Reserves, since the flamers are [[fail|out of range and thus unable to actually lay down a Wall of Death like in 6th-7th Edition, or interrupt movement like in 2nd Edition]].&lt;br /&gt;
**9th &#039;fixed&#039; this for flamers by upping their range to 12&amp;quot;, essentially granting them the ability to hit targets provided they started their charge within range of the flamer model in question. Of course, 9th also made Overwatch a Stratagem to the [[skub|debatable benefit of everyone]].&lt;br /&gt;
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*&#039;&#039;&#039;Just Another Bugged Hunt:&#039;&#039;&#039; Genestealer Cults have a special rule called Brood Brothers: For each Genestealer Cult detachment in your army, you may take one Guard detachment, ignoring said Guard Detachment&#039;s Faction Keywords when determining if your army is Battle-Forged. The Guard Detachment cannot benefit from any Regiment-specific Stratagems, Doctrines, or Relics. However, a separate Forgeworld FAQ ruling states that Elysian and Krieg bonuses are not considered Regiment bonuses but their own &amp;quot;bespoke&amp;quot; rules. Combine with the fact that Brood Brothers has no restriction on being triggered by an Auxiliary Detachment, and you can have a Battalion of Tyranids fighting alongside a Battalion of Elysians, [[wat|with a single Cult Acolyte in an Auxiliary Detachment making the list Battle-Forged]].&lt;br /&gt;
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*&#039;&#039;&#039;Unfocused Fire:&#039;&#039;&#039; Due to wonky RAW, the Tau Stratagem Focused Fire (hopefully to be FAQd) works best by splitting fire across the entire enemy army. Say the opponent has a unit. You shoot that unit, it fails its save, and you then activate Focus Fire. For the rest of that phase, any T&#039;au Sept &#039;&#039;unit&#039;&#039; of yours that &#039;&#039;targets&#039;&#039; that unit gets +1 to wound. However, selecting targets and resolving shooting are separate steps; this means that RAW, a Hammerhead could allocate Smart Missiles against the unit that Focus Fire was activated against, allocate its Railgun against another unit, and get +1 to wound both units. &lt;br /&gt;
**The Big FAQ errata&#039;d Focus Fire so that you get +1 to wound with attacks that are made by T&#039;au Sept units from your army that target the enemy unit. [[Skub|Although some will argue that &amp;quot;that target unit&amp;quot; refers to the attacks]], even if that were the case, [[Derp|RAW units Choose Targets, and then after allocating weapons, you Resolve Attacks]], [[Fail|and therefore this errata effectively changes nothing]].&lt;br /&gt;
**&#039;&#039;&#039;Sidenote:&#039;&#039;&#039; 8th renames Tau to T&#039;au, while adding bonuses for Sept T&#039;au. Thus, there was a joke due to the Faction and Sept having the same name. &amp;quot;All T&#039;au are T&#039;au, but some T&#039;au are more T&#039;au than others.&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Really Hot-Blooded:&#039;&#039;&#039; Normally, the shooting sequence is: Select a unit to shoot, Declare targets, allocate weapons, then resolve attacks. Certain Stratagems or abilities may allow a unit to &amp;quot;fire its weapons twice&amp;quot; or &amp;quot;shoot an additional time at the end of the Shooting Phase.&amp;quot; However, the Vior&#039;la Stratagem &#039;&#039;&#039;Hot-Blooded&#039;&#039;&#039; is worded that at the start of the Shooting Phase, you may pick an INFANTRY unit from your army, and it may be &amp;quot;chosen to shoot twice this phase.&amp;quot; The key is that normally, the rules state that you may not select a unit to shoot if it Fell Back, Advanced, or is engaged, [[derp|yet this Stratagem as written overrides those restrictions]]. [[Skub|Unlike other RAW screwups, it is unknown if this was intentional or just GW flubbing standardizing their rules]].&lt;br /&gt;
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*&#039;&#039;&#039;They can have TWO weapons?:&#039;&#039;&#039; After waiting months for a FAQ, the tau finally got an answer as to what counts as a &amp;quot;shot&amp;quot; in the cadre fireblade&#039;s volley fire ability. GW answered &amp;quot;It means the player can make one more hit roll for each model that is firing at a target within half range&amp;quot;, which conflicts with the wording of the ability which says the model gets an extra shot for EACH WEAPON, meaning drones, which carried 2 pulse carbines, would not get an extra shot per pulse carbine. Many months later GW issued a FAQ of the FAQ, saying the model would get one extra shot for each weapon.&lt;br /&gt;
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*&#039;&#039;&#039;Supreme Lack of Fire Discipline:&#039;&#039;&#039; The T&#039;au Sept Sa&#039;cea has the Tenet &#039;&#039;&#039;Calm Discipline&#039;&#039;&#039;, which at first looks similar to the Salamander Chapter Tactic &#039;&#039;&#039;Master Artisans&#039;&#039;&#039;, in that it lets each Sa&#039;cea unit reroll a single to-hit roll. However, while the Salamanders Chapter Tactic is worded that you &amp;quot;you can reroll a single failed hit roll and a single failed wound roll made for a SALAMANDERS unit with this Tactic each time it shoots or fights,&amp;quot; the Sa&#039;caea Tenet is written that &amp;quot;In the Shooting phase you can re-roll a single failed hit roll when a unit with this tenet shoots.&amp;quot; [[Fail|As written, the Tenet gives you one reroll to-hit for the entire shooting phase, and not one per unit.]]&lt;br /&gt;
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*&#039;&#039;&#039;Ork Snipers are totally a thing:&#039;&#039;&#039; Again with GW forgetting that -1 to hit is actually powerful and handing it out everywhere, this initially meant that Orks are literally incapable of hitting anything with a -2 to hit, since there is no &amp;quot;6 always hits&amp;quot; rule (until the Orks&#039; codex) the way there is a &amp;quot;1 always fails&amp;quot; rule. &lt;br /&gt;
** GW thankfully realized this in time for the Ork Codex, not only giving them a special rule to always hit with shooting on unmodified 6s, but to gain extra attacks through it.&lt;br /&gt;
** This can be exploited by a Tyranid list with [[Biovore]]s. The Spore Mine Launcher, on a miss, allows you to put a Spore Mine on the table for free, even in Matched Play. Tired of to-hit penalty cheese making all your guns hit on a 6+ or 7+? Have your Biovores shoot at them and they can literally cover the table in Spore Mines, because they&#039;ll always miss.&lt;br /&gt;
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*&#039;&#039;&#039;Thermonuclear Spore Mines:&#039;&#039;&#039; The wording of the &#039;&#039;&#039;Floating Death&#039;&#039;&#039; ability states that a Spore Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase; whenever it explodes, it inflicts Mortal Wounds on the &amp;quot;nearest&amp;quot; enemy unit except on a 1. [[wat|The issue is that multiple Spore Mines in range of the same unit explode simultaneously, and thus their wounds must be sequentially resolved]]. Suppose I have three Spore Mines, each in range of a squad of 2 Space Marines. All three explode. The first one wipes out the Space Marine Squad, [[derp|while the second and third one each inflict Mortal Wounds on the &amp;quot;next&amp;quot; nearest unit]], [[Fail|even if on the opposite side of the game board and out of Line of Sight]].&lt;br /&gt;
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*&#039;&#039;&#039;Sonic the Genestealer:&#039;&#039;&#039; Tyranids have a Stratagem called &#039;&#039;&#039;Metabolic Overdrive&#039;&#039;&#039; that lets a unit move a second time in the Movement Phase in exchange for not being able to Charge that turn. Hive Fleet Kraken Tyranids roll 3d6 and pick the highest roll for determining their Advance move, while their &#039;&#039;&#039;Opportunistic Advance&#039;&#039;&#039; Stratagem lets them double their Advance distance for that movement phase. The initial issue was that RaW, [[derp|Advance added to your Move Characteristic for that phase, instead of increasing your characteristic for that specific move.]] [[wat|Thus, a unit of Kraken Genestealers could move not 8 + 12 + 8 + 12 inches in the Move Phase, but 8 + 12 + 8 + 12 + 12]]. [[derp|Combine with a Swarmlord&#039;s Hive Commander ability for an effective top speed of 66&amp;quot;, and a unit of Kraken Genestealers could outrun a supersonic aircraft on foot]]. [[Meme|Gotta go fast]]!&lt;br /&gt;
** GW FAQed this [[fail|not by stating that Advancing only applies to a specific move, but by stating that you can only advance once in a phase and it applies to all moves made that phase]]. This did make the initial Sonic the Genestealer option slower, with a top speed of [[derp|only]] 54&amp;quot;. However, GW also clarified that Opportunistic Advance could be used with Hive Commander, Overrun, Mind Eater, or any other ability that lets a unit &amp;quot;move as though it were the Movement Phase.&amp;quot; [[wat|Aside from giving a unit of Kraken Genestealers a theoretical top speed of 101&amp;quot; (8+12 from Move &amp;amp; Opportunistic Advance, 8+12 from Hive Commander and Opportunistic Advance, 12 from Charge, 3 from Piling In, 3 from Consolidate, 3 from Piling in and again with the Adrenaline Surge stratagem, 8 + 12 from Overrun (replacing Consolidate from the Adrenaline Surge) and Opportunistic Advance, and another 8 + 12 from Mind Eater and Advance)]], [[fail|it sets a messy precedent for Dark Eldar due to GW not strictly defining what &amp;quot;as if in another phase&amp;quot; actually means]].&lt;br /&gt;
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*&#039;&#039;&#039;What Phase is It Anyway?:&#039;&#039;&#039; The Dark Eldar Wych Cult of Red Grief has the Stratagem &#039;&#039;&#039;No Method of Death Beneath our Grasp&#039;&#039;&#039; which can be used immediately upon destroying an enemy unit in the Shooting or Fight Phase. If you destroy an enemy unit in the Shooting Phase, you get a second round of shooting. If you destroy an enemy unit in the Fight Phase, you get to (after Consolidation) Fight a second time in the Fight Phase. By itself, this is remarkably innocent. [[Derp|However, GW forgot that Ynnari are capable of &amp;quot;out-of-phase&amp;quot; actions, and confirmed that Dark Eldar Ynnari still have access to Dark Eldar Stratagems]]. [[Skub|You can have a unit of Ynnari Red Grief Reavers destroy an enemy unit in the Fight Phase, use Soulburst to &amp;quot;shoot as if it were the Shooting Phase&amp;quot; to destroy another unit, pop the Stratagem, and then cause the game to break under at least three separate interpretations over what phase you are actually in.]] [[Fail|The fact there is no &amp;quot;Else&amp;quot; clause in the ability means that you can argue that if the Stratagem works as if in both phases, you can Consolidate, shoot and fight with this Stratagem]]. &lt;br /&gt;
**The Big FAQ clarified that Soulburst takes place after you Consolidate despite triggering immediately, giving potential weight to the theory that you get both effects.&lt;br /&gt;
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*&#039;&#039;&#039;The Howling Banshees got into the cookie-dough again:&#039;&#039;&#039; Howling Banshees get +3&amp;quot; to the distance they roll for charges, and are also supposed to be able to charge units 15&amp;quot; away. However due to how the rule is written, all it does is let them charge after advancing if a unit is 15&amp;quot; away, not that they get to ignore the 12&amp;quot; limit from the main Rulebook. I guess Jain Zar has some coupons for Ben and Jerry&#039;s or something?&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;We forgot the difference between Unit and Model&amp;quot; for 500, Alex:&#039;&#039;&#039; The rules for Advancing say that the unit may not be selected to shoot if it does so. The rules for Assault weapons say a model with an Assault weapon may shoot it if it advanced, but at -1 to hit. The problem is that you can never select the unit the model with an Assault weapon is in as a unit you want to shoot with, due to the rules for advancing. The same applies for Pistols with a unit within 1&amp;quot; of an enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Stop Betraying Yourself! Stop Betraying Yourself!&#039;&#039;&#039;: [[Khârn]] the Betrayer has the rule &#039;&#039;&#039;Kill! Maim! Burn!&#039;&#039;&#039; which lets him (any friendly World Eaters within 1&amp;quot;, so really just himself) reroll all hits in the Fight Subphase, and he hits on a 2+. Sounds good so far, right? However, his rule &#039;&#039;&#039;The Betrayer&#039;&#039;&#039; means he cannot reroll 1s (so he cannot reroll any hits), each 1 hitting a friendly unit instead. You would think this would mean that you should run him solo, for &amp;quot;If there are no friendly models within 1 inch of Khârn, the hits are discarded.&amp;quot; Unfortunately, a model is always treated as being in range of itself for auras or other special rules, meaning [[Fail|a bunch of 1s (or modified rolls) will result in Khârn hitting himself instead of the enemy]].&lt;br /&gt;
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*&#039;&#039;&#039;Dakkaskull of Dakka:&#039;&#039;&#039; The Admech Stratagem &#039;&#039;&#039;Scryerskull&#039;&#039;&#039; can for the measly cost of 1 Command Point be used &amp;quot;at any time&amp;quot; to do one of several things: Reveal D3 Hidden Setup Markers, reveal a Mysterious Objective, or shoot with an ADEPTUS MECHANICUS unit while ignoring penalties from Dawn Raid, Low Visibility or Cover of Darkness. The &amp;quot;At any time&amp;quot;, a lack of a requirement that the mission being played is using special rules or a &#039;shooting phase only&#039; limitation results in game-breaking issues.&lt;br /&gt;
**Stratagems used before a battle are exempt from the once per phase rule. So feel free to use Scryerskull &amp;quot;at any time&amp;quot; during your deployment phase until you run out of CP or enemies to shoot. If you don&#039;t feel like winning the game during deployment, you can still use Scryerskull once in every phase for both players, means that RAW, [[derp|you can use it once in every Movement, Psychic, Shooting, Charge, Fight and Morale phase, and then again in the next player&#039;s turn.]] Combine with Kastellans for almost enough dakka or a neutron laser Dunecrawler to wipe out every vehicle in the opposing army.&lt;br /&gt;
**This Blooper has been fixed in the Admech FAQ.&lt;br /&gt;
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*&#039;&#039;&#039;Trash Can Lid of Faith:&#039;&#039;&#039; Seraphim have a 6++ save, and a rule forcing them (if it were optional this wouldn&#039;t be a problem) to re-roll failed results when using this save. Celestine gives a +1 modifier to those invulnerable saves. However, because of the totally fun and not at all stupid system where re-rolls must happen before modifiers, if a Seraphim rolls a 5 for their save, they are forced to re-roll it even though it would pass after modifiers.&lt;br /&gt;
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*&#039;&#039;&#039;White Autarchs can&#039;t Jump:&#039;&#039;&#039; While it was fixed in the Codex for Warp Spiders (due to horrible wording in the Index, RAW said that Warp Spiders couldn&#039;t teleport out of combat in the Index), an Autarch using a Warp Spider Jump Pack can&#039;t use said Jump Pack to teleport out of Combat due to no current rules existing for the Autarch&#039;s version of it.&lt;br /&gt;
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*&#039;&#039;&#039;Remote Serjery:&#039;&#039;&#039; Because the Painboy&#039;s healing ability works on models and not units, it&#039;s entirely possible for a Painboy to save an Ork in combat on the other end of the table if you conga-line a maxed out squad of Boys. While less of a blooper and more a silly rules interaction, there is something hilariously Orky about the Painboy being able to save something locked in combat several feet away just because it&#039;s in the same mob.&lt;br /&gt;
