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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-06-05T19:06:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Impulsor&amp;diff=269825</id>
		<title>Impulsor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Impulsor&amp;diff=269825"/>
		<updated>2019-08-07T19:34:50Z</updated>

		<summary type="html">&lt;p&gt;2620:0:1000:5E10:CDBE:6E05:8716:3F1B: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Impulsor-tank.jpg|350px|right|thumb|The Grav-Rhino is back with a vengeance!]]&lt;br /&gt;
Well it seems that /tg/&#039;s complaints about the [[Primaris Space Marines|Primaris&#039;]] lack of a proper transport has finally been answered. Low and behold, for GW has given us the Impulsor....which is for all intents and purposes, a flying [[Rhino]]. Seriously, we would not be surprised if the Impulsor was a literal hands-me-down of the [[Adeptus Custodes|Custodes]] and [[Sisters of Silence]]&#039; mothballed [[Grav-Rhino]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A Dedicated Tranport for Primaris Marines. The Impulsor literally looks like the hull of a Rhino with some anti-grav tech plated on its ass. The Impulsor is a much more smaller and thus, cheaper vehicle than the [[Dakka|floating deck of guns]] known as the [[Repulsor Tank]]. However, due to its armament it is more accurate to say that the Impulsor could also be a floating [[Razorback]].&lt;br /&gt;
&lt;br /&gt;
This is due to the presence of a twin-linked heavy stubber turret along with a pintle-mounted heavy stubber (Seriously, what up with the Primaris and their love of heavy stubbers?) and two heavy bolter sponsons. Unlike the sponsons of other Imperial vehicles, the ones on the Impulsor is uniquely designed. [[Reasonable Marines|It is far more compact and modular,]] reducing the giant glaring weakspot that most sponsons are known for (And why they were phased out after the end of WW1) whilst retaining additional firepower and therefore, does not stick out like a sore thumb.&lt;br /&gt;
&lt;br /&gt;
As a Squad Bus, it only carries 6 compared to the Repulsor&#039;s 10 (meaning one MSU squad of regular Primaris plus a character, or a squad of 3 Aggressors), but the Assault Vehicle special rule means that as a transport it can uniquely deploy your models &#039;&#039;&#039;after&#039;&#039;&#039; moving—with the steep downside that your disembarked units then can&#039;t charge that turn, meaning it&#039;s useless for the fabled Turn 1 charge. However, if you need to get a part of your gunline in position on turn 1, but also want to shield them from enemy fire because your opponent got to go first, it could do the trick.&lt;br /&gt;
&lt;br /&gt;
Finally, for added spice, you can equip it with either a 4++ shield generator for added durability, or a comms array for calling in a once-per-vehicle-per-game orbital strike that does d6 damage within d6 inches of a point you specify.&lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2620:0:1000:5E10:CDBE:6E05:8716:3F1B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Invictor_Tactical_Warsuit&amp;diff=276693</id>
		<title>Invictor Tactical Warsuit</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Invictor_Tactical_Warsuit&amp;diff=276693"/>
		<updated>2019-08-07T19:26:06Z</updated>

		<summary type="html">&lt;p&gt;2620:0:1000:5E10:CDBE:6E05:8716:3F1B: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Invictor-dread.jpg|350px|right|thumb|We Mech Warrior now!]]&lt;br /&gt;
{{Topquote|A weapon to surpass metal gear|Ocelot}}&lt;br /&gt;
Welp, it seems like the [[Primaris Space Marines]] had [[Blood Ravens|nicked off]] the designs from the oldschool [[Eldar War Walker|Eldar War Walkers]] and a [[Grey Knight]] [[Dreadknight]] and somehow manage to fit the whole thing inside a [[Dreadnought]] chassis. Or, for those non-40kers out there, it resembles the love child of the AMP Suits from [[Avatar]] and the Power Loaders from Aliens. &lt;br /&gt;
&lt;br /&gt;
This machine is for those Space Marines who want to play around as a Dreadnought without [[FATAL|suffering the much needed side affects of being permanently interned into]] and would rather not look like an ass in the Centurion suit. Consequently enough, only Vanguard Primaris are given the special privilege in riding one. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
As hinted, the Invictor Tactical Warsuit is [[Herp|ridiculously designed.]] Well, I guess that roll-cage may prevent the Primaris from getting squashed inside his own walker. &lt;br /&gt;
&lt;br /&gt;
