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==={{W40Kkeyword|[[Blood Angels]]}}, {{W40Kkeyword|[[Flesh Tearers]]}}, and {{W40Kkeyword|[[Lamenters]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Blood Angels"> [[File:Blood Angels Pauldron.jpeg|100px|left|]]In the grim darkness of the far future, there is always a risk of becoming blinded by rage. Thematically, these guys are a bunch of poncy space vampires who constantly battle their own genetic curses. These curses turn out to be their greatest strengths, as they become genuine monsters made to [[Rip and Tear]].<br> On the tabletop, these guys go pretty deep for both melee and speed. While they aren't bike-crazed like the White Scars, they have a stratagem that can make all their tanks faster on top of their bonus to charge distance. In melee, their chapter tactics make them hurt harder - especially if you decide to grab the Death Company. This is hands down the best stock chapter for brutal melee. ''If you plan on getting the first blow before the enemy, the Blood Angels are the best choice.'' </tab> <tab name="Flesh Tearers"> [[File:Flesh Tearers Livery2.jpg|100px|left|]]In the grim darkness of the far future, blind anger can be a powerful tool.<br> Thematically, these guys are the edgier and far more violent version of the Blood Angels. While their founders sought to uphold their nobility in the field of battle, these guys aren't as inclined to keep to the stylishness.<br> On the tabletop, these guys go pretty deep for both melee and speed. While they aren't bike-crazed like the White Scars, they have a stratagem that can make all their tanks faster. In melee, their chapter tactics make them hurt much harder - especially if you decide to grab the Death Company.<br> ''If you hunger for ripping and tearing huge guts, pick the Flesh Tearers'' </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== <tabs> <tab name="Blood Angels"> *'''Chapter Tactics - The Red Thirst:''' Add +1 to all charge and advance rolls. When a unit charges, gets charged, or make a heroic intervention, they can add +1 to their wound roll for the turn. **This makes your lot a bit zippier and choppier than most marines. This stacked with shock assault means that your guys will absolutely be able to lay on the hurt without hesitation. **This makes you ''insanely'' good at wounding things - so much so that in your hands, a lightning claw is actually better at wounding than a power fist or thunder hammer, meaning you take them just for the higher D when you do. *'''Unit Restrictions:''' Blood Angels Ancients can't be upgraded to Chapter Ancients, which is a rule that ''doesn't'' seem to apply to their successors. Sanguinary Ancients carry chapter banners, but aren't chapter ancients themselves, so Blood Angels just don't have access to chapter ancients. </tab> <tab name="Flesh Tearers"> *'''Chapter Tactics - Fury Within:''' When a unit rolls a 6 to wound in melee, the AP of their hit improves by 1. When a unit charges, gets charged, or makes a heroic intervention, they can add +1 to their wound roll for the turn. **Compared to the BA, this makes you far more vicious in a fight, But slightly harder to get there. One inch may not be much but it can add up espeically with the few 'charge and advance' ability so it's nothing to be discounted. On the other blood stained hand, Now that even chainswords can mulch light infantry, you can bet your ass that you'll find more uses with basic weapons as you reduce power armor into shreds, especially since it now stacks with Assault Doctrine. </tab> </tabs> *'''Combat Doctrine - Savage Echoes''': While the Assault Doctrine is active, add 1 to the Attacks of models in units that charged, were charged, or Heroically Intervened (i.e. double the normal benefit of Shock Assault). **Yes, this ''does'' stack with Black Rage, so your Death Companies will be able to spit out a disproportionately high number of attacks for their unit size. Don't forget the regular marines: scouts, assault troopers, and intercessors are rocking 4 attacks, 3 on tacticals. Makes for some added punch in the later stages of games when you're scrapping over objectives with smaller squads and/or a single sergeant. **Turn 3 (or earlier, with a Sanguinary Priest on hand) charges are absurd this time around. Hang back in LR crusaders or use Jump Packs and let loose turn three; frankly, it's like 7th when trying to add up and account for all the modifiers and +1s your marines will be under, but when you get it right, you will crush everything. If you're not tabled by turn 3, your deep strikers will utterly change the game if you combo everything perfectly. *'''Black Rage:''' Your death company rules. These guys can never fall back, gain another attack when charging or heroically intervening, and have a 6+++ FNP. However, they are incapable of doing any other actions, meaning they're less useful in a more objective-focused game. *'''Options:''' **Adds inferno pistols and hand flamers to the pistols list, which comes up all over, but is probably most noticeable on your Assault Squad sergeant. **Adds heavy flamers to the heavy weapons list, so you can field Devastator Squads of 4 heavy flamers and a combiflamer (or hand flamer, but that'd be silly). **Assault squads can replace up to two flamers with plasma guns or meltaguns. *'''Death Company:''' In addition to the exclusive units, you can also consign a captain and two lieutenants to the black rage by spending a few points/1 PL. Doing so will give them all the benefits of doing so but now every buff aura must be exclusive to {{W40kKeyword|Death Company}} units. These HQs are also no longer able to accept the Masters of the Chapter upgrades but do not count against Company Command restrictions. **'''Death Visions:''' Each {{W40kKeyword|Death Company Character}} can opt to trigger a certain vision of Sanguinius's final moments, granting them a particular boost once per game. ***'''On the Bridge of the Vengeful Spirit:''' Triggered if your "hero" sees an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. They gain an extra attack for every 5 enemy models within 6" of them and they can re-roll any bad hit rolls, turning them into a blender. ***'''Grace of the Angel:''' Triggered if your "hero" is engaged with an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. This model gains a 3++ invuln save, making their survival much closer to guaranteed in any case, but especially if they're bogged down by hordes. ***'''To Slay the Warmaster:''' Triggered if your "hero" sees an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. Instead of the standard combat phase, both you and your enemy must roll 1d6. If you win, one model of your choice suffers 3+d3 mortal wounds, likely enough to fell any Marine HQ and seriously wound hive tyrants and skorpekh