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*&#039;&#039;&#039;High Speed Dirt:&#039;&#039;&#039; Deliberately crashing your own Flyers sounds dumb, right? Well if you read the rules for a lot of Kill Point missions (thankfully GW&#039;s No Quarter Given Objective is clear. Objectives written by Third Party groups are sometimes not so clear), or Tactical Objectives for Maelstrom Missions, deliberately crashing your own near-death flyer (by intentionally moving them for less than their minimum movement distance) means that your opponent doesn&#039;t get the kill credit as nobody actually destroyed it. This also leads to...&lt;br /&gt;
**&#039;&#039;&#039;Kamikaze Kauyon:&#039;&#039;&#039; The 8th edition Tau Codex allowed a Commander to trigger declare a Mont&#039;ka or Kauyon maneuver once per game at the start of the turn. If the Commander invoked Kauyon, then all friendly Tau units within 6&amp;quot; and of the same Sept could reroll misses but could not move for any reason. [[Derp|Flyers were not exempt from that restriction]], [[wat|leading to the potential for Razorsharks and Sunsharks to kamikaze before they got to benefit from Kauyon]], [[fail|and possibly killing your Commander with Mortal Wounds]]. Clearly the blueberries wanted to be even more weeaboo.&lt;br /&gt;
**&#039;&#039;&#039;Ynnari did 9/11:&#039;&#039;&#039; While there are many strange Soulburst interactions, it&#039;s entirely possible to deliberately crash your own Flyers by intentionally not moving them their minimum movement distance, something clearly unintended. This can result in some ridiculous [[Tzeentch |Rube Goldberg-esque chain reactions]] where a Soulbursting Warlock can Quicken a Flyer on 1-2 Wounds left and have them crash within 7&amp;quot; of [[Just As Planned|a bunch of Dark Reapers that nuke something across the map for free, which in turn triggers a bunch of Howling Banshees to slice up a unit, which lets the Shining Spears charge in and murder the unit that caused the Warlock to Soulburst to begin with]]. &lt;br /&gt;
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*&#039;&#039;&#039;Yvraine who thirsts:&#039;&#039;&#039; Ynnari again, and while this one makes sense RAW it&#039;s horribly unfluffy. Yvraine and The Visarch are healed on a 4+ by friendly Eldar exploding near them. Yvraine also benefits if it just happens to be a Psyker exploding, as it gives her more powers. Warlocks are very spammable. Put it together and it&#039;s not unheard of for Ynnari players to use a Command Point Re-roll to deliberately Perils of the Warp so that Yvraine gets a benefit from a [[Rape|Warlock being sucked into the Warp, likely taking even more Eldar with them if you get really unlucky]]. Yes, Eldar being introduced to Slaanesh&#039;s personal Bad Dragon collection actually heals and benefits the Ynnari, but they still swear it&#039;s entirely unrelated. Uh-huh... &lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Drive me closer, I wish to hit them with my Agonizer!&amp;quot;&#039;&#039;&#039;: [[What|Ramming is always better for Dark Eldar Vehicles]]. Because of a hilariously badly worded FAQ: everything has a Close Combat Weapon, even units that can&#039;t physically carry one (like Vehicles). [[Fail |Before this Dark Eldar vehicles were forced to Ram their giant pirate ships into people at the same Strength of a Space Marine punching someone, because Bladevanes were the only weapon choice for Vehicles]]. Post FAQ they can declare they are using their Close Combat Weapon and attack at full strength.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;We found a bigger boat, Archon!&amp;quot;&#039;&#039;&#039;: Dark Eldar and terrible FAQs again! The FAQ for Index: Xenos 1 ruled that Scourges and Hellions can&#039;t fit into Raiders or Venoms [[Derp| after an oversight in the Index allowed them to ride them]]. Well they never bothered to apply this FAQ to the Tantalus, [[What| so yes, Scourges and Hellions can still fit in there with their massive wings and giant blades hoverboards]] while still having space for loot, slaves, medical supplies, spare ammo, spare slaves, and someone to fetch the drinks. What else could a self respecting Space Pirate Vampire Elf want? (Hilariously &#039;&#039;still&#039;&#039; not fixed as of the 16/04/2018 Forgeworld FAQ update)&lt;br /&gt;
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*&#039;&#039;&#039;Cruddex in a Box?&#039;&#039;&#039;: Dark Eldar again, [[Robin_Cruddace|and White Dwarf April 2018 confirmed who is responsible for this shitshow of a decision]]. [[Fail| The Crucible of Malediction is available as both an overcosted stratagem, and Wargear option for the Haemonculus meaning there so no reason to ever use the Stratagem and the Dark Eldar have lost out on another Stratagem because of this...]]&lt;br /&gt;
** Ironically enough, GW did FAQ this for the T&#039;au Stimulant Injectors, stating &amp;quot; No. You cannot purchase Stimulant Injectors anymore and the rules for Stimulant Injectors as presented in Codex: T’au Empire (i.e. the Stratagem) take precedence.&amp;quot; Sadly due to the bespoke nature of 8th edition, this applies only to Stimulant Injectors and nothing else.&lt;br /&gt;
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*&#039;&#039;&#039;Abaddonify&#039;&#039;&#039;: More Eldar rules breaking something! Jain Zar can [[Abaddon|disarm]] models she is fighting in close combat, rendering them unable to use one of their weapons. Well things get strange if you disarm something carrying the basic Close Combat Weapon. RAW says that the unit can&#039;t use that weapon, but the Rulebook states that you are to always assume that they have that weapon. There hasn&#039;t been a clear FAQ on this either which makes things more complicated.&lt;br /&gt;
** Even more, how do you disarm a [[Tyranid]]? Even [[Hormagaunt]]s are bigger than a [[ork|puny eldar]], not mentioning the monstrous creatures.&lt;br /&gt;
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*&#039;&#039;&#039;Space Elf Pirate Ninja?:&#039;&#039;&#039; Eldar yet again. This time the Corsairs. [[What| Because the Corsair Prince has vanished from the Index]], [[Fail |it&#039;s impossible to field a legal army if you go pure Corsairs]]. It&#039;s also impossible to bring Corsairs along with you as an Eldar army without taking an Auxiliary Detachment and losing CP, or going Ynnari and having your opponent flip the table.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Zombie Cloning:&#039;&#039;&#039; If a Poxwalker kills a Necron and turns it into an additional Poxwalker model, you can still re-animate that Necron. The same goes for any model that can &amp;quot;die&amp;quot; and then return to the table in some fashion. Don&#039;t think about that one too hard, [[Matt Ward |I don&#039;t think the person who wrote it did either]]. [[Derp|Amusingly, this means that one Pink Horror can turn into seven Poxwalker Zombies]]; a notable LVO list by a tournament-goer named [[Awesome|Joshua Death]] [[Peasant Railgun| ran a bunch of Horrors as a screen to &amp;quot;walk up&amp;quot; a bunch of Poxwalkers up the board like a Zombie Railgun]], through the &#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039; and &#039;&#039;&#039;Poxwalker Hive&#039;&#039;&#039; Stratagems. &lt;br /&gt;
**Note that the Plague Zombie Cloning was supposedly fixed by the &#039;&#039;&#039;Curse of the Walking Pox&#039;&#039;&#039; ability being FAQ&#039;d so that you have to pay Reinforcement Points to increase the unit beyond its starting size. However, the &#039;&#039;&#039;Poxwolker Hive&#039;&#039;&#039; Stratagem technically replaced &#039;&#039;&#039;Curse of the Walking Pox&#039;&#039;&#039; for the turn, [[Derp|while not being errata&#039;d with the same Reinforcement Point clause.]]&lt;br /&gt;
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*&#039;&#039;&#039;Scunthorpe Weapon Profiles:&#039;&#039;&#039; The Scunthorpe Problem is a classic problem with word-search algorithms that censored for filtered out &amp;quot;dirty&amp;quot; words. The problem lay in the fact that certain innocent words would yield &amp;quot;false positives&amp;quot;; the problem was named after users from the town of Scunthorpe, Lincolnshire were unable to create AOL accounts, [[Not As Planned|since &amp;quot;Scunthorpe&amp;quot; has the word &amp;quot;cunt&amp;quot; in it]]. How does this relate to 8th edition? In order to deal with the prior problem of weapon classification, many abilities and stratagems in 8th edition will state that a &amp;quot;X&amp;quot; weapon is defined as any weapon whose weapon profile has &amp;quot;Y&amp;quot; in its name (ex. blahblahblah). Aside from being a futureproofing timebomb waiting to happen, the rules for 8th edition have a messy definition for what exactly is a weapon profile: Is a weapon with multiple attack modes itself a weapon profile, or are the individual attack modes themselves profiles? [[Rules Lawyer |This may seem like pedantic semantics]], [[Tzeentch|but either interpretation will result in bloopers]]. &lt;br /&gt;
**&#039;&#039;&#039;Prometheium is Heresy:&#039;&#039;&#039; Chapter Approved 2017 introduced Cities of Death Stratagems, including Siphon Promethium. Siphon Promethium lets an infantry unit double the range of its flamer weapons, including Skorchas, Burnas, and any weapon profile with &#039;flame&#039; in its name. This particular wording hurts Orks in particular, [[skub|since depending on the interpretation]], [[fail|this prevents Kombi-Skorchas from benefitting and no Ork Infantry unit has the option to take a regular Skorcha]]. The real comedy however comes from the fact that Horrors of Tzeentch use &#039;Coruscating Flames&#039;, which can now shoot out to 36&amp;quot; on account of a false positive.&lt;br /&gt;
**&#039;&#039;&#039;Holy Duality?:&#039;&#039;&#039; The Sisters of Battle beta codex had a stratagem &#039;&#039;&#039;Holy Trinity&#039;&#039;&#039;, which granted bonuses when a unit used a flamer, bolter, and meltagun on the same target. The definition for each component was for any weapon profile with &#039;bolt&#039;, &#039;melta&#039;, or &#039;flame&#039; in its name, while explicitly treating Inferno Pistols as Melta weapons. If the interpretation that the weapon profile itself encompasses all the attack modes available, the end result would be Sisters using Combi-Flamers and Combi-Meltas to trigger the Stratagem at a distance, for superior dakka. &lt;br /&gt;
**&#039;&#039;&#039;Weapons of the Derp Age:&#039;&#039;&#039; The &#039;&#039;&#039;Weapons of the Dark Age&#039;&#039;&#039; stratagem gives Dark Angel plasma weapons +1 damage, defining a plasma weapon as any weapon whose weapon profile includes plasma in its name. This means that it also accidentally applies to other weapons, like the bolter part of a combi-plasma, since it forgets to exclude them the same way the Beta Bolter rules exclude the non-bolter weapon profile of any combi-weapon.&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;How do you fix this:&#039;&#039;&#039; Although it would take time to implement, the &amp;quot;ideal&amp;quot; fix would add rules for giving keywords to weapon profiles (similar to 7th edition). A weapon profile would inherit the keywords of the model wielding it. So rather than &amp;quot;&#039;&#039;&#039;INFANTRY&#039;&#039;&#039; firing flamer weapons. A flamer as defined as a ...&amp;quot;, you have &amp;quot;firing &#039;&#039;&#039;INFANTRY FLAMER&#039;&#039;&#039; weapons&amp;quot;. This would also allow for handling false positives, including ensuring that a Baleflamer is not a Flamer...ahem.&lt;br /&gt;
*&#039;&#039;&#039;I Like my Genestealers Scrambled:&#039;&#039;&#039; Genestealer Cultists have the Cult Ambush ability, where they set up ambush markers, and reveal themselves on the first turn, appearing within 1&amp;quot; of the marker as if arriving from Reinforcements. Enemy units cannot move within 9&amp;quot; of said markers. The problem is certain units can project a 12&amp;quot; aura preventing enemy units from arriving from Reinforcements. Thus, some Primaris Infiltrators could walk 9.1&amp;quot; away from Ambush Markers, and unless the GSC player used Stratagems to relocate/hide undercover...[[fail|the units tied to those Ambush markers would automatically be destroyed]]. FAQed so GSC units using Cult Ambush Blips don&#039;t count as coming in from reserves.&lt;br /&gt;
*&#039;&#039;&#039;46 shots, 1 kill:&#039;&#039;&#039; The current character targeting rules exist to stop people from [[cheese]] such as parking two Rhinos so your Devastator Squad with 4 Lascannons can only draw Line of Sight to your enemy&#039;s Warlord. As the Rules are written right now, you can&#039;t do this as they need to be both the closest unit, and closest visible unit. This is very important when it comes to &amp;quot;Mortar&amp;quot; and &amp;quot;Sniper&amp;quot; units, as they don&#039;t overwrite these requirements: a Mortar can&#039;t just declare it&#039;s shooting at the character behind a wall because they can&#039;t see it, even if it&#039;s the closest unit, and they can&#039;t shell the Character at the back even if they can somehow draw LoS if there is just one intervening model. Why mention this? [[Fail| The new Space Marine unit: Primaris Eliminators simply don&#039;t function if you go by RAW]]. The new weapon profile is functionally a Sniper and Mortar unit combined,  but the Rules don&#039;t actually allow this: They need both LoS on a Character and the Character to be the closest unit to take the shot. If you fail to meet any of these qualifiers then you can&#039;t target the character. They can, however, target regular units as normal but at that point why not just take an allied Heavy Weapons Team?&lt;br /&gt;
**This has been clarified in the Shadowspear errata. An eliminator with a bolt sniper rifle that is firing mortis rounds CAN target a Character that is not the closest enemy unit and not visible to the firing model.&lt;br /&gt;
*&#039;&#039;&#039;Superman Drop:&#039;&#039;&#039; Transport rules seem pretty straightforward, right? Except they weren&#039;t written with flying transports in mind, so nothing is preventing your marines from just jumping out of a strafing gunship. In fact, they can &amp;lt;i&amp;gt;jump back in&amp;lt;/i&amp;gt; if they wanted to. Suck on this, Invasion Beams!&lt;br /&gt;
*&#039;&#039;&#039;Box-o&#039;-Fuckoff:&#039;&#039;&#039; Transport rules again. Those were &#039;&#039;simplified&#039;&#039; like everything else in 8th, meaning each bloody unit now has a unique instance of it. Oh boy, how can THAT backfire on us? Well, remember there were units that took extra transport space like Jump Packers and Ogryns and stuff? &#039;&#039;Now each and every one of them must be written individually into every instance of the Transport rule for it to function.&#039;&#039; The writers thought themselves cheeky and limited the passengers by faction keyword, thus isolating each Codex and limiting the issue. Except there are unaligned Fortifications in the game that (still) have no such limit, so enjoy cramming Heavy Weapons Teams, Termies, Obliterators and all the other fuckhuge dudes into tiny bunkers. From which they can then shoot out. No, tying passenger size to a {{W40Kkeyword|Size: X}} keyword was too clear-cut of a solution, why do you ask?&lt;br /&gt;
*&#039;&#039;&#039;Too Quick for my Gunz!:&#039;&#039;&#039; The flying, Titan-killing wedge of death that is the Tau Tigershark AX-1-0 had a hilariously obvious oversight when the rules were ported to the new edition. The flyers party piece - its two Heavy Railguns - had their stats brought into line with the new edition, including being classed as Macro weapons. At first glance it was appropriate - Macro weapons do additional damage to superheavy targets and structures. However: you must remain stationary to fire them. These were mounted on a Flyer. With a minimum movement and no hover capability... Thankfully the problem was obvious enough to be quickly FAQ&#039;d.&lt;br /&gt;