The Invictor Tactical Warsuit &#039;&#039;is&#039;&#039; meant to be a stealthy fast walker designed to accompany Vanguard recon forces to give them some heavy firepower (&#039;Heavy&#039; being a relative term, since the loadout is seemingly geared towards fighting infantry hordes, with Heavy 6 S7 AP-1 D2 autocannons for your Nobs, a 12&amp;quot; Heavy 2D6 S5 AP-1 flamer to roast Boyz straight out of Deepstrike/Concealed, and a Pistol 3 Heavy Bolter for everything in between). As a stealth walker, it is meant to go behind enemy lines and attack vulnerable positions with very little resistance, aided by some kind of sound dampening alloy. [[FAIL|However, you must be as blind as an 80 year old senior with cataracts to miss that Dreadnought-sized machine lumbering around.]] Seriously, there is no way in hell that &#039;&#039;&#039;&#039;&#039;anyone&#039;&#039;&#039;&#039;&#039; is gonna miss that thing trying to pull off a Solid Snake. Unless of course, they are led by the [[Raven Guard]].&lt;br /&gt;
&lt;br /&gt;
Well, at the very least, one of the few redeeming qualities of this walker is the heavy bolter strapped to it’s leg, [[Awesome|which can be used by the giant powerfist like a pistol]]. Which can lead to some legitimately tacticool move sets. Likewise, we could at least be grateful that the SPESS MEHREENS have an actual &#039;proper&#039; mech now that could give the [[Tau]] some right and proper [[Anal circumference|fisting.]]&lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2620:0:1000:5E10:CDBE:6E05:8716:3F1B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Eliminator&amp;diff=196766</id>
		<title>Eliminator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Eliminator&amp;diff=196766"/>
		<updated>2019-08-07T19:19:17Z</updated>

		<summary type="html">&lt;p&gt;2620:0:1000:5E10:CDBE:6E05:8716:3F1B: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanguard-Eliminators.jpg|420px|right|thumb|Want a way to make Space Marine Scouts both competitive and scary? Given them some actual Power Armor.]]&lt;br /&gt;
&#039;&#039;THE SHORT VERSION:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Vindicare|sniper Veterans]] [[Awesome|you always wanted]], except they&#039;re [[Skub|Primaris]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;THE LONG VERSION:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliminators&#039;&#039;&#039; are the Vanguard [[Primaris Marines]] sniper specialists. Think [[Scout Squad|Scout Squads]] with actual [[Power Armor]] and thus, [[Reasonable Marines|reasonable.]] They act as battlefield assassins for the Primaris Vanguard, using camo cloaks and specialized Bolt Sniper Rifles to pick off enemy leaders and disrupt infantry. They fulfill a long-standing gap most Space Marine armies have had since the Horus Heresy: a lack of dedicated sniper teams in power armor, just like the ye olde [[Reconnaissance Squad|Legion Reconnaissance Squad]]. Role-wise, they are heavier, more specialised sniper scouts designed to camp in cover and strike key targets from a distance (even through walls) with a range of special ammunition.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Eliminators are full-fledged marines in stealth-modified Phobos-pattern power armor that has been stripped of some of its armor and fitted with silenced servos. In addition to their standard krak and frag grenades and bolt pistol, Eliminators all go to war with camo cloaks and signature (now S5!) bolt sniper rifles. Their rifles can accommodate a variety of special ammunition including:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executioner Rounds:&#039;&#039;&#039; The default ammunition type with high damage output, good armor penetration and a chance of inflicting mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Mortis Rounds:&#039;&#039;&#039; Specialist ammunition that is extremely accurate and ignores cover, but have reduced armour penetration and damage output. Used to eliminate foes that are completely out of sight.&lt;br /&gt;
*&#039;&#039;&#039;Hyperfrag Rounds:&#039;&#039;&#039; Fragmentation rounds for horde killing. No armor penetration, but basically converts your sniper rifles to a longer ranged boltgun so your special ammnunition isn&#039;t wasted on Ork boyz.&lt;br /&gt;
&lt;br /&gt;
The new Space Marine Codex further expands their wargear, notably adding las-fusils that are 36&amp;quot; Heavy 1 S8 AP-3 D3, giving them a surprisingly potent anti-armor punch, and finally giving Primaris Space Marines a way to fill the Lascannon-Devastator shaped hole in their lineup. Use Concealed Positions to drop them in cover with good firing lines, and harass enemy vehicles with your surprisingly-hard-to-shift 3 Power infantry unit.&lt;br /&gt;