lords. ====Crusade Additions==== ====Secondary Objectives==== ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Descent of Angels (1 CP):''' Trigger after setting up a {{W40kKeyword|Blood Angels Core Jump Pack}} unit in the Reinforcements phase. This unit doesn't suffer any penalties to charge for this turn and adds +1 to hit this turn. Note this includes shooting, so inceptors like this just as much as acc units. *'''Vengeance for Sanguinius (1 CP):''' Your version of Death to Traitors. Whenever a {{W40kKeyword|Blood Angels}} unit is in combat with a {{W40kKeyword|Black Legion}} unit, you can re-roll all hit and wound rolls. *'''Refusal to Die (1/2 CP):''' Use in any phase after the {{W40kKeyword|Death Company}} are targeted with an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isn’t lost. You can only use this once per turn. Return to previous levels of refusing to feel pain. Costs 2 CP for a unit with 5+ models. *'''Flesh Tearers only - Aggressive Onslaught (1 CP):''' Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them an extra 3" pile-in distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. </tab> <tab name="Epic Deed"> *'''Angel's Sacrifice (1 CP):''' Nominate one {{W40kKeyword|Blood Angels character}} (barring any Dreads) during the fight phase. Anyone within engagement range with this character now must attack your designated martyr. This can prove to be particularly useful if you grabbed a Termie or Gravis captain to tank the blows. *'''Spiritual Might (1 CP):''' Your {{W40kKeyword|Blood Angels Psyker}} can cast an additional power this Psychic phase. *'''Visions of Sanguinius (1 CP):''' Use when a {{W40kKeyword|Death Company character}} is chosen to fight. They can now trigger a second Death Vision if they already used one before or trigger two simultaneous death visions at the same time. Normal restrictions of not re-using Death Visions still apply. </tab> <tab name="Requisition"> *'''Angel Ascendant (1 CP):''' One use. Generic "Give Sergeant Special-Issue Wargear" stratagem. *'''Angel Exemplar (1 CP):''' One use. Unlike stratagems that give another character a Warlord trait (which all marines get anyway), this allows your Warlord to have a second Warlord trait, which has to be a Blood Angels/Flesh Tearers trait depending on which chapter your Warlord is from. This could propel your Warlord into truly terrifying levels of smashy-dom - consider traits like Imperium's Sword combined with Gift of Foresight, for example. *'''Lucifer-Pattern Engines (1 CP):''' Use this stratagem before the battle to give a non-Dreadnought vehicle overcharged engines, meaning their Advance moves always add 6" rather than rolling.. **Why hello Relic Sicaran...did you know red ones go faster? *primes red spray paint* *'''Honoured by the Arx Angelicum (1 CP):''' One use. Lets you give a Blood Angels relic to a successor. A copypaste in form, if not in name. </tab> <tab name="Strategic Ploy"> *'''Red Rampage (1 CP):''' One use. When the Assault Doctrine is active, ALL Blood Angels units who roll a 6 to wound get an additional -1 AP to their pistol and melee attacks until the next Command Phase, which stacks with the Doctrine itself. With luck, that means your power swords can be AP-5. *'''Unbridled Ardour (1 CP):''' Use in the enemy's Charge phase to let a {{W40kKeyword|Sanginary Guard}} unit Heroically Intervene 6" by 5" as though it were a character. *'''Forlorn Fury (1/2 CP):''' Use before the first turn begins to give a {{W40kKeyword|Death Company}} a move of 12", as long as it doesn't take them within 9" of an enemy. For {{W40kKeyword|Dreadnoughts}} or units of 6+ models this costs 2CP. *'''Upon Wings of Fire (1 CP):''' Select a {{W40kKeyword|Blood Angels Core Jump Pack}} unit in your army. It immediately leaves the field and be set up again in the next Reinforcements phase so long as it's at least 9" away from an enemy model. *'''Flesh Tearers only - Savage Destruction (1 CP):''' Use when a morale test is failed for an enemy unit within Engagement Range of a {{W40kKeyword|Flesh Tearers}} unit. Until the end of the turn, subtract 1 from combat attrition tests for the unit. This could cause some serious losses to a large unit. </tab> <tab name="Wargear"> *'''Chalice Overflowing (1 CP):''' Your sanguinary priest can trigger their blood chalice ability a second time. Awesome. </tab> </tabs> ====Warlord Traits==== <tabs> <tab name="Blood Angels"> *'''Speed of the Primarch:''' Always Strike First. **This is a bad idea, because you only need ASF when you're staying in melee, which you'll never choose to do (and your dudes who have no choice can't have a Warlord Trait). Far better to bring a Librarius Librarian along with Veil of Time, so you can get ASF if you find out you need it. **Mephiston has this trait. *'''Artisan of War:''' Your warlord gains one of the following special-issue items ''without'' blocking access to another relic: Adamantine Mantle, Artificer Armour, Master-Crafted Weapon, Digital Weapons. The fact that this stacks with any other relic is quite helpful, like combining the pinions with an MC weapon. **This is particularly nice because you can use a strat to generate this as a Warlord Trait instead of generating it as an actual relic, so it's genuinely hard to find yourself unable to take this. Angel Exemplar will let you take this on your Warlord without displacing his real Warlord Trait, while Hero of the Chapter will let you take this on any other character. **There isn't much point to doing this, but due to how this trait works and the wording on the relic, you can use this trait to fire a Quake Bolt from a master-crafted weapon. *'''Soulwarden:''' Gives every {{W40Kkeyword|BLOOD ANGELS}} unit within 6" an FNP of 5+++ vs mortal wounds. Incredible against some armies, abysmal against others. Note that it will keep your librarians and plasma vehicles safer, as it works on ''all'' units. **Astorath and Lemartes have this trait. *'''Heroic Bearing:''' Rites of Battle, Tactical Precision, Chapter Master, and Spiritual Leader abilities used by this character gain +3" range, up to 9". Also gains a 9" aura giving +1 Ld to {{W40Kkeyword|BLOOD ANGELS CORE}} units. **Dante and the Sanguinor have this trait. *'''Gift of Foresight:''' Gives the Warlord a hit, wound, and save re-roll each turn. Particularly nice for a Librarian Dreadnought to get the most out of their force halberd. **Corbulo has this trait. *'''Selfless Valour:''' Your Warlord can heroically intervene at 6″ instead of 3″. Not great, but not worthless, as you can set up for a quick one-two punch from your bodyguard and then your Warlord. **Both versions of Tycho have this trait. **Honestly if you're really looking to do this go play space wolves, you're more likely slamming your warlord into charges than being on the receiving end. </tab> <tab