*&#039;&#039;&#039;The Best of the Best:&#039;&#039;&#039; When Vigilus Defiant was released, it came with the Stratagem &amp;quot;Veteran Intercessors&amp;quot;, which increased their attack characteristic by 1. Seems simple, so what went wrong? Well this was one of those Stratagems used before a battle begins, so there was no limit on how many times you could use it... [[Derp|or how many times you could use it on a single unit]]. GW eventually came out with a FAQ stating you could only use it once on each unit, so the days of seeing models go from 3 attacks each to 20+ are over.&lt;br /&gt;
*&#039;&#039;&#039;Zhufor the Scary:&#039;&#039;&#039; Zhufor the Impaler from the Chaos Space Marine range had an odd rule, in that when you took your Morale test near him you added 1 to the roll, making it easier to fail. The problem came about when he fought Daemons who had the Daemonic Icon rule, which caused them to regain models if they rolled a 1 for their Morale test. While they were in range of Zhufor this was impossible, so somehow this dude was so scary, [[wat|literal Daemons would refuse to reinforce their brethren if it meant they had to fight him.]]&lt;br /&gt;
*&#039;&#039;&#039;Objective Unmanned:&#039;&#039;&#039; Buildings (and Fortifications) can control objectives in 8th. No further comment, just let that sink in.&lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Understudy:&#039;&#039;&#039; The Mechanicus have a Stratagem called &amp;quot;Mechanicus Locum&amp;quot; that allows a character other than the Warlord to generate a Warlord trait. The problem is that, according to the FAQ, they&#039;re only considered the Warlord so they can use the trait they have, and it does not change which traits they can normally access. Since the traits they can normally access are none unless they&#039;re the Warlord, this Stratagem does nothing at all.&lt;br /&gt;
*&#039;&#039;&#039;Editorial oversight? Sounds like heresy:&#039;&#039;&#039; The Sisters of Battle 2019 codex states a Canoness can only take a rod of office if she takes a power sword and standard boltgun. The monopose Canoness miniature released &#039;&#039;the very same day&#039;&#039; in the box set is armed with a rod of office, a power sword... and a plasma pistol. Nobody checked if they were selling players illegal loadouts. This had to be fixed in an FAQ, the plasma pistol loadout is the legal one.&lt;br /&gt;
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==9th Edition==&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Look out!&amp;quot; &amp;quot;No, you look out!&amp;quot;&#039;&#039;&#039; The rules for Look out Sir! Were changed with the advent of 9th edition, here&#039;s the important bit: &#039;&#039;Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that unit is within 3&amp;quot; of any other friendly Vehicle or Monster unit.&#039;&#039; you can probably see the issue, if two monster/vehicle characters with 9 wounds or less are near each other and they&#039;re not the closest unit, you cannot shoot either of them, regardless of how far the rest of their army is in relation to them. Fortunately this was FAQ&#039;d out.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;My armour is contempt, my shield is cheese.&amp;quot;&#039;&#039;&#039; Another rule change that had some unintended consequences from the beginning of 9th edition. Stormshields were changed from giving the model a flat 3++ Invuln save to giving them a 4++ Invuln and adding +1 to their armour save value. This was most likely done to make the new Blade Guard unit more appealing compared to Terminators as they only had a 3+ save rather than a 2+ save, but this accidentally meant that models with a natural 2+ save with Storm Shields (Terminators and Custodian Guard) got an un-modifiable 2+ armour save (a 2++ Invuln). This was because how modifiers and armour piercing works in 8th and 9th as an armour piercing weapon would lower the armour save &#039;&#039;&#039;ROLL&#039;&#039;&#039; by its AP value; the roll, not the armour save itself. Since you can&#039;t lower a roll below 1, and the model had a 1+ Armour save, it would always pass its save unless it rolled a natural one 1 since those always fail. This wasn&#039;t just pulled out of some WAACfags ass either, Rend in [[Warhammer: Age of Sigmar|AoS]] works the same way as AP in 8th and 9th and it was specified in an FAQ for AoS that if a unit got a 1+ armour save it ignored rend values and only rolls of natural 1 failed. To top it all off it was an armour save, so the tricks used to deal with Invuln saves like Death Hex and Null Zone didn&#039;t affect it so there was no way to get through apart from weight of fire and Mortal wounds. GW did pick up on this quite quickly however and FAQ&#039;d Stormshields to add 1 to armour save rolls, not the armour save, ending the run of 2++ Terminators.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;[[Blood Ravens|Oh this? I found it.]]&amp;quot;&#039;&#039;&#039;: According to his new Legends profile, Malakim Phoros, the [[Lamenters]] Chapter Master, was given [[Lias Issodon]]&#039;s specialised stealth armour for some reason. GW got round to updating his legends profile and it was taken away from him again. One can just imagine a very angry Lias sneaking into Malakim&#039;s room and stealing his armour back. Although, considering it&#039;s Lamenters we&#039;re talking about, it&#039;s more likely the suit ended up in Malakim&#039;s closet by complete accident, he wasn&#039;t aware of it at all, and was still blamed and chastised for the unintended theft.&lt;br /&gt;
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*&#039;&#039;&#039;Minions of spelling errors&#039;&#039;&#039;: In the Legends pdf, you can find the full rules for the Renegades and Heretics, aka the &amp;quot;human&amp;quot; army of Chaos. Like every army, they were given their own version of Objective Secured, but unfortunately the rule doesn&#039;t work because everyone in the army must have the keyword {{w40kKeyword|CHAOS AND RENEGADES}}. Literally nobody in the entire game has that keyword, and this particular army has the {{w40kKeyword|RENEGADES AND HERETICS}} keyword instead.&lt;br /&gt;
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*&#039;&#039;&#039;Master of whatmancy?&#039;&#039;&#039;: As of the 2020 Dark Angels index, Ezekiel has the Master of Interromancy ability giving +1 to cast Interromancy powers. The problem is that the same index stated that everything in Dark Angels codex was unusable, including the Interromancy discipline.&lt;br /&gt;
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*&#039;&#039;&#039;Demoted back to Reclusiarch&#039;&#039;&#039;: When Psychic Awakening: Faith and Fury, released during 8th [[Grimaldus]] was upgraded and made the Black Templars Master of Sanctity which gave him the &amp;lt;Master of Sanctity&amp;gt; keyword and access to special stratagems. With the 9th edition Black Templars index GW forgot they had promoted him and didn&#039;t give him the &amp;lt;Master of Sanctity&amp;gt; keyword again.&lt;br /&gt;
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*&#039;&#039;&#039;Adeptus Mechanicus Party Pontoons&#039;&#039;&#039;: As of the release of the 9th Ad Mech Codex, the Skorpius Dunerider&#039;s Transport rule reads: &amp;quot;This model has a transport capacity of 12 &#039;&#039;&#039;Infantry&#039;&#039;&#039; or &#039;&#039;&#039;Forge-World Infantry&#039;&#039;&#039; models.&amp;quot; Due to the presence of the lone &amp;quot;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&amp;quot; keyword, this means that &#039;&#039;&#039;ANY&#039;&#039;&#039; unit with said keyword is eligible to ride. On top of this, the Dunerider lacks the usual Terminator/Jump Pack penalty, so it is possible to load the transport with multiple units of Space Marine Centurions, Bullgryn, Kataphrons, etc.&lt;br /&gt;
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*&#039;&#039;&#039;Master of War with Clipped Wings&#039;&#039;&#039;: With the announcement of the 9E Eldar codex, a lot of people were reasonably excited when they saw that the new Autarch model was going to be far more customizable than the travesty 8E left us with, allowing not only new wargear but also new weapons that were all supposedly compatible with the old winged model. Even the codex cover proudly displayed a winged autarch firing a reaper cannon. Cue the codex dropping and the baffling statement that took away all of those custom options from the autarch if they chose to pick wings - They were stuck with the wings, mandiblasters, banshee blade and fusion pistol all as a package deal. A few weeks later GW themselves would realize how stupid this option was and released a free updated datasheet that included all the options, allowing the winged autarchs to pick whatever they wanted.&lt;br /&gt;
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*&#039;&#039;&#039;Try Again. And Again. And Again. And Again... AKA Thermonuclear Frag Grenades&#039;&#039;&#039;: Try Again Bragg from Gaunt&#039;s squad has a special rule that lets him shoot again if his Autocannon gets no hits. Bragg can throw Frag Grenades in exchange for forfeiting Autocannon fire in that shooting phase. Except, not shooting the autocannon means he gets to throw a grenade as he got no Autocannon hits, and since he threw a grenade he got no autocannon hits and thus he gets to throw a grenade and so and so forth until anything from an entire mob of Ork Boyz up to Warlord Titans and Greater Daemons die to Bragg trying again and again and again and again...&lt;br /&gt;
**I decided to do the math on how long this would take, just for shits and gigs. With void shields, we can effectively say that the Warlord has 144 wounds, at T9, with a 2+ save.&lt;br /&gt;
***Frag Grenades: Each grenade would hit 1.16 times, wound 0.19 times, and be reduced to 0.032 after saves. That means it would take &#039;&#039;&#039;4,500 frag grenades to kill a warlord titan&#039;&#039;&#039;, with 2 guaranteed dice rolls (amount of shots and hit rolls), as well as 2 rolls that are unlikely. For the sake of brevity, I&#039;ve done this math with the assumption that each frag grenade would take 3 rolls, meaning there would be 13500 rolls made. If it takes 5 seconds to roll a D6, &#039;&#039;&#039;it would take around 18 hours and 45 minutes of rolling dice to blow up a Warlord Titan in this manner.&#039;&#039;&#039; This of course assumes your opponent doesn&#039;t forfeit given no matter how long you take, you&#039;ll eventually manage it and there&#039;s [[Troll|nothing he can do about it]].&lt;br /&gt;
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*&#039;&#039;&#039;The Armor of Slight Disapproval&#039;&#039;&#039;: In the new codex for Chaos Daemons, there is a khornate relic known as the Armor of Scorn which gives the bearer a 4+++ FNP to Mortal Wounds in the Psychic Phase and a +1 Save to any attacks that deal 1 damage. The problem is that daemons have a new form of save [[FAIL|that cannot be modified for better or for worse. In other words: The +1 save you’d get from this relic doesn’t work.]]&lt;br /&gt;
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==10th Edition==&lt;br /&gt;
*&#039;&#039;&#039;Power Armor Discrimination:&#039;&#039;&#039; So remember all that talk about how Primaris Marines can now ride in firstborn transports? That isn&#039;t quite as widespread as GW would let you believe. While it is true that Drop Pods and Land Raiders could now host Primaris squads and Repulsors to firstborn, that&#039;s the extent of it. Rhinos and Razorbacks remain just as restrictive against Primaris while Impulsors can only carry Tacticus and Phobos marines.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Heirloom Weapons:&#039;&#039;&#039; Vanguard Veteran Squads are only equipped with Heirloom weapons while their non-veteran brothers in Assault Squads can at least have power fists and thunder hammers. Say goodbye to effective anti-tank Vanguard Veterans for now, that model&#039;s power fist only does 1 damage per wound.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Boyz:&#039;&#039;&#039; While apparently the fact that [[Wat|dying to their own Hazardous weapons lets Hellblasters shoot again on a 3+]] is actually intended according to a designer&#039;s note, in true Geedubs fashion the designers haven&#039;t considered certain...other...rules interactions with Hellblasters. Specifically, this is the fact that the new Firing Deck X rule makes the &#039;&#039;&#039;transport&#039;&#039;&#039; fire the weapon in question and the Impulsor can carry Impulsors and has Firing Deck 5. So yes, your Hellblasters can nuke their own &amp;lt;s&amp;gt;Trukk&amp;lt;/s&amp;gt; Impulsor and while it has 11 wounds and takes 3 from each failed Hazardous roll, if your opponent was smart they were probably already focus firing it and you&#039;ll only need 1 or 2 failed rolls to blow it up and force those 5 Hellblasters to disembark and roll a d6, on a 1 they die [[Fail|and get to shoot again on a 3+]]. But the [[List of 40k Cheese|cheddar topping]] on the dish is that, [[Rules Lawyer|legally]] the Hellblasters are now on the table in the shooting phase, so the survivors may all shoot &#039;&#039;&#039;again&#039;&#039;&#039; as usual (while a unit may not shoot twice, the Impulsor was the one that shot the guns the first time, not the Hellblasters). And, of course, [[Derp|any that die to Hazardous from doing so can shoot for a third time on a 3+]]. Truly, Rowboat has shown himself the true master of all forms of combat by incorporating these Ork-tier tactics into Primaris doctrine.&lt;br /&gt;
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==Horus Heresy==&lt;br /&gt;
[[Awesome|Models by Forge World]], [[Fail|rules by Forge World.]]&lt;br /&gt;
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*&#039;&#039;&#039;Ceremonial Daggers:&#039;&#039;&#039; In Forgeworld&#039;s Horus Heresy series, the vast majority of Horus Heresy Custodes came equipped with Misericordias, daggers that had use in the 40k incarnation of the Custodes. It didn&#039;t take long for people to notice that they had no rules at all in the Horus Heresy book, and given how different the rules were already for the two incarnations people were iffy on whether or not they should use the daggers as they are in the 40k book, or just as another close combat weapon. An entire year would go by before Forgeworld finally released a FAQ, where it was revealed that this whole time the daggers were just meant to be badges of office, had no effect whatsoever in game and were included in their wargear by mistake.&lt;br /&gt;
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*[[Administratum|&#039;&#039;&#039;You can&#039;t have these guns:&#039;&#039;&#039;]] Like many of the entries for Imperial Militia and Warp Cults, things are rather screwy. Grenadiers, in this case, may replace their lascarbines for a plethora of weaponry. The problem? [[Fail|They don&#039;t come with Lascarbines]]. &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Schizophrenia:&#039;&#039;&#039; The Herald upgrade for the Legion Consul has both &#039;&#039;&#039;Rite of Command&#039;&#039;&#039; and &#039;&#039;&#039;Support Officer&#039;&#039;&#039;. Which means that, if you take him, you get to use a Rite of War. Support Officer means that the model in question CANNOT be a compulsory HQ. What&#039;s the issue then? A model with Rite of Command HAS to be the army Warlord. &lt;br /&gt;
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*&#039;&#039;&#039;Magnus Did Nothing Wrong:&#039;&#039;&#039; Despite the standard for Independent Characters to be divided into Loyalist and Traitor allegiances based on their fluff, Forge World [[Fail|forgot to do this for both Magnus and Leman Russ, allowing the later to display his Khornate tendencies by allying with Horus and the former to truly do nothing wrong.]] ([[Awesome|Tabletop]] [[Dornian Heresy]], [[Awesome|you say?]])&lt;br /&gt;