&lt;br /&gt;
For extra cheese, the Sergeant can also optionally be equipped with an Instigator Bolt Carbine, which enables him to use a Covering Fire ability that lets you move the entire unit immediately after firing Overwatch, &#039;&#039;&#039;before&#039;&#039;&#039; the charging unit can get stuck in. So, when someone tries to charge melee bruisers into your long range fire support squad, they can Overwatch, immediately fall back before any combats can be resolved, and then on your following shooting phase, they and the rest of your gunline can light up those units that your opponent probably used a stratagem to deepstrike into charge distance. Basically, with this upgrade, the only way your opponent will get this unit into melee is by charging it with multiple units from multiple directions.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
For fluffy players of [[Raven Guard]] or Raptors who have long waited for a dedicated sniper unit other than Sniper Scouts, Eliminators are grand. Their competitive usage is yet-to-be seen, but they are notable for being one of the few infantry units in the game that can target foes outside of line-of-sight, meaning that plinking off a Guard officer behind a tall rock is now a thing.&lt;br /&gt;
&lt;br /&gt;
They have the ability &amp;lt;s&amp;gt;do deep strike, but this is at odds with their long-ranged fire support role&amp;lt;/s&amp;gt; to use Concealed Positions, setting up during deployment anywhere on the board that is more than 9&amp;quot; away from the enemy deployment zone or enemy units. This allows your sneaky snipers to set up in favorable fire positions outside of your normal deployment zone.&lt;br /&gt;
&lt;br /&gt;
As a Heavy Support choice, they compete heavily with other units that could go into the slot and they lose ObSec, diminishing their value as objective campers. They are intended to be deployed as a fire support unit, not an objective holder (you have [[Infiltrators]] for that).&lt;br /&gt;
&lt;br /&gt;
When entrenched in cover with their camo cloaks, they have comical durability - a 2+ save that ignores the first point of AP means that nothing short of plasma guns will even remotely threaten them at long range. At short range, they can beat a retreat from charging enemies using Covering Fire, thus avoiding any melee meatshredders. They also have the signature 2W of Primaris marines.&lt;br /&gt;
&lt;br /&gt;
They are defined by bolt sniper rifles, which are a versatile anti-infantry weapon. With all ammunition profiles, bolt sniper rifles can target Characters at will. Their standard ammunition is a scout sniper rifle shot with AP-2 and D3 damage, instead of AP0 and 1 damage. On average rolls, Eliminators will have 2 damage per shot and a much-needed AP value for sniping. Their most unusual round is the Mortis round, capable of targeting foes entirely outside of line of sight at AP-1 and 1 damage. Mortis rounds also add an incredible +2 to hit to their attacks, meaning your snipers hit on 2&#039;s and ignore a single -1 to Hit penalty entirely. Their last round is a Heavy D3 36&amp;quot; boltgun for token horde clearing, but your points really are wasted every time you don&#039;t fire at a character with these weapons.&lt;br /&gt;
&lt;br /&gt;
Finally, for those extra tricky targets, the Sergeant can skip shooting to instead use the Guided Aim ability, spotting targets for the other two snipers in the squad and thus giving them a +1 to both Hit and Wound rolls.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
On page 7, Mortis rounds are described as carrying a payload of self-replicating mutagenic acid, while executioner rounds are described as self guided missiles able to navigate around cover. Care should be taken to note their crunch profiles are the other way around.&lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2620:0:1000:5E10:CDBE:6E05:8716:3F1B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Infiltrator&amp;diff=271454</id>
		<title>Infiltrator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Infiltrator&amp;diff=271454"/>
		<updated>2019-08-07T19:17:24Z</updated>

		<summary type="html">&lt;p&gt;2620:0:1000:5E10:CDBE:6E05:8716:3F1B: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanguard_Infiltrators.jpg|350px|right|thumb|After over 30 years, we are finally given CANON [[Reasonable Marines]].]]&lt;br /&gt;