name="Flesh Tearers"> *'''Merciless Butcher''': Gabriel Seth has this. Gain +1 attack (max 3) for every 5 enemy models within 3". Pretty much a necessity if you decide to go knee-deep in guardsmen or gaunts. Don't expect to get much from this one unless you face mob armies. Makes a damn good secondary warlord - hurl this guy at a horde with 5 stock DC and the fancy relic chainsword and you ''will'' see blood spilled. Let your main warlord perform his standard duties and survive the game. *'''Of Wrath and Rage''': Every unmodified 6 to hit in melee grants you a bonus hit with the weapon you used. The fact that it needs a die roll of 6 to trigger it makes it harder to pull off, but when you do it's gonna be worth it. **Stacks with Unleash Rage (the Sanguinary power) -if you ''do'' stack them, make sure you slap a full re-roll to hit on the guy (e.g. via a Chapter Master), and then re-roll even successful hits to fish for 6s. *'''Cretacian Born''': No Overwatch or Set to Defend against units the Warlord declares as charge targets (so don't try this against the Tau), and may re-roll charge rolls. </tab> </tabs> ====Psychic Discipline: Sanguinary==== #'''Quickening''': WC 6. Re-roll advance and charge rolls made by the Psyker, and make d3 additional attacks in the fight phase, until your next psychic phase. #*Remember, psychic is after movement, so this won't make you advance faster until the following turn; accordingly, a lot more useful for buffing a charge you're about to make, but still of somewhat limited use, since it's self only. Combine this with Wings of Sanguinius to get into the melee you want to get into, ''right now''. #'''Unleash Rage''': WC 6. Select a {{W40Kkeyword|Blood Angels Core}} unit within 12", and if they roll an unmodified 6 to hit in melee, they gain a bonus hit. With the high amount of attacks certain units can kick out, this can be anything from awesome to unneeded overkill. Has a more noticeable effect the lower the target's WS, since it's mathematically identical to +1 to hit (although it works on WS2+ models, bringing them to an expected accuracy of 100%). #*This is the Space Wolves Combat Doctrine, on a Librarian stick. #*If you can put a Chapter Master or Chaplain full re-roll on the target, they can fish for sixes by re-rolling successes, which has no purpose by itself (Unleash Rage isn't good enough to justify it), but combined with anything else (e.g. if you're a successor chapter and you swapped out +1 to wound for Whirlwind of Rage, which does the same thing this spell does, so now on an unmodified 6 you land ''three'' hits) it can be totally worth it. #*Remember, you can't take any Core Librarians, so you can't ever cast this on yourself. #'''Shield of Sanguinius''': WC 6. Select a {{W40Kkeyword|Blood Angels}} unit within 18" and gift them a 5++ until the next Psychic Phase. Ideal for slapping on a unit that's about to charge off into melee. #*Note the benefit of this over Psychic Fortress, from Librarius: since this ''isn't'' a bubble on the caster, you can throw this onto a unit and let it charge into melee without worrying about needing the caster to keep up to maintain the effect. That and the 18" range are the only upsides - obviously, Psychic Fortress offers better protection otherwise, since it gives the same invuln to as many units as you can pack in around the caster. #*This one can be cast on the Librarian in a pinch, but of course it's more useful the more it protects, so that's a very niche case. #'''Blood Boil''': WC 6. Select an enemy unit within 18" and roll 2d6, comparing against the highest toughness value in the unit. If the roll ''exceeds'' that value, the unit suffers 1d3 mortal wounds. If the total is ''more than'' double, the mortal wounds become an automatic 3. Like most non-Smite powers, worse than Smite in the majority of cases, but as it has been improved from a 6" to 18" range it does allow for some mid-range character sniping now. After accounting for its worse chance to be cast, this only beats Smite against T2 or T1 targets, although it's only slightly worse against T3. #'''Blood Lance''': WC 6. Select a visible enemy model within 18". Draw the shortest possible line between the psyker and the model. Roll a d6 for each ''model'' (friend or foe) the line crosses; on a 5+, the model's unit suffers a mortal wound. This can potentially hit a unit multiple times, so it's best used on hordes with lots of models in them. #*Because it is harder to cast than Smite, you need to draw the line over at least 8 models to probably do at least as well as Smite should have done, although 7 models isn't ''drastically'' worse than Smite. #*Very similar to Fury of the Ancients from the Librarius discipline you also have access to, so here's the difference: Fury automatically deals 1 mw per unit, while this one is 1/3 per model. That means as soon as this power crosses over at least four models from the same unit, that unit will take more mortal wounds, on average, than it would from Fury. It also means that if all you care about is mortal wounds ''total'', Blood Lance needs to touch 3 times as many ''models'' as Fury would hit ''units'' to break even, plus one to do better. This means Blood Lance is much better against one unit of many models (i.e. a horde) than Fury, while Fury is much better against many units of one (or very few) models each (i.e. character spam where all the characters are in a conga line for some reason). The other difference is how you draw the line: Fury lets the caster draw any line you like, while Blood Lance requires the line to be shortest possible, making it potentially harder to get the line you want unless you were ''very'' careful back in the movement phase. #'''Wings of Sanguinius''': WC 6. Praise the Angel, it's back! The psyker can immediately move or fall back as if it were your movement phase, but his Move characteristic is 12" and he gains the {{W40Kkeyword|fly}} keyword for this phase. #*Combining this with a jump pack or terminator (or drop pod - looking at you, librarian dreadnought) librarian will allow you to deep strike in, then move within 3" of the opponent for an inferno pistol shot, then charge with no chance to fail. Pay attention to which is actually better: Quickening will, on average, add 2 attacks if you succeed, which amounts to 1 4/9 attacks, while Smite will deal a scooch more than 1.79 mortal wounds, which is pretty much ''always'' better, even on a librarian dread. Hence, on the deep strike turn, your best bet will be Wings, then Smite if Wings succeeds, and Quickening if it does not. #*If you want a frankly amazing combo, take two Librarians: the first will take the Tome of Malcador, letting him know Wings of Sanguinius and Null Zone, while the second will know Veil of Time and Might of Heroes. The second casts those two