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*&#039;&#039;&#039;Closet Loyalist Possessed:&#039;&#039;&#039; In true Alpha Legion fashion, the XX Legion can choose to take one unique unit from any other Astartes legion. Despite Forge World ensuring you can&#039;t do the above by taking Special Characters as opposite faction Alpha Legion, they failed to also limit Gal Vorbak (Word Bearers unique Possessed) to Traitor Alpha Legion only. [[Wat|So yes, your Custodes can fight alongside the Neverborn]].&lt;br /&gt;
::This problem got more complicated in book 6. So long as you use the Rite of War: Orphans of Betrayal, your Word Bearers can turn their backs on the traitors and fight as if they were Loyalists (although it doesn&#039;t technically change their allegiance, so you&#039;re still technically Traitors). The book does try to take care of the obvious problem by saying you cannot take &amp;quot;traitors only&amp;quot; units, [[derp|but none of the Word Bearers (including Erebus) are marked as traitor only units]] since the traitors only part was written to apply to the Legion itself and this RoW specifically bypasses that. As of book 8 this might have been intentional, or at least worked into the regular rules since Forge World have addressed the fact that Daemons can be given the Loyalist allegiance and fight along Custodes, and have allowed it into the game [[Inquisition|(representing radicals who choose to use the essence of the warp against itself).]] So long as you don&#039;t use unique characters you could have a case for this being almost lore-friendly, it&#039;s not like Loyalists in the Imperium [[Daemonhost|didn&#039;t start using their own possessed anyway,]] and you could also use it to represent Chaos infighting.&lt;br /&gt;
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*&#039;&#039;&#039;Not-so-ancient Relic:&#039;&#039;&#039; When the rules for an Iron Warriors character named Kyr Vhalen released, they stated he had a relic blade, despite this being the Horus Heresy and these blades wouldn&#039;t be considered relics for thousands of years. To make matters worse, [[Fail|30k does not include rules for Relic Blades]], and you cannot assume them to be the same as their 40k variant for the same reason as the Misericordia above. Eventually this turned out to be a misprint and he was given the Paragon Blade he was supposed to have the whole time.&lt;br /&gt;
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*&#039;&#039;&#039;F in Engineering:&#039;&#039;&#039; Kyr Vhalen again. He is a Warsmith, and naturally like all Warsmiths he has a servo-arm, so what&#039;s the issue? Well when you buy a servo-arm you also get Battlesmith, the rule that allows you to repair shit. Unfortunately Vhalen does not have this rule, despite it being a paired upgrade, and it was never given to him (or even mentioned that he shouldn&#039;t have it) in a FAQ. He can still use it to hit people, [[derp|but he can never use it for its designed purpose]]. No wonder Perturabo left him to guard some world nobody ever heard of or cared about.&lt;br /&gt;
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*&#039;&#039;&#039;Unwieldy and Cumbersome Proofreading:&#039;&#039;&#039; When Eidolon was first given rules, it was stated that he had the ability to lose the Cumbersome rule from his Thunder Hammer in the turn he charged. The problem? [[derp|Thunder Hammers don&#039;t have the Cumbersome rule.]] It took some time but eventually this was fixed to have him lose the Unwieldy rule instead.&lt;br /&gt;
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*&#039;&#039;&#039;In the Company of Monsters:&#039;&#039;&#039; Back when the Mechanicum were first given rules, they had characters without the Independent Character rule, and this created an odd interaction with the squads of monstrous creatures the Mechanicum could field. RAW you attached a character to a squad who they would stay with and could never leave unless they had the Independent Character rule, and Independent Characters could never join squads of Monstrous Creatures. However, for those characters without IC, there was technically nothing stopping you from joining them to those squads, even though they clearly weren&#039;t supposed to be with them. This was such a confusing issue that when FW was emailed about it the answer was effectively &amp;quot;Fuck if we know, just do what feels right.&amp;quot; It wasn&#039;t until the Mechanicum were given their own book that this issue was finally cleared up.&lt;br /&gt;
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*&#039;&#039;&#039;Build a Land Raider:&#039;&#039;&#039; Again this happened back when the Mechanicum were first given rules. One of their unit choices was a Land Raider with every aspect of it being completely customizable, allowing you to go full heretek and make some variants [[heresy|that did not exist and/or never had STC&#039;s for their manufacture.]] Apparently even FW thought this was a little too far and removed them completely from the Mechanicum list later on.&lt;br /&gt;
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*&#039;&#039;&#039;Guidance is for the weak!&#039;&#039;&#039; All drop pods in the game have a special rule called &#039;Inertial Guidance System,&#039; except for the [[Dreadclaw|Dreadclaw]]. Even though the rule is described in the fluff panel regarding the Dreadclaw. &lt;br /&gt;
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*&#039;&#039;&#039;Virtue of Time to Call a Judge-ment:&#039;&#039;&#039; The Blood Angels unique Moritat character Aster Crohne is clearly intended to allow Destroyers and Angel&#039;s Tears to gain buffs against certain units. However, this is the exact wording of the rule: &#039;&#039;Whenever Crohne or a Destroyers or Angel&#039;s Tears unit is used to make a Shooting attack against a unit marked with the Angel&#039;s Wrath, &#039;&#039;&#039;his&#039;&#039;&#039; hand flamer attacks are made with the Shred and Rending special rules.&#039;&#039; See a problem with that? Forge World clearly didn&#039;t.&lt;br /&gt;
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*&#039;&#039;&#039;Hive World Biker Gangs:&#039;&#039;&#039; One of the Rites of War for the generic Space Marine list is designed for [[Zone Mortalis]] games, with certain benefits but also restrictions such as the inability to have vehicles or large squads. It [[Derp|lacks a restriction on taking bikers, though.]]&lt;br /&gt;
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*&#039;&#039;&#039;Turn up the Heat:&#039;&#039;&#039; When the Blood Angels were first given rules, they were allowed to take hand flamers on characters. Seems fair enough, until you realize these could also be given to Moritats, the guys who keep firing until they miss. Since this was before they could only hit up to 12 times this meant that anyone within range of a Moritat with hand flamers would be hit an infinite amount of times. The only way to prevent yourself from dying was either to be a vehicle, or have a Toughness greater than 6, so even the less tough Primarchs would suddenly evaporate before these roaming bubbles of flaming death. Eventually Forge World changed it so that you cannot use the Moritat&#039;s Chain Fire rule on Hand Flamers, since auto-hitting a unit 12 times with a template weapon would also have been pretty bullshit.&lt;br /&gt;
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*&#039;&#039;&#039;What You See Is Not What You Get:&#039;&#039;&#039; A minor one this time, but Forge World released a model for a Night Lords Praetor in Tartaros Armour. He&#039;s described as carrying a Chainglaive and a Volkite Serpenta. There&#039;s a slight problem however: models in Terminator Armour don&#039;t have access to Volkite Serpentas.&lt;br /&gt;
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*&#039;&#039;&#039;Slow and Not So Purposeful:&#039;&#039;&#039; Inner Circle Knights Cenobium have guns that gain a bonus in Overwatch. Yet they wear Cataphractii Terminator Armour, which means they can&#039;t actually ever use that bonus. Their datasheet was later updated to state that the Knights Cenobium are skilled enough to make Overwatch attacks despite wearing Cataphractii Terminator Armour.&lt;br /&gt;
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*&#039;&#039;&#039;Nothing new followed with Them:&#039;&#039;&#039; The Word Bearer&#039;s trademark Rite of War &#039;&#039;&amp;quot;The Dark Brethren&amp;quot;&#039;&#039; allows them to take an allied detachment of Daemons to represent their Chaos speciality. Thing is, after the Release of Demons of the Ruinstorm in Book 8, Daemons are Sworn Brothers with all traitors now that they&#039;re &#039;&#039;&amp;quot;Agents of the Warmaster&amp;quot;&#039;&#039;, thus making the entire RoW redundant. The only advantage this RoW (meant to be a stopgag measure until Ruinstorm was released) now gives you is [[RAW|exploiting a loophole]] that allows demons to use your transports and reserve roll modifiers, [[RAI|which in turn contradicts the Ruinstorm Demon rules]]. This [[FAIL|redundancy/contradiction]] also plagues all three of their diabolist special characters, who have a rule allowing to ally demons if chosen as the Warlord.&lt;br /&gt;
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*&#039;&#039;&#039;Frag Assault Tank:&#039;&#039;&#039; In a grand example of Forge World&#039;s dedication to proof reading their books, the Malcador Heavy Tank can take Frag Assault Launchers, which allow units disembarking from the vehicle to gain Assault Grenades when they charge. Can you guess the issue? [[Fail|The Malcador Heavy Tank isn&#039;t a transport and never has been.]]&lt;br /&gt;
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*&#039;&#039;&#039;Medusan Impracticals:&#039;&#039;&#039; Yet another example of proof reading. Medusan Immortals can take chainswords instead of their bolters, yet these do nothing as they can gain no extra attack benefit from close combat weapons due to being armed with breacher shields as well.&lt;br /&gt;
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*&#039;&#039;&#039;Signs and Proofreading:&#039;&#039;&#039; The Horus Heresy is rife with spelling errors and misattributed rules, but no book is as bad as Book 7: Inferno. This was a book so terribly written that to go over all of its various mistakes would double the size of this page, so we&#039;ll keep it short. Suffice to say it was so egregious that they needed to release an entirely separate FAQ for the Custodes, renaming their gear and reprinting whole units so that they used weapons that actually existed (instead of gibberish or portmanteaus), before throwing up their hands and redoing them in the next book. This also affected the Thousand Sons in a few ways as well, such as allowing Sekhmet Terminators to swap their Force Weapon for a Power Fist [[wat|with an attached Power Fist.]] Yes, this would&#039;ve let them get the +1 Attack bonus and they would also retain their combi-weapon. Perhaps this is just a third arm granted through the Flesh Change, but that doesn&#039;t explain why they share a rule with the Word Bearers: Signs and Portents. The Word Bearers use it to get Preferred Enemy, either for or against one of their units (it&#039;s a coin flip) while for the Thousand Sons it causes everyone in the army to take a Pinning test any time anyone suffers Perils of the Warp. In all honesty it&#039;s likely Forge World didn&#039;t even bother checking to see if their chosen rule name was already being used by another faction.&lt;br /&gt;
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*&#039;&#039;&#039;Understaffed Tour Bus:&#039;&#039;&#039; RAW a Dreadwing Interemptors squad of 10 can have a Land Raider Proteus as a Dedicated Transport, however the squad starts at five, and the DT option lacks the &amp;quot;10 or fewer&amp;quot; clause every other unit in the game has for their DT. This also means that if the squad has one more or one less Marine in it, they cannot take a Dedicated Transport outside of a Rite of War. They can however take the Land Raider if it has an Explorator Augury Web if they number 10 models, [[Wat|even though that lowers it to a Transport Capacity of eight]], they just can&#039;t fit in the vehicle meant to transport them.&lt;br /&gt;
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*&#039;&#039;&#039;Who Are We Forgetting?:&#039;&#039;&#039; The Dark Angels are unable to plan a holiday without leaving something important at home: Deathwing Terminator Companions can take a Land Raider Proteus so long as they do not number more than five. While this sounds reasonable for Terminator squads, Forgeworld forgot that Deathwing Companions can ONLY be deployed with their attached character who cannot leave them during the game, meaning that those Bulky Terminators don&#039;t leave enough room in the bus for the guy they need to protect! This wasn&#039;t an oversight either as Terminator Companions got their own Dedicated Transport option separately from the Artificer Companions.&lt;br /&gt;
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*&#039;&#039;&#039;We Forgot Our Shields, Sir:&#039;&#039;&#039; In the fluff, the Stormwing is a boarding focused detachment that uses [[Breacher Siege Squad|Breacher]] and [[Warhammer 40,000/Tactics/Tyrant&#039;s Legion(7E)|Retaliator Squads]] (Assault Squads with Combat Shields instead of Jump Packs). Take a guess what they lack access to in their Rite of War? To add further salt into the injury, the Stormwing has been [[retcon]]ned into a no-speciality wing that forces you to take &#039;&#039;&#039;more&#039;&#039;&#039; combined Assault/Tactical than the total of all other units, meaing [[FAIL|you can only choose 5 non-troop units]] (one of which must be the Praetor you took to get the Rite), and that is [[rage|assuming you filled all 6 troop slots in the first place]].&lt;br /&gt;
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*&#039;&#039;&#039;Luther&#039;s Master Plan:&#039;&#039;&#039; Every unique Dark Angels Rite of War includes a provision that &#039;&#039;&amp;quot;No unit from the Detachment may be joined by Independent Characters not part of the Detachment&amp;quot;&#039;&#039; but ALSO includes the provision of &amp;lt;u&amp;gt;&#039;&#039;No allied detachments&#039;&#039;&amp;lt;/u&amp;gt;, practically rendering itself redundant. Even though you can&#039;t take allies, you can still have Agents of the Emperor like Knights-Errant &#039;&#039;inside&#039;&#039; your detachment without restriction, or take a Shattered Legion list and go nuts with non-Dark Angels characters/units joining each other and vice versa. However, RAW, Lords of War are counted as their own detachment separate from the Primary Detachment, so poor old Lion cannot join any unit in his army if they are using a Dark Angels Rite of War.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You must be this Tal to ride:&#039;&#039;&#039; Forgeworld did their bit for fans of The First Heretic by releasing a model of everyone&#039;s favourite posessed, Argel Tal. Many players&#039; first thought was to include him in a Word Bearers army using the Last of the Serrated Sun Rite of War since he is literally the &amp;quot;Commander of the Serrated Sun&amp;quot;. This Rite forces all infantry units to ride in a transport or teleport in, no biggie. Unfortunately Argel Tal was given the type jump infantry on account of his y&#039;know... wings. Since jump infantry can&#039;t ride in any transport besides thunderhawks and stormbirds, unless you&#039;re fielding a super heavy flyer that 95% of the playerbase don&#039;t own, Argel Tal isn&#039;t a legal choice for such an army. It seems Forgeworld&#039;s rules writers were about as aware of the &amp;quot;no jump infantry in drop pods/storm eagles/land raiders&amp;quot; rules as most Heresy players. This might have something to do with it making no sense.&lt;br /&gt;
&lt;br /&gt;
==Horus Heresy 2.0==&lt;br /&gt;
While the rules are officially written by Games Workshop proper now, [[Fail|this doesn&#039;t seem to have helped much]].&lt;br /&gt;