&#039;&#039;&#039;Infiltrators&#039;&#039;&#039; are the Vanguard Primaris line infantry unit. The holy lovechild of a [[Reiver]] and a [[Tactical Squad]], they are geared for extended recon and stealth operations behind enemy lines, with marksman bolt carbines, smoke grenades, omni-scramblers and the ability to either take [[Apothecary|lite-Apothecaries]] in the form of [[Helix Adept|Helix Adepts]], or a comms specialist who can allow them to benefit from the buff auras of any same-Chapter Phobos HQs on the table &#039;&#039;&#039;regardless of proximity&#039;&#039;&#039;. They are for all intents and purposes, [[Reasonable Marines|Space Marines who actually act like the elite shock troops they so represent]]. Finally after 30 years, GW has finally broken the cycle of Space Marines being depicted [[Black Templars|as morons charging into a open battlefield,]] [[Ultramarines|or as autistic retards that are too stubborn to be able to have some]] [[Heresy|improvisation.]] [[Awesome|Now every Space Marine chapter is able to field entire units of Super Spec Ops.]] [[Raven Guard]] and [[Raptors (Chapter)|Raptors]] are going to love the shit out of these hombres.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Infiltrators are all clad in Phobos-pattern armor, a variant of the Mk X Power Armor that is stripped down for lighter weight and modified with silent servos. Their backpacks are adorned with a variety of antennae and they go into battle similarly equipped to other [[Space Marines]]. Most notably, their bolt carbines have special optics that enhance their accuracy, they have smoke grenades in addition to the standard frag and krak grenades and omni-scramblers which can disrupt any kind of deep strike attack.&lt;br /&gt;
&lt;br /&gt;
== Tabletop ==&lt;br /&gt;
Infiltrators in many ways are the most disgustingly good Primaris units to exist. As Troops, they have ObSec. They can infiltrate (duh). They project a bubble forcing enemies that are set up as reinforcements to do so over 12&amp;quot; away, making standard deep strike charges completely impossible. Their smoke grenades give the unit a -1 to Hit for a whole turn if the enemy fires ranged weapons at them at the expense of their shooting. This adds to their already high durability as 2W marines with a 3+ save. The option exists to add a [[Helix Adept]], which is a combat medic for the squad. The Helix Adept has a weaker version of the Apothecary&#039;s narthecium, which lets it restore 1 wound per round to models in its unit, or revive a slain model in its unit on a 5+. Alternatively, they can take a specialist with an Infiltrator Comms Array, and thus benefit from the re-roll auras of your Phobos Captain and Phobos Lieutenant no matter where you are on the table—so while your Captain is camping in cover with your Eliminators, and your Lieutenant is dropping into the rear with your Reivers, all of your Infiltrators can sit on their objectives and still get that extra edge in combat.&lt;br /&gt;
&lt;br /&gt;
Their marksman bolt carbines are also fancy. They have a standard boltgun profile, but all unmodified To Hit rolls of 6 instantly hit &#039;&#039;&#039;and&#039;&#039;&#039; wound, letting you skip the wound roll entirely against enemies and grants a 1 in 6 chance of automatically wounding ANYTHING in the game from ork boyz to titans. Granted, AP0 means that wound isn&#039;t too likely to stick on anything whose save is better than a 4+, but it does make it more useful against things with high Toughness that a regular bolter would have trouble wounding in the first place. &lt;br /&gt;
&lt;br /&gt;
In short: They are highly durable ObSec troops with solid killing power, the option to take their own personal mini-Apothecary, Infiltrate, and the ability to make enemy deep strikers around them totally unable to charge and deploy further than 12&amp;quot; away. They are a new gold standard for objective holding troops, and they have utility outside of that role thanks to their other rules. Their only real flaws are their difficulty in dealing with armored targets and their lack of options for dealing with foes in melee, both of which can be mitigated with proper support from other units. Also, they are &#039;&#039;expensive&#039;&#039;. Clocking in at a whopping 22 points per model and an additional 32 for the Helix Adept, it might be a good idea to plan your strategy around them if you plan to take more than one squad&#039;s worth.  &lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2620:0:1000:5E10:CDBE:6E05:8716:3F1B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Infiltrator&amp;diff=271453</id>
		<title>Infiltrator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Infiltrator&amp;diff=271453"/>
		<updated>2019-08-07T19:16:49Z</updated>