on the first, which ends up being slightly better than Quickening's effect, then the first casts his two and rips through whatever displeased you at +1 S, +1T, +1A, Always Strikes First, and Ignores Invuln Saves. Since Null Zone also turns off your own invuln saves, don't be the dumbass who does this with a Terminator Librarian. ====Relics and Special-Issue Wargear==== <tabs> <tab name="Blood Angels Relics"> *'''Gallian's Staff''': Force staff with an extra AP that gives its bearer +1 to cast Sanguinary discipline powers; functionally worse than the equivalent relics from Salamanders (+1 to casting and +1 power known) or Imperial Fists (re-roll casts), but it's what you've got. If you're giving a relic to a Librarian, you should strongly consider the Tome of Malcador, as the Sanguinary Discipline has a ''lot'' of synergy with Veil of Time and Null Zone from Librarius. *'''Hammer of Baal''': Thunder Hammer with an extra AP and without the penalty to hit. **''Only'' better than a Master-Crafted Thunder Hammer when ''both'' bonuses apply (assuming the target has enough wounds for D4 to matter, of course), and if the wielder can re-roll hit rolls, the Master-Crafted hammer is still better against Sv4+. Technically, the Crimson Fists have a strictly better relic than this - they have the exact same relic, only theirs replaces a Power Fist, so it costs fewer points. *'''Icon of the Angel''': Gives all {{w40kKeyword|Blood Angels}} units within 6" re-rolls to their charges. Seriously?! Fuck YES!! And note that unlike most auras, this one ''isn't'' limited to affecting {{W40kKeyword|Core}} units, so use your imagination with that. Do your best to ''always'' take this Relic. *'''Visage of Death''': Melee attacks against the wearer are at -1 to hit, and enemy units within 3" lose their Objective Secured type rules. A character with this and the Rites of War Warlord Trait can wreak some serious havoc. *'''Wrath of Baal''': Sanguinary Ancient only. Add +2" to the Move of friendly {{w40kKeyword|Blood Angels Jump Pack}} units within 6” when they make Normal, Advance, or Fall Back moves. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle''': 5+++ FNP. Not that great in an army with widespread access to FnP already, but hey, at least you're not Iron Hands. *'''Artificer Armour''': Gives a model a 2+ save and a 5++ invulnerable save. This can allow your characters to survive much more, especially librarians who need to sacrifice a cast to get an invuln. Best put on a model with a decent amount of wounds but no invuln, such as Primaris Librarians and Lieutenants of all stripes. *'''Digital Weapons''': When you fight, you make 1 extra attack using the “close combat weapon profile” and if you hit, you score a mortal wound. Completely worthless on everything in your army, skip this. *'''Master-Crafted Weapon''': Give a weapon +1D, and it’s considered to be a Chapter Relic. The gold standard by which all melee relics are judged, because a master-crafted thunder hammer is fucking awesome. *'''Quake Bolts''': The Blood Angels special bolter ammo. Give this to someone and you can choose to shoot one of these bolts instead when firing a bolt weapon. When you shoot with these, make only one attack, but if you hit, the target is “felled” until the end of the turn and the attack continues. When you attack a felled unit in melee, add 1 to the hit roll. ** Good to amplify the damage dealt by your melee units, especially if said units bring hammers or fists. The higher your chances to hit the better, so slapping it on a character with nice BS or access to re-rolls makes it do more work. Notice you can only make 1 attack per shooting phase with these, so you won't get better result by slapping them on a character with a storm bolter. ** Did you know that bolt pistols are the greatest pistols? These unique rounds are proof. On a captain these will help you get another 1 or 2 hits with a power fist. ***Alternatively, if you like Intercessors with Stalker bolt rifles, the range of those weapons lets a sergeant with these bolts support whichever combat looks like it will need it the most. ****If you ''really'' want the Quake Bolt to probably land, the best person to make it happen is a Devastator Sergeant Drop Podding in with 4 Heavy Flamers, since he'll be BS2+ and can Cherub to shoot the Quake Bolt ''twice'' (and if you give him the ability to re-roll 1s to hit, odds are crazy good both shots will land). Or, if you're enamored with the above idea of a long range sergeant putting the bolt where it's needed without moving, an Eliminator Sergeant is not only BS2+, he can ignore Look Out, Sir if you need this applied to a Character, ''and'' if necessary he can cancel out a -1 to hit penalty. *'''Archangel's Shard''': Replaces a standard or master-crafted power sword with S+2 AP-4 D2, which is 1 better S and AP than the MC sword (which itself is 1 better D than the normal sword). Against {{W40kKeyword|Chaos}} units D goes up to 3, and against {{W40kKeyword|Chaos Monster}} units the damage is a mighty 4! D4 with no accuracy penalty is ''tasty'' for you, but it doesn't come up often enough to warrant this choice over something better, namely The Burning Blade all Space Marines can take. *'''Fleshrender Grenades''': Replaces ''frag'' grenades with some that are type Grenade d3 S5 AP-3 D2 Blast, Ignores Light Cover. These are reliably better than krak grenades against anything you'd throw krak grenades at, but there are plenty of targets where you'd rather you still had your frag grenades. You probably don't want this relic. *'''Gleaming Pinions''': Replaces a jump pack. The bearer can charge in a turn in which he fell back, and gets to re-roll charge rolls. This allows you to reactivate all of your charge bonuses, allowing Smash Captains to keep swinging at full potential each turn, and makes sure you don't end up tarpitted. This is great because such a Captain can receive 3 or possibly more attacks on the charge depending on how you build them. Not ''as'' useful as the Icon of the Angel in general, but can be good for making a smashfucker. </tab> <tab name="Flesh Tearers Relics"> *'''The Crimson Plate''': {{W40kKeyword|Terminator}} model only. The wearer gets +1" M, can charge after advancing, and can make pile in and consolidation moves up to 4" away. **If you were going to take a Terminator Chaplain anyway, this will help them keep up with what they're praying for, but why were you going to do that? Anything else in terminator armor wants to deep strike, not footslog, so you'd probably prefer a jump pack and gleaming pinions. *'''Severer''': Replaces an Astartes chainsword with a master-crafted/omnissian power axe (S+2 AP-2 D2, no extra attacks). Any unmodified wound roll of 5+ also inflicts an extra mortal wound. **This is deceptively ''bad'' because of how