*&#039;&#039;&#039;What&#039;s a &amp;quot;Deep Strike&amp;quot;?:&#039;&#039;&#039; The Kharybdis Assault claw comes with an Internal Guidance System, which helps during Deep Strike Assaults to stop it from scattering into terrain and keep it on course during the drop. The problem? The Kharybdis doesn&#039;t have Deep Strike. The Errata eventually fixed that, but this is an embarrassing rule to omit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Epic 2.0:&#039;&#039;&#039; A casualty of the Legacies PDF hastily (read: god awful) written rules is the Stormsword, which seems to have returned to Epic by mounting a Hellhammer Cannon again. While this &#039;&#039;could&#039;&#039; be explained away by the fact that the Stormsword in the fluff did mount one before being upgraded in later patterns, given the PDF authors seeming to have given absolutely zero shits it&#039;s probably too generous to give them a pass here. Regardless, this doesn&#039;t explain the fact that the model you&#039;re meant to use very obviously has Stormsword Cannon and not a Hellhammer Cannon anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Half power to weapons:&#039;&#039;&#039; Yet &#039;&#039;another&#039;&#039; casualty of the Legacies PDF, the Tarantula Sentry battery comes armed with two Heavy Bolters, which can be swapped out for two Lascannons. This wouldn&#039;t be a problem except for the fact the model is counted as an Infantry unit and lacks the Firing Protocol rule, which means they can only fire one of their heavy bolters or Lascannons in each shooting phase.&lt;br /&gt;
**Adding to the hilarity, they did eventually update the Legacies PDF so that the Legion Tarantulas got Firing Protocols (2)...only to forget that same rule for the Legacies PDF for the Mechanicum AND in the Liber Imperium. Some idiots just never learn...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Half power to weapons...again:&#039;&#039;&#039; Much as seems to have happened with the Tarantula, the writers of the Legacies PDF forgot they weren&#039;t writing 9th Edition rules when giving the Malcador its weapons. While it starts with a Battle Cannon, it can swap it for &#039;&#039;two&#039;&#039; Lascannons instead of the Twin-Linked Lascannon that actually occupies the turret on the model. The fact the Malcador is a vehicle does mean it can fire both of these...except when moving at Cruising Speed because that apparently causes the Machine Spirit of one of the two Lascannons to throw a tantrum and refuse to fire anything other than Snap Shots until the crew slows down again.&lt;br /&gt;
**It seems that the Legacies file got updated enough that the two lascannons got replaced with just a Gravis Lascannon. At least this time it actually shoots twice without panicking because of movement speed...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One of these things is not like the others...:&#039;&#039;&#039; For some ungodly reason, the fucking [[Hammerfall Bunker]] was given rules in the Legacies PDF. Yes, the Primaris bunker that isn&#039;t actually a bunker and is just a shittier Deathstorm Drop Pod was given Horus Heresy rules. That should speak for itself on the supposed quality of the PDF.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Only one hand of iron:&#039;&#039;&#039; The Medusan Immortals Squad of the Iron Hands are not a particularly good unit this edition. However, the guy who wrote their melee option should expiate his sins. The squad can swap their Bolters for Chainswords, but since they also have Boarding Shields, they &#039;&#039;&#039;cannot&#039;&#039;&#039; claim the bonus for two weapons, so merely gain Shred melee attacks. They also have the option for Bayonets, which they are &#039;&#039;&#039;not allowed to use&#039;&#039;&#039;, because models with Boarding Shields [[Fail|cannot make attacks with Two-Handed weapons...]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unidentified Flying Marauder:&#039;&#039;&#039; in YET ANOTHER cock up in the Legacies pdf, you&#039;d have thought that whoever wrote it would at LEAST have looked at the models they were making up rules for. [[Fail|But no.]] the rules for the Marauder Bomber have it equipped with Twin-Linked Autocannons in the nose. However the model that Forgeworld used to sell only ever had Lascannons in the nose slot. Effectively rendering anyone who ever bought that expensive resin model now has an invalid loadout.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Flanking&amp;quot;? Never heard of that:&#039;&#039;&#039; Thanks to one of his rules, &amp;quot;Lightning from Blue Skies&amp;quot;, Jaghatai Khan and the unit he has joined do not need a Reserves roll to be brought into play from Reserves. It is also said that if he is part of a Flanking Assault, then this rule applied to all units that are part of that Assault. The problem? [[Fail|He cannot be part of a Flanking Assault]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Luther&#039;s Back-up Plan:&#039;&#039;&#039; While Luther&#039;s master plan above was defeated by the 2nd Edition...it was replaced by the fact that Cataphractii and Tartaros Deathwing Companions (which, surprise surprise, were in the Legacies PDF) can only be selected for a Master of the Legion with the same type of armour. As the Lion doesn&#039;t wear either type, [[Fail|they can&#039;t be chosen for him]], so he has to slog it with the regular Artificer variant.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]] [[Category:Gamebreaking]] [[Category:Warhammer 40000 Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57945</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57945"/>
		<updated>2023-06-11T09:12:39Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
**Remember you can Rites of Battle to use Adaptive Strategy for free on the Captain&#039;s unit. So yes, you can either take Adept of the Codex and have your entire army go doctrineless in exchange for the Captain&#039;s unit having Tactical doctrine...or have your entire army use a regular doctrine and the Captain&#039;s unit have any doctrine for free. Hard choice to make.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should ever put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy Battleline troops from taking over.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift.&lt;br /&gt;
*Note he &#039;&#039;&#039;does not&#039;&#039;&#039; have a Narthecium, so he won&#039;t be resurrecting any models. Sorry, no respawning Gravis marines.&lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
*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&#039;s one of the few vehicles that can carry them all. As long as your retinue kills an enemy unit, you&#039;ll almost always take the objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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++.&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with &#039;&#039;Devastating Wounds&#039;&#039; and the bonus attacks for each character slain. He gives &#039;&#039;Fights First&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; One dude with a fancy power sword, custom made to kill enemy characters with &#039;&#039;Precision&#039;&#039; and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Space marines with chainswords, ideal for deep-striking from a drop pod. 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 &#039;&#039;Sustained Hits 1&#039;&#039;, &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Lance&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;DEVASTATOR SQUAD:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;DESOLATION SQUAD:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save, they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;Infiltrator&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines and comes with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, 6+++ save and CP Refund on a 5+. Also the great thing about all these is they are no longer on or the other anymore as you can take all the upgrades on the squad. Before you had to choose between their healing mechanic and deep-strike messers. Well now take it all baby. Not battleline (yet) but still some of the best infantry in the army. Still annoying Turn-0 objective grabbers that are hard to remove.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;Infiltrators&#039; to &#039;&#039;Scouts 6&amp;quot; but fills a more coherent niche with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; Gravis Marines toting melta-rifles, each one with a couple inches of range over the firstborn&#039;s meltas and &#039;&#039;Heavy&#039;&#039;, while buying a multi-melta just gives an extra shot. Total Obliteration is a trade-off from their previous ability of double-shot. Now the new way they are busted as fuck is you can 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon&#039;s bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR EXECUTIONER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TORNADO:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TYPHOON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry the reroll 1s to hit, so the youngins Adeptus Astartes Infantry will huddle 6&amp;quot; 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. what ever role you use him for, he replaces the role of captain in you marine blobs. 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.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; a Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a STORMRAVEN. in melee the Ironclad gets +1 to hit and wound if favor foe. The seismic hammer is for vehicles while upgrade to chainfist against the super heavies. Combat weapon is if tied up with the more numerous fleshes but can replace it with Hurricane bolter to clear them up from a distance. For points to burn, Hunter-killer missiles for vehicles that refuse to be near you that turn, and Grenades upgrade to turn CP into MWs.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; The only dedicated transport that isn&#039;t discriminating against Primarines, as those 10 slots can be used for anyone without jump packs or otherwise very bulky armor - even Gravis marines! 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - firstborn can&#039;t wear the armor you need to wear ({{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}}) to board this thing, which is a real shame, because &#039;&#039;every person on board can shoot out of it&#039;&#039;.  You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interrogator-Chaplain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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 non-{{W40Kkeyword|character}} dead model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with {{W40Kkeyword|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.&lt;br /&gt;
**Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;&#039;Blast&#039;&#039;&#039; if you&#039;re too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and &#039;&#039;Twin Linked&#039;&#039; or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with &#039;&#039;Devastating Wounds&#039;&#039;.  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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]] and [[Flesh Tearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**Much as with the Techmarine above, he can be used to make a firebase unit, though sadly as he can take neither Servitors nor the Bolter Discipline enhancement, his firebase is more tanky than the regular shooty sort and thus arguably worse &amp;lt;s&amp;gt;[[Antaro Chronus|because how dare the Iron Hands get a good version of something that fits their niche]]&amp;lt;/s&amp;gt;. 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&#039; 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&#039;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.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;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 &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;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&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, we&#039;ve not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57944</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57944"/>
		<updated>2023-06-11T08:05:58Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should ever put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy Battleline troops from taking over.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift.&lt;br /&gt;
*Note he &#039;&#039;&#039;does not&#039;&#039;&#039; have a Narthecium, so he won&#039;t be resurrecting any models. Sorry, no respawning Gravis marines.&lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
*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&#039;s one of the few vehicles that can carry them all. As long as your retinue kills an enemy unit, you&#039;ll almost always take the objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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++.&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with &#039;&#039;Devastating Wounds&#039;&#039; and the bonus attacks for each character slain. He gives &#039;&#039;Fights First&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; One dude with a fancy power sword, custom made to kill enemy characters with &#039;&#039;Precision&#039;&#039; and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Space marines with chainswords, ideal for deep-striking from a drop pod. 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 &#039;&#039;Sustained Hits 1&#039;&#039;, &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Lance&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DEVASTATOR SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DESOLATION SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save, they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;Infiltrator&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines and comes with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, 6+++ save and CP Refund on a 5+. Also the great thing about all these is they are no longer on or the other anymore as you can take all the upgrades on the squad. Before you had to choose between their healing mechanic and deep-strike messers. Well now take it all baby. Not battleline (yet) but still some of the best infantry in the army. Still annoying Turn-0 objective grabbers that are hard to remove.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;Infiltrators&#039; to &#039;&#039;Scouts 6&amp;quot; but fills a more coherent niche with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; Gravis Marines toting melta-rifles, each one with a couple inches of range over the firstborn&#039;s meltas and &#039;&#039;Heavy&#039;&#039;, while buying a multi-melta just gives an extra shot. Total Obliteration is a trade-off from their previous ability of double-shot. Now the new way they are busted as fuck is you can 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon&#039;s bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR EXECUTIONER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TORNADO:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TYPHOON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry the reroll 1s to hit, so the youngins Adeptus Astartes Infantry will huddle 6&amp;quot; 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. what ever role you use him for, he replaces the role of captain in you marine blobs. 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.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; a Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a STORMRAVEN. in melee the Ironclad gets +1 to hit and wound if favor foe. The seismic hammer is for vehicles while upgrade to chainfist against the super heavies. Combat weapon is if tied up with the more numerous fleshes but can replace it with Hurricane bolter to clear them up from a distance. For points to burn, Hunter-killer missiles for vehicles that refuse to be near you that turn, and Grenades upgrade to turn CP into MWs.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; The only dedicated transport that isn&#039;t discriminating against Primarines, as those 10 slots can be used for anyone without jump packs or otherwise very bulky armor - even Gravis marines! 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - firstborn can&#039;t wear the armor you need to wear ({{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}}) to board this thing, which is a real shame, because &#039;&#039;every person on board can shoot out of it&#039;&#039;.  You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interrogator-Chaplain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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 non-{{W40Kkeyword|character}} dead model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with {{W40Kkeyword|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.&lt;br /&gt;
**Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;&#039;Blast&#039;&#039;&#039; if you&#039;re too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and &#039;&#039;Twin Linked&#039;&#039; or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with &#039;&#039;Devastating Wounds&#039;&#039;.  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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]] and [[Flesh Tearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**Much as with the Techmarine above, he can be used to make a firebase unit, though sadly as he can take neither Servitors nor the Bolter Discipline enhancement, his firebase is more tanky than the regular shooty sort and thus arguably worse &amp;lt;s&amp;gt;[[Antaro Chronus|because how dare the Iron Hands get a good version of something that fits their niche]]&amp;lt;/s&amp;gt;. 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&#039; 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&#039;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.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;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 &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;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&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, we&#039;ve not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57943</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57943"/>
		<updated>2023-06-11T08:00:33Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should ever put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy Battleline troops from taking over.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift.&lt;br /&gt;
*Note he &#039;&#039;&#039;does not&#039;&#039;&#039; have a Narthecium, so he won&#039;t be resurrecting any models. Sorry, no respawning Gravis marines.&lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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++.&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with &#039;&#039;Devastating Wounds&#039;&#039; and the bonus attacks for each character slain. He gives &#039;&#039;Fights First&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; One dude with a fancy power sword, custom made to kill enemy characters with &#039;&#039;Precision&#039;&#039; and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Space marines with chainswords, ideal for deep-striking from a drop pod. 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 &#039;&#039;Sustained Hits 1&#039;&#039;, &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Lance&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DEVASTATOR SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DESOLATION SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save, they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;Infiltrator&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines and comes with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, 6+++ save and CP Refund on a 5+. Also the great thing about all these is they are no longer on or the other anymore as you can take all the upgrades on the squad. Before you had to choose between their healing mechanic and deep-strike messers. Well now take it all baby. Not battleline (yet) but still some of the best infantry in the army. Still annoying Turn-0 objective grabbers that are hard to remove.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;Infiltrators&#039; to &#039;&#039;Scouts 6&amp;quot; but fills a more coherent niche with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; Gravis Marines toting melta-rifles, each one with a couple inches of range over the firstborn&#039;s meltas and &#039;&#039;Heavy&#039;&#039;, while buying a multi-melta just gives an extra shot. Total Obliteration is a trade-off from their previous ability of double-shot. Now the new way they are busted as fuck is you can 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon&#039;s bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR EXECUTIONER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TORNADO:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TYPHOON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry the reroll 1s to hit, so the youngins Adeptus Astartes Infantry will huddle 6&amp;quot; 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. what ever role you use him for, he replaces the role of captain in you marine blobs. 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.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; a Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a STORMRAVEN. in melee the Ironclad gets +1 to hit and wound if favor foe. The seismic hammer is for vehicles while upgrade to chainfist against the super heavies. Combat weapon is if tied up with the more numerous fleshes but can replace it with Hurricane bolter to clear them up from a distance. For points to burn, Hunter-killer missiles for vehicles that refuse to be near you that turn, and Grenades upgrade to turn CP into MWs.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; The only dedicated transport that isn&#039;t discriminating against Primarines, as those 10 slots can be used for anyone without jump packs or otherwise very bulky armor - even Gravis marines! 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - firstborn can&#039;t wear the armor you need to wear ({{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}}) to board this thing, which is a real shame, because &#039;&#039;every person on board can shoot out of it&#039;&#039;.  You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interrogator-Chaplain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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 non-{{W40Kkeyword|character}} dead model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with {{W40Kkeyword|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.&lt;br /&gt;
**Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;&#039;Blast&#039;&#039;&#039; if you&#039;re too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and &#039;&#039;Twin Linked&#039;&#039; or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with &#039;&#039;Devastating Wounds&#039;&#039;.  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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]] and [[Flesh Tearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**Much as with the Techmarine above, he can be used to make a firebase unit, though sadly as he can take neither Servitors nor the Bolter Discipline enhancement, his firebase is more tanky than the regular shooty sort and thus arguably worse &amp;lt;s&amp;gt;[[Antaro Chronus|because how dare the Iron Hands get a good version of something that fits their niche]]&amp;lt;/s&amp;gt;. 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&#039; 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&#039;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.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;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 &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;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&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, we&#039;ve not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57942</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57942"/>
		<updated>2023-06-11T07:56:28Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Iron Hands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should ever put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy Battleline troops from taking over.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift. &lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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++.&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with &#039;&#039;Devastating Wounds&#039;&#039; and the bonus attacks for each character slain. He gives &#039;&#039;Fights First&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; One dude with a fancy power sword, custom made to kill enemy characters with &#039;&#039;Precision&#039;&#039; and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Space marines with chainswords, ideal for deep-striking from a drop pod. 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 &#039;&#039;Sustained Hits 1&#039;&#039;, &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Lance&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DEVASTATOR SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DESOLATION SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save, they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;Infiltrator&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines and comes with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, 6+++ save and CP Refund on a 5+. Also the great thing about all these is they are no longer on or the other anymore as you can take all the upgrades on the squad. Before you had to choose between their healing mechanic and deep-strike messers. Well now take it all baby. Not battleline (yet) but still some of the best infantry in the army. Still annoying Turn-0 objective grabbers that are hard to remove.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;Infiltrators&#039; to &#039;&#039;Scouts 6&amp;quot; but fills a more coherent niche with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; Gravis Marines toting melta-rifles, each one with a couple inches of range over the firstborn&#039;s meltas and &#039;&#039;Heavy&#039;&#039;, while buying a multi-melta just gives an extra shot. Total Obliteration is a trade-off from their previous ability of double-shot. Now the new way they are busted as fuck is you can 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon&#039;s bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR EXECUTIONER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TORNADO:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TYPHOON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry the reroll 1s to hit, so the youngins Adeptus Astartes Infantry will huddle 6&amp;quot; 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. what ever role you use him for, he replaces the role of captain in you marine blobs. 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.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; a Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a STORMRAVEN. in melee the Ironclad gets +1 to hit and wound if favor foe. The seismic hammer is for vehicles while upgrade to chainfist against the super heavies. Combat weapon is if tied up with the more numerous fleshes but can replace it with Hurricane bolter to clear them up from a distance. For points to burn, Hunter-killer missiles for vehicles that refuse to be near you that turn, and Grenades upgrade to turn CP into MWs.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; The only dedicated transport that isn&#039;t discriminating against Primarines, as those 10 slots can be used for anyone without jump packs or otherwise very bulky armor - even Gravis marines! 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - firstborn can&#039;t wear the armor you need to wear ({{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}}) to board this thing, which is a real shame, because &#039;&#039;every person on board can shoot out of it&#039;&#039;.  You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interrogator-Chaplain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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 non-{{W40Kkeyword|character}} dead model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with {{W40Kkeyword|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.&lt;br /&gt;
**Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;&#039;Blast&#039;&#039;&#039; if you&#039;re too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and &#039;&#039;Twin Linked&#039;&#039; or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with &#039;&#039;Devastating Wounds&#039;&#039;.  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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]] and [[Flesh Tearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**Much as with the Techmarine above, he can be used to make a firebase unit, though sadly as he can take neither Servitors nor the Bolter Discipline enhancement, his firebase is more tanky than the regular shooty sort and thus arguably worse &amp;lt;s&amp;gt;[[Antaro Chronus|because how dare the Iron Hands get a good version of something that fits their niche]]&amp;lt;/s&amp;gt;. 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&#039; 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&#039;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.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;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 &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;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&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, we&#039;ve not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57941</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57941"/>
		<updated>2023-06-11T07:29:38Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should ever put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy Battleline troops from taking over.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift. &lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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++.&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with &#039;&#039;Devastating Wounds&#039;&#039; and the bonus attacks for each character slain. He gives &#039;&#039;Fights First&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
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*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
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*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; One dude with a fancy power sword, custom made to kill enemy characters with &#039;&#039;Precision&#039;&#039; and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Space marines with chainswords, ideal for deep-striking from a drop pod. 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 &#039;&#039;Sustained Hits 1&#039;&#039;, &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Lance&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;DEVASTATOR SQUAD:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;DESOLATION SQUAD:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
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*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
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*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
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*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save, they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
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*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