		<summary type="html">&lt;p&gt;2620:0:1000:5E10:CDBE:6E05:8716:3F1B: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanguard_Infiltrators.jpg|350px|right|thumb|After over 30 years, we are finally given CANON [[Reasonable Marines]].]]&lt;br /&gt;
&#039;&#039;&#039;Infiltrators&#039;&#039;&#039; are the Vanguard Primaris line infantry unit. The holy lovechild of a [[Reiver]] and a [[Tactical Squad]], they are geared for extended recon and stealth operations behind enemy lines, with marksman bolt carbines, smoke grenades, omni-scramblers and the ability to either take [[Apothecary|lite-Apothecaries]] in the form of [[Helix Adept|Helix Adepts]], or a comms specialist who can allow them to benefit from the buff auras of any same-Chapter Phobos HQs on the table *regardless of proximity*. They are for all intents and purposes, [[Reasonable Marines|Space Marines who actually act like the elite shock troops they so represent]]. Finally after 30 years, GW has finally broken the cycle of Space Marines being depicted [[Black Templars|as morons charging into a open battlefield,]] [[Ultramarines|or as autistic retards that are too stubborn to be able to have some]] [[Heresy|improvisation.]] [[Awesome|Now every Space Marine chapter is able to field entire units of Super Spec Ops.]] [[Raven Guard]] and [[Raptors (Chapter)|Raptors]] are going to love the shit out of these hombres.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Infiltrators are all clad in Phobos-pattern armor, a variant of the Mk X Power Armor that is stripped down for lighter weight and modified with silent servos. Their backpacks are adorned with a variety of antennae and they go into battle similarly equipped to other [[Space Marines]]. Most notably, their bolt carbines have special optics that enhance their accuracy, they have smoke grenades in addition to the standard frag and krak grenades and omni-scramblers which can disrupt any kind of deep strike attack.&lt;br /&gt;
&lt;br /&gt;
== Tabletop ==&lt;br /&gt;
Infiltrators in many ways are the most disgustingly good Primaris units to exist. As Troops, they have ObSec. They can infiltrate (duh). They project a bubble forcing enemies that are set up as reinforcements to do so over 12&amp;quot; away, making standard deep strike charges completely impossible. Their smoke grenades give the unit a -1 to Hit for a whole turn if the enemy fires ranged weapons at them at the expense of their shooting. This adds to their already high durability as 2W marines with a 3+ save. The option exists to add a [[Helix Adept]], which is a combat medic for the squad. The Helix Adept has a weaker version of the Apothecary&#039;s narthecium, which lets it restore 1 wound per round to models in its unit, or revive a slain model in its unit on a 5+. Alternatively, they can take a specialist with an Infiltrator Comms Array, and thus benefit from the re-roll auras of your Phobos Captain and Phobos Lieutenant no matter where you are on the table—so while your Captain is camping in cover with your Eliminators, and your Lieutenant is dropping into the rear with your Reivers, all of your Infiltrators can sit on their objectives and still get that extra edge in combat.&lt;br /&gt;
&lt;br /&gt;
Their marksman bolt carbines are also fancy. They have a standard boltgun profile, but all unmodified To Hit rolls of 6 instantly hit &#039;&#039;&#039;and&#039;&#039;&#039; wound, letting you skip the wound roll entirely against enemies and grants a 1 in 6 chance of automatically wounding ANYTHING in the game from ork boyz to titans. Granted, AP0 means that wound isn&#039;t too likely to stick on anything whose save is better than a 4+, but it does make it more useful against things with high Toughness that a regular bolter would have trouble wounding in the first place. &lt;br /&gt;
&lt;br /&gt;
In short: They are highly durable ObSec troops with solid killing power, the option to take their own personal mini-Apothecary, Infiltrate, and the ability to make enemy deep strikers around them totally unable to charge and deploy further than 12&amp;quot; away. They are a new gold standard for objective holding troops, and they have utility outside of that role thanks to their other rules. Their only real flaws are their difficulty in dealing with armored targets and their lack of options for dealing with foes in melee, both of which can be mitigated with proper support from other units. Also, they are &#039;&#039;expensive&#039;&#039;. Clocking in at a whopping 22 points per model and an additional 32 for the Helix Adept, it might be a good idea to plan your strategy around them if you plan to take more than one squad&#039;s worth.  &lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2620:0:1000:5E10:CDBE:6E05:8716:3F1B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Eliminator&amp;diff=196765</id>