your chapter tactics work - with an S6 weapon, you'll never wound on worse than 4+ (so the ability to hurt anything on a 5+ won't come up), and on a 6+ to wound, you already have improved AP, so the extra wound being mortal isn't quite as useful. It's generally better than the chainsword it replaces, of course - the extra mortal wound on 5+ to wound means as soon as you have A4 or better, you're doing better than the base chainsword against anything in the game - but it can't compare to a master-crafted thunder hammer. </tab> </tabs> ====Special Units==== =====HQ===== *'''Librarian Dreadnought:''' Our super special dreadnoughts have definitely seen an improvement. He was mostly spared from the 9th edition point increases and is at 150 points for storm bolter, or 155 with meltagun or heavy flamer. His stats are the same as every other Furioso dreadnought, barring the {{W40Kkeyword|character}} keyword (and the lack of {{W40Kkeyword|core}}), making him hard to shoot, since he has W8 like your other basic dreads. His force halberd has had a change, giving you an extra S8 attack with d3+3 damage on top of his Furioso fist. Has the same psyker stats as your other unnamed librarians, even the psychic hood, except that he's locked into Sanguinary powers, and can't take Librarius ones. Sadly, can't drop his smoke launchers for a magna grapple, no matter how entertaining it would be. This model can be your warlord (''and'' a Chief Librarian, if you want), and Gift of Foresight will help make the most of his force halberd, although the Chief Librarian Warlord Trait for +1 to all casting will probably serve you even better. Regardless, though, much like Slamguinius, Smashnought will pulverize literally anything without an invuln save; it all depends on whether you want to dish out 6-8 wounds or 12 or more. Finally, remember returning fire - once the dread hacks apart its first victim, it's a safe bet to assume some big guns are going to wind up pointing in his direction, and he will likely be out of his character bubble. When equipped with a meltagun, this guy becomes a brutally effective monster hunter. Consider: smite and wings in the psychic phase, melta in the shooting phase in melta range, then charge and finish off what's left with punchy/stabby attacks. This guy is one of your prime candidates for Quickening + Wings of Sanguinius, giving you a net movement speed of 18", then a re-rollable charge with the Blood Angel +1" boost, then getting into melee with great combat weapons for typically 6 attacks; the only other Librarian you can field with a melee weapon on par with that Force Halberd is Mephiston. However, with no invulnerable save and T7, he probably can't take too much of a beating if he doesn't finish his target, although Duty Eternal is of some help with that. *'''Sanguinary Priest:''' An Apothecary in the HQ spot, rather than Elite. Rather reworked in 9th edition, and will perform differently with certain units. Compared to a normal Apothecary, he has 1 better WS and Ld, at 2+ and 9, respectively. Has the same wargear, except he has the option to take a Jump Pack. In terms of abilities, he trades Command Squad (the ability Apothecaries have to avoid taking up a slot if you have a Command Squad in the detachment) for Blood Chalice, a Command Phase ability targeting a single friendly non-Vehicle Core or Character Blood Angels unit within 6" that forces them to be in the Assault Doctrine whenever they attack, regardless of the actual Doctrine present. It's close to impossible to make this useful turn 1, since you can't use it after deep striking or disembarking, so you should consider it as primarily a way to start kicking serious ass turn 2 instead of waiting until turn 3. Because he does have the Apothecary keyword, he can be a Chief Apothecary to boot (useful if he's near two units that each have an injured model). He currently runs you 15 more points than a real Apothecary, at 90 rather than 75. **'''Jump Pack:''' 12" movement, {{W40Kkeyword|JUMP PACK}}, and {{W40Kkeyword|FLY}}, and Death from Above, for ''30'' more points, sadly. Pairs well with Sanguinary Guard, Vanguard Vets, Death Company, etc - he can't deep strike and chalice, but he ''does'' have a pressing need to keep up with your melee dudes, and he doesn't dare ride a transport, as that will also shut down his Chalice, so you basically have to consider the pack mandatory, and him as a 120 point model. **'''Sanguinary Priest on Bike (Legends):''' 14" movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to normal priest - as well as becoming a {{W40Kkeyword|BIKER}} - for 25 more points. Sanguinary Priests, both regular and biker varieties, work amazingly with units armed with Power Swords. S5 AP-3 is a nasty profile that can put wounds on most things reliably, particularly since you will reliably have the Red Thirst up - you'll wound T4 or less on 2s! ======Special Characters====== <tabs> <tab name="Blood Angels"> *'''Master of Sanctity [[Astorath]]:''' {{W40kKeyword|Master of Sanctity}} with {{W40kKeyword|Jump pack}}, with 1 better Sv (2+), A (4), W (5), and hilariously BS (2+) for shooting his bolt pistol and grenades. His axe is now S+2 AP-3 D3. He has the basic Chaplain aura and an additional one that makes death company auto-pass morale tests. He knows Litany of Hate plus any two Litanies, and can cast any two, like any other Master of Sanctity, but he ''also'' knows the Mass of Doom Litany, which is radically different from previous editions. If it's inspiring, select a {{W40kKeyword|Blood Angel Core}} or {{W40kKeyword|Blood Angel Character}} (excluding vehicles) within 6" of him. No matter what happens, it gets +1 to melee hit rolls. Roll 1D6. On a 1, a model in that unit is destroyed (which is why you should ''never'' actually use this on a character). On a 2-5, nothing else happens. On a 6, the unit also gains a 4++ invuln until your next command phase. The reason to choose this over Litany of Hate (which would otherwise be much better) is that you sling it onto the unit and let it charge off, rather than needing to keep up to maintain the bubble, so Astorath's other two Litanies should ''always'' be Canticle of Hate (if the +1 to charge rolls, since the +2 overlaps with your Chapter Tactic, is critical, which it probably is, since your target is going to run away where Litany of Hate can't reach it... and since your target will likely die, that +3 to consolidate can be clutch) and Exhortation of Rage. Odds are basically 0 you'll want the Mass of Doom and Exhortation of Rage on the ''same'' unit, but you can't pray the same Litany twice. Note that Mass of Doom is functionally the same ability as your Sanguinary Ancients have, only worse, since it can fail and it can kill (although the chance for a 4++ isn't awful), although they do