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====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;Infiltrator&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines and comes with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, 6+++ save and CP Refund on a 5+. Also the great thing about all these is they are no longer on or the other anymore as you can take all the upgrades on the squad. Before you had to choose between their healing mechanic and deep-strike messers. Well now take it all baby. Not battleline (yet) but still some of the best infantry in the army. Still annoying Turn-0 objective grabbers that are hard to remove.&lt;br /&gt;
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*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;Infiltrators&#039; to &#039;&#039;Scouts 6&amp;quot; but fills a more coherent niche with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
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*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
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====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
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*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; Gravis Marines toting melta-rifles, each one with a couple inches of range over the firstborn&#039;s meltas and &#039;&#039;Heavy&#039;&#039;, while buying a multi-melta just gives an extra shot. Total Obliteration is a trade-off from their previous ability of double-shot. Now the new way they are busted as fuck is you can 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.&lt;br /&gt;
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*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
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====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
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*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon&#039;s bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR EXECUTIONER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TORNADO:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TYPHOON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry the reroll 1s to hit, so the youngins Adeptus Astartes Infantry will huddle 6&amp;quot; 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. what ever role you use him for, he replaces the role of captain in you marine blobs. 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.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; a Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a STORMRAVEN. in melee the Ironclad gets +1 to hit and wound if favor foe. The seismic hammer is for vehicles while upgrade to chainfist against the super heavies. Combat weapon is if tied up with the more numerous fleshes but can replace it with Hurricane bolter to clear them up from a distance. For points to burn, Hunter-killer missiles for vehicles that refuse to be near you that turn, and Grenades upgrade to turn CP into MWs.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; The only dedicated transport that isn&#039;t discriminating against Primarines, as those 10 slots can be used for anyone without jump packs or otherwise very bulky armor - even Gravis marines! 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - firstborn can&#039;t wear the armor you need to wear ({{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}}) to board this thing, which is a real shame, because &#039;&#039;every person on board can shoot out of it&#039;&#039;.  You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interrogator-Chaplain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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 non-{{W40Kkeyword|character}} dead model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with {{W40Kkeyword|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.&lt;br /&gt;
**Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;&#039;Blast&#039;&#039;&#039; if you&#039;re too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and &#039;&#039;Twin Linked&#039;&#039; or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with &#039;&#039;Devastating Wounds&#039;&#039;.  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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]] and [[Flesh Tearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;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&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, we&#039;ve not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57940</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57940"/>
		<updated>2023-06-11T07:26:19Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should ever put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy Battleline troops from taking over.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Apothecary Biolgis, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift. &lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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++.&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with &#039;&#039;Devastating Wounds&#039;&#039; and the bonus attacks for each character slain. He gives &#039;&#039;Fights First&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; One dude with a fancy power sword, custom made to kill enemy characters with &#039;&#039;Precision&#039;&#039; and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;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&#039;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&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
**Unlike their Primaris contemporaries Tacticals have to come in squads of 10 with no way to break them up, so gone are the days of cheap 5-man squads.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Space marines with chainswords, ideal for deep-striking from a drop pod. 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 &#039;&#039;Sustained Hits 1&#039;&#039;, &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Lance&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DEVASTATOR SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DESOLATION SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;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 &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;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 &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save, they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let hem 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&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;Infiltrator&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines and comes with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, 6+++ save and CP Refund on a 5+. Also the great thing about all these is they are no longer on or the other anymore as you can take all the upgrades on the squad. Before you had to choose between their healing mechanic and deep-strike messers. Well now take it all baby. Not battleline (yet) but still some of the best infantry in the army. Still annoying Turn-0 objective grabbers that are hard to remove.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;Infiltrators&#039; to &#039;&#039;Scouts 6&amp;quot; but fills a more coherent niche with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; 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 &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; 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 flamers that also have ignores-cover and twin-linked or can swap out for longer ranged boltstorm guanlters and grenade launcher. The theme with these guys is Twin-Linked, almost everything they have has it (even their power fists!). There ranged weapons are low strength but the sheer dice output and rerolls will threaten even big targets, and in close combat they are surprisngly good combatants. Shred hordes and punch in monsters and vehicles in CC as before. All around a solid unit if a bit short-range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; Gravis Marines toting melta-rifles, each one with a couple inches of range over the firstborn&#039;s meltas and &#039;&#039;Heavy&#039;&#039;, while buying a multi-melta just gives an extra shot. Total Obliteration is a trade-off from their previous ability of double-shot. Now the new way they are busted as fuck is you can 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;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 assult bolters have Assult, 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 Assulat and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon&#039;s bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR EXECUTIONER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TORNADO:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TYPHOON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry the reroll 1s to hit, so the youngins Adeptus Astartes Infantry will huddle 6&amp;quot; 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. what ever role you use him for, he replaces the role of captain in you marine blobs. 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.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; a Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a STORMRAVEN. in melee the Ironclad gets +1 to hit and wound if favor foe. The seismic hammer is for vehicles while upgrade to chainfist against the super heavies. Combat weapon is if tied up with the more numerous fleshes but can replace it with Hurricane bolter to clear them up from a distance. For points to burn, Hunter-killer missiles for vehicles that refuse to be near you that turn, and Grenades upgrade to turn CP into MWs.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; The only dedicated transport that isn&#039;t discriminating against Primarines, as those 10 slots can be used for anyone without jump packs or otherwise very bulky armor - even Gravis marines! 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - firstborn can&#039;t wear the armor you need to wear ({{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}}) to board this thing, which is a real shame, because &#039;&#039;every person on board can shoot out of it&#039;&#039;.  You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; 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&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**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&#039;s &amp;quot;all targets within ra ge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interrogator-Chaplain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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 non-{{W40Kkeyword|character}} dead model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with {{W40Kkeyword|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.&lt;br /&gt;
**Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;&#039;Blast&#039;&#039;&#039; if you&#039;re too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and &#039;&#039;Twin Linked&#039;&#039; or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with &#039;&#039;Devastating Wounds&#039;&#039;.  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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]] and [[Flesh Tearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;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&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, we&#039;ve not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57928</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=57928"/>
		<updated>2023-06-10T16:11:34Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the {{W40Kkeyword|assault}} USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} model only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; {{W40Kkeyword|adeptus astartes}} model gets 2+ and 5+++.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; {{W40Kkeyword|adeptus astartes}} model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should never put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; {{W40Kkeyword|adeptus astartes}} model gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine.  If you take this you want it on a model with weapons that have &#039;&#039;&#039;Extra Attacks&#039;&#039;&#039; to gain additional benefit.&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Unforgiven Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy Battleline troops from taking over.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Champions of Russ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels Sons of Sanguinius===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars Righteous Crusaders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;&#039;Anti-Psyker 4+&#039;&#039;&#039;.  You need to be facing a &#039;&#039;seriously&#039;&#039; psyker-heavy army for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+.  If you go gun-heavy, the only applicable vow, but often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Black Spear Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Terminator Librarian, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
====Secondary Objectives====&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Melta&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 12&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP-0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;Sustained Hits 1&#039;&#039; 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).  &#039;&#039;Lethal Hits&#039;&#039; 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 &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; anti-synergizes with &#039;&#039;Devastating Wounds&#039;&#039; and &#039;&#039;Anti&#039;&#039; (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
The leaders below belong to some fairly consistent &amp;quot;groups&amp;quot;, where group membership tells you what they can lead:&lt;br /&gt;
&lt;br /&gt;
*Firstborn (e.g. &amp;quot;Captain&amp;quot;, &amp;quot;Chaplain&amp;quot;)&lt;br /&gt;
**Assault Squad&lt;br /&gt;
**Command Squad&lt;br /&gt;
**Tactical Squad&lt;br /&gt;
**Vanguard Veteran Squad&lt;br /&gt;
**Notably &#039;&#039;can&#039;t&#039;&#039; lead Devastator Squads, who have no Leader at all.&lt;br /&gt;
*Jump Pack&lt;br /&gt;
**Assault Squad with Jump Packs&lt;br /&gt;
**Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
*Mounted/On Bike&lt;br /&gt;
** Bike Squad&lt;br /&gt;
** Outrider Squad&lt;br /&gt;
*Tacticus (e.g. &amp;quot;Primaris Captain&amp;quot;)&lt;br /&gt;
** Assault Intercessor Squad&lt;br /&gt;
** Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
** Hellblaster Squad&lt;br /&gt;
** Infernus Squad&lt;br /&gt;
** Intercessor Squad&lt;br /&gt;
** Sternguard Veteran Squad&lt;br /&gt;
*Gravis&lt;br /&gt;
**Aggressor Squad&lt;br /&gt;
**Eradicator Squad&lt;br /&gt;
**Heavy Intercessor Squad&lt;br /&gt;
*Phobos&lt;br /&gt;
** Eliminator Squad&lt;br /&gt;
** Incursor Squad&lt;br /&gt;
** Infiltrator Squad&lt;br /&gt;
** Reiver Squad&lt;br /&gt;
** Scout Squad&lt;br /&gt;
** Scout Sniper Squad&lt;br /&gt;
*Terminator&lt;br /&gt;
** Relic Terminator Squad&lt;br /&gt;
** Terminator Assault Squad&lt;br /&gt;
** Terminator Squad&lt;br /&gt;
&lt;br /&gt;
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he&#039;ll give you plenty of protection.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.&lt;br /&gt;
*While he can attach to a good lot more units, including Sternguard Vets, he doesn&#039;t offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit &#039;&#039;Lethal Hits&#039;&#039; as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift. &lt;br /&gt;
*This should be obvious, but don&#039;t attach him to flamer Aggressors - he has no synergy with &#039;&#039;Torrent&#039;&#039; weapons.  Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;Sustained Hits X&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; 1/round you can pick any Captain to use one strat for free on, even if it&#039;s already been used.  It is unclear how this works while the Captain is Attached, but hopefully it should still work.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.&lt;br /&gt;
&lt;br /&gt;
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.&lt;br /&gt;