		<title>Eliminator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Eliminator&amp;diff=196765"/>
		<updated>2019-08-07T19:10:01Z</updated>

		<summary type="html">&lt;p&gt;2620:0:1000:5E10:CDBE:6E05:8716:3F1B: /* Tabletop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanguard-Eliminators.jpg|420px|right|thumb|Want a way to make Space Marine Scouts both competitive and scary? Given them some actual Power Armor.]]&lt;br /&gt;
&#039;&#039;THE SHORT VERSION:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Vindicare|sniper Veterans]] [[Awesome|you always wanted]], except they&#039;re [[Skub|Primaris]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;THE LONG VERSION:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliminators&#039;&#039;&#039; are the Vanguard [[Primaris Marines]] sniper specialists. Think [[Scout Squad|Scout Squads]] with actual [[Power Armor]] and thus, [[Reasonable Marines|reasonable.]] They act as battlefield assassins for the Primaris Vanguard, using camo cloaks and specialized Bolt Sniper Rifles to pick off enemy leaders and disrupt infantry. They fulfill a long-standing gap most Space Marine armies have had since the Horus Heresy: a lack of dedicated sniper teams in power armor, just like the ye olde [[Reconnaissance Squad|Legion Reconnaissance Squad]]. Role-wise, they are heavier, more specialised sniper scouts designed to camp in cover and strike key targets from a distance (even through walls) with a range of special ammunition.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Eliminators are full-fledged marines in stealth-modified Phobos-pattern power armor that has been stripped of some of its armor and fitted with silenced servos. In addition to their standard krak and frag grenades and bolt pistol, Eliminators all go to war with camo cloaks and signature (now S5!) bolt sniper rifles. Their rifles can accommodate a variety of special ammunition including:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executioner Rounds:&#039;&#039;&#039; The default ammunition type with high damage output, good armor penetration and a chance of inflicting mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Mortis Rounds:&#039;&#039;&#039; Specialist ammunition that is extremely accurate and ignores cover, but have reduced armour penetration and damage output. Used to eliminate foes that are completely out of sight.&lt;br /&gt;
*&#039;&#039;&#039;Hyperfrag Rounds:&#039;&#039;&#039; Fragmentation rounds for horde killing. No armor penetration, but basically converts your sniper rifles to a longer ranged boltgun so your special ammnunition isn&#039;t wasted on Ork boyz.&lt;br /&gt;
&lt;br /&gt;
The new Space Marine Codex further expands their wargear, notably adding las-fusils that are 36&amp;quot; Heavy 1 S8 AP-3 D3, giving them a surprisingly potent anti-armor punch, and finally giving Primaris Space Marines a way to fill the Lascannon-Devastator shaped hole in their lineup. Use Concealed Positions to drop them in cover with good firing lines, and harass enemy vehicles with your surprisingly-hard-to-shift 3 Power infantry unit.&lt;br /&gt;
&lt;br /&gt;
For extra cheese, the Sergeant can also optionally be equipped with an Instigator Bolt Carbine, which enables him to use a Covering Fire ability that lets you move the entire unit *immediately after firing overwatch*. So, when someone tries to charge melee bruisers into your long range fire support squad, they can Overwatch, immediately fall back before any combats can be resolved, and then on your following shooting phase, they and the rest of your gunline can light up those units that your opponent probably used a stratagem to deepstrike into charge distance. Basically, with this upgrade, the only way your opponent will get this unit into melee is by charging it with multiple units from multiple directions.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
For fluffy players of [[Raven Guard]] or Raptors who have long waited for a dedicated sniper unit other than Sniper Scouts, Eliminators are grand. Their competitive usage is yet-to-be seen, but they are notable for being one of the few infantry units in the game that can target foes outside of line-of-sight, meaning that plinking off a Guard officer behind a tall rock is now a thing.&lt;br /&gt;
&lt;br /&gt;