stack. **Unfortunately, Mass of Doom's risk is better on larger, cheaper units, but its benefit is best if you're BS4+, which means your models are expensive. There's no perfect solution, but you can hedge your bets by keeping a Sanguinary Priest (''with Jump Pack'') nearby - Mass of Doom happens before Movement, so he'll need to keep up with target unit, but with him on tap, you can Combat Revival strat the poor sucker Astorath killed at the end of Movement. If you don't care about his blood chalice, you can even deep strike him in for the revival. ** Astorath can be overshadowed by Lemartes' ability to re-roll charges, but at least there are several ways to get charge re-rolls - that Sanguinary Priest you were just told to have on hand can be carrying the Icon of the Angel, for example. ** Unfortunately, Litanies need to be used in your command phase, but the deep strike happens at the end of the movement phase, so you can't use it on a unit that is deep striking this turn, nor can you use it while deep striking Astorath himself. However, there is a stratagem which can get around this restriction in Codex: Space Marines called Commanding Oratory; its only flaw is that you can't use it unless Astoratch hasn't already prayed, so if he's already on the table, you can't prep Canticle of Hate, then let the Mass of Doom target Deep Strike in, then Mass of Doom them with the strat. *'''Chief Apothecary [[Corbulo|Brother Corbulo]]:''' Corbulo is a Chief Apothecary/Sanguinary Priest. 25 points buys you +1A (4), +1W (5), hilariously +1BS (2+) for shooting his bolt pistol and grenades, and a weirdly nerfed sword - he goes from a standard SP's SU AP-1 D1 A+1 chainsword to S+1 AP-2 D1, but since he has +1A baked into his statline, his melee sees an overall buff. He really is a Chief Apothecary, able to heal twice, which is theoretically where 15 of those 25 points went. His chalice is both better and worse than a normal one, as his is a bubble - meaning he can deep strike/disembark and it'll work just fine, but he has to be within 6" of the unit ''at combat time'' instead of being able to slap the unit and send it packing. The reason this is a problem is that he has no jump pack or option to take one, and his mandatory Warlord Trait is absurdly shitty on him (re-roll one hit, wound, and save per turn on a pure support dude is quite awful), and as a Character you can't give him a relic, so it can be mighty challenging making him work. Also, his aura is ''mandatory'', so if you leave him next to something that's actually enjoying the Devastator or Tactical Doctrines, he'll tell you to go fuck yourself. *'''[[Erasmus Tycho|Captain Tycho]]:''' Tycho changed a bit with the codex. Like usual, he is a captain with a master-crafted boltgun like other captains, but it has a meltagun strapped to it, and he has a 2+ save and doesn't like orks, gaining +1S and +1D against them. He also has an incredibly terrible melee weapon, Dead Man's Hand: S User AP-3 D1, which is a -1S power sword. **Actually building him from a stock Captain can't be done, but he's functionally a foot-slogging Captain who got to keep his master-crafted bolter when he bought a combimelta, with a storm shield ''and'' an... ''ok'' melee weapon, all for less than an actual SS/Combi-Melta Captain would cost. But why would you ever do that and not give the model a jump pack? Don't field Tycho. **'''Tycho the Lost:''' Edgy Tycho now doesn't help his friends. His re-roll aura no longer works for any non-DC units, but gains the Black Rage for a 6+++ and +1A on the charge, and he also gains Death Visions like all DC Captains, and he drops another 25 points in cost - but why would you do that? If your goal is paying HQ taxes cheaply, you can take a Sanguinary Priest for 1 point less, a Techmarine for 8 points less, or a Lieutenant for 10 points less, all of whom provide actual utility - and the Black Rage doesn't really impress on a model carrying a weapon that shabby. Don't field Tycho. *'''Chief Librarian [[Mephiston]]:''' The only ''named'' Primaris character for BAs, Mephiston is similar to last edition, with a bullshit statline of M7" WS2+ BS2+ S5 T5 W6 A5 Ld9 Sv2+/5+++. On top of that, his melee weapon is a Dd3 Power Fist with no to-hit penalty, meaning, since he hits at S10 and has +1 to wound from your Chapter Tactic, he hits and wounds just about everything in the game on a 2+; that BS2+ is for his Plasma Pistol, which you'll never overcharge, and his grenades. He has the standard Chief Librarian ability set of Cast 2 Deny 2 Know 3+Smite and +1 to Deny within 12", but he's locked to the Sanguinary discipline and can't be given any relics, so he's actually a worse Psyker than if you build a Chief Librarian yourself from a generic librarian - plus, he's locked into the WL trait for Always Strike First, so he can't take the Chief Librarian +1 to cast. Knowing 3 Sanguinary powers is awkward, since they're in three sets of 2 (2 worse-than-Smites, 2 self-only buffs, and 2 buffs you want on something else), so what makes the most sense is either all three buffs he can legally cast on himself (Quickening, Wings, and Shield) if you just want a melee beatstick or the two he can cast on others paired with the better of the two self buffs for getting himself into position to cast (Wings, Shield, and Unleash Rage). In either case he's in direct competition with simply making yourself a Chief Librarian Dreadnought, and he'll generally come up lacking. *'''Chapter Master Commander [[Dante]]:''' Despite being the "I'm too old for this shit" character, Dante is still a beatstick. Coming in with the classic wargear of The Axe Mortalis (a relic blade), an Inferno Pistol, a Storm Shield, and a jump pack, Dante hasn't really changed much, but does have W6 and A6. A lucky lascannon can still kill him, but he is a whole bunch tougher against small or even medium arms fire. Dante loses out on his cool tactical and jump pack warlord rules and now has the standard Chapter Master re-roll command option, which is... alright, and retains Rites of Battle, both of which gain range due to his Warlord trait. Since he's the fucking big cheese #1 space marine of all the Imperium, he can perform a single Epic Deed stratagem free of charge per battle, and gains an additional CP if he is your warlord. Further, his Death Mask of Sanguinius is so terrifying, every attack roll against this model is reduced by 1, not just melee swings. **He'll pay you a CP to be your Warlord, but he's locked into the WL trait that makes his Captain and Chapter Master abilities 3" longer, and you can't give him a second Warlord Trait, so consider carefully. **'''Primaris Dante:''' The leaks are true, Dante sold out to the Rubicon Primaris. Aside from the bump in Toughness and Wounds however, he's not any different from before. *'''Chaplain [[Lemartes]]:''' A jump chaplain with +1A (4) and -1AP on his Crozius (-2). He has the Black Rage, but curiously not Death Visions. He has a 6" aura letting DC BA Core and Characters re-roll charges, and his standard chaplain aura works on BA DC instead of BA Core (meaning he can give his Ld9 to your DC Lieutenant, if that's helpful somehow). His litanies are nerfed to only work on DC in addition to any other restrictions they have. Like a Master of Sanctity, he knows and can recite two litanies in addition to Litany of Hate, but he has the DC keyword, not Master of Sanctity. Mostly, he's not as useful as making your own Jump Master of Sanctity with the Icon of the Angel, but he can be taken in addition to the relic (and, in fact, in addition to a Master of Sanctity!), and having the black rage on him makes him entertaining in melee. Since his re-roll charges aura works on himself, his biggest flaw is not carrying a power fist, as he's a poster boy for the three litanies that rely on him charging into melee to be useful (Litany of Hate for re-rolling misses, but he's WS2+; Litany of Faith for 5+++ vs Mortals, but he has Black Rage for 6+++ already, and so do his charges; and Mantra of Strength for +1 S, A, and D, but as mentioned, he's not carrying a Power Fist to double the S benefit and give him a hit penalty for Hate to fix). Still, Litany of Hate is great for Thunder Hammer Death Company, and neither of the other two are ''useless'' on him. Since when you DS you need to use the Commanding Oratory strat to get a Litany out, usually your best choice will be Litany of Hate for buffing BS4+ DC. That's his best trick, since a DC Captain with Icon of the Angel only provides re-rolling of 1s to hit, and a non-DC Chapter Master has no strat for getting his ability out when he DSes. *'''[[Sanguinor|The Sanguinor]]:''' Our special snowflake is now a very pointy snowflake. Similar to Dante for 25 points less, with -1 wound and attack, but his weapon is AP-4 vs Dante's AP-3 in exchange for only S+2 D2 compared to Dante's S+3 D2 (the extra point of AP is ''better'', of course, since we're talking about S6 vs S7 on someone who already has +1 to wound), and causes an extra mortal wound on an unmodified 6 to wound. He retains his aura of fervour, granting +1 attack to {{W40kKeyword|Blood Angels Core}} and {{W40kKeyword|Character}} units within 6" that doesn't stack with Shock Assault (which is like making Shock Assault always on, only worse if you have an ability that makes Shock Assault grant more than 1 attack, which Blood Angels don't currently have but Space Wolves do, so it might come up in the future), making him a natural fit with Sanguinary Guard/Vanguard Veterans as warlord. He may also fall back from combat and still charge that turn, has a 6" Heroic Intervention range, and is wearing a Death Mask for -1 to be hit in melee. Perhaps his most noticeable ability is that after the enemy successfully charges you he can deep strike directly into melee with them and counts as having heroically intervened when he does so, which is a ''great'' way to ruin your opponent's day. Don't forget, he's BS2+ with those grenades he's totally carrying in those pockets he totally has... somewhere. </tab> <tab name="Flesh Tearers"> *'''Chapter Master [[Gabriel Seth]]:''' Gabriel is a Captain with +1W and +1A and the new Chapter Master ability of selecting one {{W40Kkeyword|Flesh Tearers Core}} unit or CHARACTER and allowing them to re-roll ''all'' failed hits (which doesn't matter for 2+ models, but is twice as good for 3+ models); his melee weapon is a Thunder Hammer with no inaccuracy penalty, and he carries a Bolt Pistol. His aura also lets {{W40Kkeyword|Flesh Tearers}} CORE units within 6” to re-roll 1s. Whirlwind of Gore has been reworked and now states that at the end of the fight phase, if Seth is within engagement range of any enemy units, he may fight again. This pushes his output up to a potential 12 attacks (14 if in assault doctrine, Sup Kharn think your fucking badass??????). Lord of Slaughter has also been reworked. It is now a 6” aura that says CORE {{W40Kkeyword|Flesh Tearers}} units who roll 6’s to wound with a melee attack do an additional point of damage. He also received a point increase up to 160. Rip and Tear! No seriously, this guy is very good now. Take him alongside Chainsword armed Vets or Death Company and maximize their D1 attacks like the White Scars. Functionally, Flesh Tearers with Seth now gain more A, better AP, better S, and more D. Every component of an assault weapon is increased. </tab> <tab name="Lamenters"> *'''Chapter Master [[Malakim Phoros]] (FW Legends):''' Holy fuck, how did THIS character become the most overwritten entry on this page? Yeeted into Forgeworld Legends, this guy is a 145 point Chapter Master with the usual 4++ Iron Halo, Captain Rites of Battle Aura, and updated Chapter Master ability. His statline is that of a Captains with +1A and +1W. Lord of Ruin rules lets him re-roll any wound roll of 1 and Rage Unto Death lets him fall back and charge. He has a 12" range inferno pistol, and the Glaive of Lamentation: S+3, AP-4, D3, -1 to hit rolls. ** The Dec 2020 FAQ saw the removal of his Stealth-Armour rule, so he's no longer an angry Raven Guard wannabe. All his rules are for you to Rip and Tear, so cram him into a transport that allows him to do that. </tab> </tabs> =====Elites===== *'''Sanguinary Ancient:''' A single Sanguinary Guard character holding a perfectly standard Chapter Banner (but he ''isn't'' a Chapter Ancient, in terms of keywords). Costs 125 points compared to a Chapter Ancient's 95, not that you can take a Blood Angels Chapter Ancient. The extra points buy you a ''lot''; the most important is the jump pack, spiking him to M12 with {{W40kKeyword|fly}}, but you also get +1Ld to 9, which is useless, +1Sv (making him 2+), which is pretty great, and the standard issue Sanguinary Guard abilities of -1 to be hit in melee and +1 to hit while within 6" of a {{W40kKeyword|Blood Angels Warlord}}, both of which are quite nice due to his wargear: he loses access to most of a Chapter Ancient's guns, only able to choose between an inferno pistol, a plasma pistol, and an 18" Assault 2 AP-1 bolter, but the bolter's very points efficient for his primary role of supporting your army, and critically, his melee weapons access, while sharply curtailed as well, happens ''in addition to'' his gun, unlike with a normal Ancient: you can take a master-crafted power sword or power axe, or a power fist, as normal for Sanguinary Guard dudes. While he can't apply his banner to himself, his power fist is currently the same cost as his other weapons choices, so especially if you can count on his +1 to hit happening (e.g. if he's your warlord), it can be a very good choice. *'''Sanguinary Guard (CORE):''' The latest