*For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don&#039;t care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.&lt;br /&gt;
*Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.&lt;br /&gt;
*While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate [[Cypher]]. GW, in their infinite wisdom, didn&#039;t see it a good idea to maybe let their combi-weapons be unique. Also, [[Derp|plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt; &lt;br /&gt;
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&#039;s guns &#039;&#039;Assault&#039;&#039;, which means a lot for their mounted twin bolters.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jump pack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they&#039;re identical to their footslogging variants in loadout.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Has a single-use ability to add +3A and &#039;&#039;Devastating Wounds&#039;&#039; on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you&#039;ll always take, as A6-&amp;gt;A5 S5-&amp;gt;S8 is almost always worth it) can absolutely use this to guarantee dead monsters.&lt;br /&gt;
*The stock loadout comes with a MC bolt rifle, which you&#039;ll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain&#039;s too snooty to ever pick up a chainsword.&lt;br /&gt;
*The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you&#039;re giving is another pistol in a long-range unit.&lt;br /&gt;
*The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;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.&lt;br /&gt;
*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 &#039;&#039;Extra Attacks&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Infiltrator&#039;&#039; 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.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;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++.&lt;br /&gt;
*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 &#039;&#039;Anti-Infantry 4+&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;. 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. &lt;br /&gt;
*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 &#039;&#039;Devastating Wounds&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;Twin-Linked&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;Anti-Vehicle 3+&#039;&#039;.  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.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;Devastating Wounds&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;Twin-Linked&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;Devastating Wounds&#039;&#039;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;quot; of the chaplain, making all shots gain &#039;&#039;Devastating Wounds&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judiciar:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with &#039;&#039;Devastating Wounds&#039;&#039; and the bonus attacks for each character slain. He gives &#039;&#039;Fights First&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;Hazardous&#039;&#039;. 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 &#039;&#039;Hazardous&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;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&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
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 &#039;&#039;Sustained Hits 1&#039;&#039;, 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&#039;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.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;Lethal Hits&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
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++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;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&#039;t otherwise get, the pistol gets &#039;&#039;Devastating Wounds&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;Sustained Hits 1&#039;&#039; presumably combining with &#039;&#039;Lethal Hits&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with a MC bolt pistol and knife with &#039;&#039;Precision&#039;&#039; 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&#039;s still suffering from the ever present issue of &amp;lt;u&amp;gt;not being able to deep-strike with them&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;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&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 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&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Anti-Tyranids 4+&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*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.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion:&#039;&#039;&#039; One dude with a fancy power sword, custom made to kill enemy characters with &#039;&#039;Precision&#039;&#039; and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; 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.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, 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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*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&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;Anti-Vehicle 2+&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; 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&#039;re on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, 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. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;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.&lt;br /&gt;
**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.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a potential lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DEVASTATOR SQUAD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DESOLATION SQUAD:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;&#039;Hazardous&#039;&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; 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 &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, 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&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;&#039;Assault&#039;&#039;&#039;, &#039;&#039;&#039;Heavy&#039;&#039;&#039;, &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Fire 1&#039;&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;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 &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout Sniper Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; 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&#039;s no reason (aside from points) 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&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;Infiltrator&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines and comes with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, 6+++ save and CP Refund on a 5+. Still annoying Turn-0 objective grabbers that are hard to remove.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;Infiltrators&#039; to &#039;&#039;Scouts 6&amp;quot;&#039;&#039; but fills a more coherent niche with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; 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. If the enemy gets too close, they can throw MWs (especially if its a vehicle), and have &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; 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. 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 &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; 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 &#039;&#039;Anti-Vehicle 3+&#039;&#039;). 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 &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**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.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;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&#039;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&#039;t many that can go through W4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; 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&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon&#039;s bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.&lt;br /&gt;
**They&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; 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&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; 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 &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;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&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**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.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;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&#039;re up against.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUNTER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STALKER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHIRLWIND:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR DESTRUCTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;PREDATOR ANNIHILATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VINDICATOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR LANCER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR REAPER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GLADIATOR VALIANT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REPULSOR EXECUTIONER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 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 &#039;&#039;Blast&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAILSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER THUNDERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORM SPEEDER HAMMERSTRIKE:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TORNADO:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LAND SPEEDER TYPHOON:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; 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&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
were the home of the Dreadnoughts. Range from T9 to 10 and 8 to 12 wounds. Old Dreads are not fast for vehicles with newer bigger versions only have 8&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Were all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry the reroll 1s to hit, so the youngins Adeptus Astartes Infantry will huddle 6&amp;quot; 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. what ever role you use him for, he replaces the role of captain in you marine blobs. 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.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; a Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a STORMRAVEN. in melee the Ironclad gets +1 to hit and wound if favor foe. The seismic hammer is for vehicles while upgrade to chainfist against the super heavies. Combat weapon is if tied up with the more numerous fleshes but can replace it with Hurricane bolter to clear them up from a distance. For points to burn, Hunter-killer missiles for vehicles that refuse to be imidialty near you that turn, and Grenades upgrade to turn CP into MWs.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; 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&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;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 &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; The only dedicated transport that isn&#039;t discriminating against Primarines, as those 10 slots can be used for anyone without jump packs or otherwise very bulky armor - even Gravis marines! 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.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - firstborn can&#039;t wear the armor you need to wear ({{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}}) to board this thing, which is a real shame, because &#039;&#039;every person on board can shoot out of it&#039;&#039;.  You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Devastating Wounds&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;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&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;STORMHAWK INTERCEPTOR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMTALON GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STORMRAVEN GUNSHIP:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; Still fundamentally not a bunker, as you can&#039;t embark anyone inside it.&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;Jonson|Dad]] finally having a decent profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interrogator-Chaplain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; 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&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;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&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;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.&lt;br /&gt;
**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&amp;quot; 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&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; 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 non-{{W40Kkeyword|character}} dead model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with {{W40Kkeyword|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.&lt;br /&gt;
**Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;&#039;Blast&#039;&#039;&#039; if you&#039;re too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and &#039;&#039;Twin Linked&#039;&#039; or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with &#039;&#039;Devastating Wounds&#039;&#039;.  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&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
&lt;br /&gt;
Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;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&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; 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&#039;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 &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;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&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;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&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels]] and [[Flesh Tearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;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&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;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&#039;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&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; 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&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;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&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. 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:&lt;br /&gt;
**&#039;&#039;&#039;Primarch of the XIIIth:&#039;&#039;&#039; Friendly Space Marine units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;&#039;Master of Battle:&#039;&#039;&#039; 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. &lt;br /&gt;
**&#039;&#039;&#039;Supreme Strategist:&#039;&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; 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 &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**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 &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, we&#039;ve not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039;&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; 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.&lt;br /&gt;
**Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter&#039;s rapid firepower with the heavy flamer&#039;s coverage.&lt;br /&gt;
**The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as &#039;&#039;Devastating Wounds&#039;&#039;. What you have that&#039;s fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B1D9:ADCD:45E:59A5</name></author>
	</entry>
</feed>