They have the ability &amp;lt;s&amp;gt;do deep strike, but this is at odds with their long-ranged fire support role&amp;lt;/s&amp;gt; to use Concealed Positions, setting up during deployment anywhere on the board that is more than 9&amp;quot; away from the enemy deployment zone or enemy units. This allows your sneaky snipers to set up in favorable fire positions outside of your normal deployment zone.&lt;br /&gt;
&lt;br /&gt;
As a Heavy Support choice, they compete heavily with other units that could go into the slot and they lose ObSec, diminishing their value as objective campers. They are intended to be deployed as a fire support unit, not an objective holder (you have [[Infiltrators]] for that).&lt;br /&gt;
&lt;br /&gt;
When entrenched in cover with their camo cloaks, they have comical durability - a 2+ save that ignores the first point of AP means that nothing short of plasma guns will even remotely threaten them at long range. At short range, they can beat a retreat from charging enemies using Covering Fire, thus avoiding any melee meatshredders. They also have the signature 2W of Primaris marines.&lt;br /&gt;
&lt;br /&gt;
They are defined by bolt sniper rifles, which are a versatile anti-infantry weapon. With all ammunition profiles, bolt sniper rifles can target Characters at will. Their standard ammunition is a scout sniper rifle shot with AP-2 and D3 damage, instead of AP0 and 1 damage. On average rolls, Eliminators will have 2 damage per shot and a much-needed AP value for sniping. Their most unusual round is the Mortis round, capable of targeting foes entirely outside of line of sight at AP-1 and 1 damage. Mortis rounds also add an incredible +2 to hit to their attacks, meaning your snipers hit on 2&#039;s and ignore a single -1 to Hit penalty entirely. Their last round is a Heavy D3 36&amp;quot; boltgun for token horde clearing, but your points really are wasted every time you don&#039;t fire at a character with these weapons.&lt;br /&gt;
&lt;br /&gt;
Finally, for those extra tricky targets, the Sergeant can skip shooting to instead use the Guided Aim ability, spotting targets for the other two snipers in the squad and thus giving them a +1 to both Hit and Wound rolls.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
On page 7, Mortis rounds are described as carrying a payload of self-replicating mutagenic acid, while executioner rounds are described as self guided missiles able to navigate around cover. Care should be taken to note their crunch profiles are the other way around.&lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2620:0:1000:5E10:CDBE:6E05:8716:3F1B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Eliminator&amp;diff=196764</id>
		<title>Eliminator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Eliminator&amp;diff=196764"/>
		<updated>2019-08-07T19:04:29Z</updated>

		<summary type="html">&lt;p&gt;2620:0:1000:5E10:CDBE:6E05:8716:3F1B: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanguard-Eliminators.jpg|420px|right|thumb|Want a way to make Space Marine Scouts both competitive and scary? Given them some actual Power Armor.]]&lt;br /&gt;
&#039;&#039;THE SHORT VERSION:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Vindicare|sniper Veterans]] [[Awesome|you always wanted]], except they&#039;re [[Skub|Primaris]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;THE LONG VERSION:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliminators&#039;&#039;&#039; are the Vanguard [[Primaris Marines]] sniper specialists. Think [[Scout Squad|Scout Squads]] with actual [[Power Armor]] and thus, [[Reasonable Marines|reasonable.]] They act as battlefield assassins for the Primaris Vanguard, using camo cloaks and specialized Bolt Sniper Rifles to pick off enemy leaders and disrupt infantry. They fulfill a long-standing gap most Space Marine armies have had since the Horus Heresy: a lack of dedicated sniper teams in power armor, just like the ye olde [[Reconnaissance Squad|Legion Reconnaissance Squad]]. Role-wise, they are heavier, more specialised sniper scouts designed to camp in cover and strike key targets from a distance (even through walls) with a range of special ammunition.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Eliminators are full-fledged marines in stealth-modified Phobos-pattern power armor that has been stripped of some of its armor and fitted with silenced servos. In addition to their standard krak and frag grenades and bolt pistol, Eliminators all go to war with camo cloaks and signature (now S5!) bolt sniper rifles. Their rifles can accommodate a variety of special ammunition including:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executioner Rounds:&#039;&#039;&#039; The default ammunition type with high damage output, good armor penetration and a chance of inflicting mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Mortis Rounds:&#039;&#039;&#039; Specialist ammunition that is extremely accurate and ignores cover, but have reduced armour penetration and damage output. Used to eliminate foes that are completely out of sight.&lt;br /&gt;
*&#039;&#039;&#039;Hyperfrag Rounds:&#039;&#039;&#039; Fragmentation rounds for horde killing. No armor penetration, but basically converts your sniper rifles to a longer ranged boltgun so your special ammnunition isn&#039;t wasted on Ork boyz.&lt;br /&gt;
&lt;br /&gt;
The new Space Marine Codex further expands their wargear, notably adding las-fusils that are 36&amp;quot; Heavy 1 S8 AP-3 D3, giving them a surprisingly potent anti-armor punch, and finally giving Primaris Space Marines a way to fill the Lascannon-Devastator shaped hole in their lineup. Use Concealed Positions to drop them in cover with good firing lines, and harass enemy vehicles with your surprisingly-hard-to-shift 3 Power infantry unit.&lt;br /&gt;
&lt;br /&gt;
For extra cheese, the Sergeant can also optionally be equipped with an Instigator Bolt Carbine, which enables him to use a Covering Fire ability that lets you move the entire unit *immediately after firing overwatch*. So, when someone tries to charge melee bruisers into your long range fire support squad, they can Overwatch, immediately fall back before any combats can be resolved, and then on your following shooting phase, they and the rest of your gunline can light up those units that your opponent probably used a stratagem to deepstrike into charge distance. Basically, with this upgrade, the only way your opponent will get this unit into melee is by charging it with multiple units from multiple directions.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
For fluffy players of [[Raven Guard]] or Raptors who have long waited for a dedicated sniper unit other than Sniper Scouts, Eliminators are grand. Their competitive usage is yet-to-be seen, but they are notable for being one of the few infantry units in the game that can target foes outside of line-of-sight, meaning that plinking off a Guard officer behind a tall rock is now a thing.&lt;br /&gt;
&lt;br /&gt;
They have the ability &amp;lt;s&amp;gt;do deep strike, but this is at odds with their long-ranged fire support role&amp;lt;/s&amp;gt; to use Concealed Positions, setting up during deployment anywhere on the board that is more than 9&amp;quot; away from the enemy deployment zone or enemy units. This allows your sneaky snipers to set up in favorable fire positions outside of your normal deployment zone.&lt;br /&gt;
&lt;br /&gt;
As a Heavy Support choice, they compete heavily with other units that could go into the slot and they lose ObSec, diminishing their value as objective campers. They are intended to be deployed as a fire support unit, not an objective holder (you have [[Infiltrators]] for that).&lt;br /&gt;
&lt;br /&gt;
When entrenched in cover with their camo cloaks, they have comical durability - a 2+ save that ignores the first point of AP means that nothing short of plasma guns will even remotely threaten them at long range. They also have the signature 2W of Primaris marines.&lt;br /&gt;
&lt;br /&gt;
They are defined by bolt sniper rifles, which are a versatile anti-infantry weapon. With all ammunition profiles, bolt sniper rifles can target Characters at will. Their standard ammunition is a scout sniper rifle shot with AP-2 and D3 damage, instead of AP0 and 1 damage. On average rolls, Eliminators will have 2 damage per shot and a much-needed AP value for sniping. Their most unusual round is the Mortis round, capable of targeting foes entirely outside of line of sight at AP-1 and 1 damage. Mortis rounds also add an incredible +2 to hit to their attacks, meaning your snipers hit on 2&#039;s and ignore a single -1 to Hit penalty entirely. Their last round is a Heavy D3 36&amp;quot; boltgun for token horde clearing, but your points really are wasted every time you don&#039;t fire at a character with these weapons.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
On page 7, Mortis rounds are described as carrying a payload of self-replicating mutagenic acid, while executioner rounds are described as self guided missiles able to navigate around cover. Care should be taken to note their crunch profiles are the other way around.&lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2620:0:1000:5E10:CDBE:6E05:8716:3F1B</name></author>
	</entry>
</feed>