iteration of Sanguinary Guard are 32 points in their cheapest form, which amounts to 128 points stock. They possess W2, A3, Sv2+, and -1 to be hit in melee, and jump packs along with free Angelus Boltguns (18" Assault 2 AP-1 bolters that can be swapped for inferno or plasma pistols for the usual cost, so the bolters are usually better) and access to power fists (which cost 5 points) and master-crafted power swords and axes (which means the fist amounts to paying points to take the sword from WS3+ S5 to WS4+ S8, although their +1 to hit reverse aura can help make the fist a better choice, even though your chapter tactics mean S5 and S8 are closer than they seem). That reverse aura lets them get +1 to hit while within 6" of a {{W40kKeyword|Blood Angels Warlord}}. Thanks to +1A relative to DC, they have the same practical melee output in isolation, with different durability (Sang Guard are Sv2+ -1 to be hit in melee, not Sv3+/6+++); due to the costs involved, they're better than Jump DC if you wanted any of a power sword, a power axe, or a power fist, in any legal combination DC can take with a bolt pistol, inferno pistol, or plasma pistol. Since there's no reason to field bolter DC in the first place, and power mauls are laughably bad on them, the only DC builds with the potential to outperform Sang Guard are Chainsword and Bolt Pistol or Hand Flamer, which can generate more raw attacks per point than Sang Guard can muster, or Thunder Hammer DC, since Sang Guard don't have access to D3 weaponry. Sang Guard can also be fielded in units of size 4 (max 10), which is smaller than most units can be fielded, including DC. **Heirs of Azkaellon is the real the game-changer for these guys - +1 to hit while near your Warlord makes them very accurate - combining with Captains and Lieutenants will mean they'll have a near-enough perfect hit and wound rating in melee. ***If you have the patience to buff them ''after'' the drop, because they're core, both a Sanguinary Ancient's +1 to hit in melee and a Chapter Master's full re-roll to hit will work on them (they won't usefully stack, though - 2+ to hit responds to a Captain and a Chapter Master ''identically''). **The bolters are often their best ranged choice, because they're free and have better range and rate of fire than the pistol options - as always, Inferno Pistols suffer from needing to be within 6" to shoot (and you can't advance and shoot them), while these models are too expensive for overcharged Plasma, and the safe single shot at S7 AP-3 D1 isn't often much better than ''two'' shots at S4 AP-1 D1. Obviously, if you're going to let yourself be stuck in melee, inferno pistols are the way to go, every time. *'''Death Company (CORE):''' Now blessed with W2, Death Companies function as your high output melee assaulters. 22 (25 w/jump pack) points gets you 4 attacks on the charge and a 6+++ FNP along with the Black Rage keyword, though with LD 7 and now only squads of 5-10. Of their loadout choices, bolter DCs aren't using their Black Rage, Power Sword/Axe/Fist DCs are basically Sang Guard but worse (assuming they take Jump Packs, which they always should - otherwise we have to start comparing them to Company Vets, and that's not a comparison they can win), and Power Mauls are hilariously inefficient with your chapter tactics. That leaves chainsword and bolt pistol or chainsword and hand flamer for spamming more attacks period than Sang Guard can, per point, or Thunder Hammer spam (Sang Guard ''can't'' take D3 weapons). The Thunder Hammer and Chainsword builds are in competition with Vanguard Vets; the tl;dr on the Chainsword is that you'll never be as points efficient as Vanguard Vets with Lightning Claws (you'll have better durability, since you have a free Apothecary, but if that's an issue the VV can both pick up a Storm Shield and stand next to a Sanguinary Priest). That leaves the Thunder Hammer, where for 40 points you simply out-swing any VV except for the Sergeant. Because Company Vets can't take Jump Packs, this is your niche: jumping into melee with a hammer and rage. Skip all the other builds; they're traps for the unwary. *'''Death Company Intercessors:''' Apparently, Primaris Marines ''can'' fall to the Black Rage. Thanks a lot, ''Cawl''. This is a squad of Veteran Intercessors with no sergeant and at -1 Ld (i.e. 7). The rules for your equipment are basically an awkward re-wording of that for Veteran Intercessors, since you have no actual sergeant, so instead you can pick one schmuck for sergeant equipment, but several things got lost in translation; your options are listed below. The short version is that you can ''either'' take chainswords on everyone ''or'' a power fist or thunder hammer on one guy, but not both, so weirdly, DC Intercessors are still pretty committed to their guns. **The most obvious choice is heavy bolt pistols and chainswords for everyone, and then up to 2 dudes can swap their heavy bolt pistol for a hand flamer or plasma pistol. However, that's as far as this build goes. **You can leave everyone carrying any of the three Intercessor guns (same for the whole unit), with the standard ability to take 1 grenade launcher every 5 dudes (so 2 max). This opens up other possibilities, all on one model. ***One model can now simply take a chainsword, power sword, power fist, or thunder hammer. ****Or, it can still take the chainsword or power sword, but give up its rifle for literally no reason, as the rifles are free. ***It can swap its rifle for a hand flamer or plasma pistol, which is the only way to combine those two pistols with a rifle unit. This can be combined with the melee options as you like, by choosing what order to take the wargear bullet points in carefully. *'''Furioso Dreadnought:''' This is a completely stock Dreadnought chassis, the basic kind, but with new loadout choices, and for some reason, ''not'' core, making it incredibly hard to buff. For starters, you can drop the Smokescreen keyword for a magna-grapple, which means when a Vehicle tries to Fall Back from you, you can roll 2d6, and if you meet or beat its S, it can't Fall Back and must Remain Stationary. Highly entertaining, and recommended. Also, your base loadout is still a DCW with storm bolter or heavy flamer, but your other default arm is a frag cannon, which is a very nerfed Predator Autocannon: 18" Heavy 2d3 S7 AP-1 D2, Blast. Instead of being able to swap it for another gun, all you can do initially is swap it for a second DCW and a meltagun, which gives you +1A, up to A5. The meltagun can turn into a storm bolter or heavy flamer, to match the other arm, but you can't have two meltaguns. If you want to keep committing, you can now swap both DCWs for Blood Talons, which means you drop from AP-3 to AP-2 and from S12 to S10 on your punches, but now you re-roll wounds. Since you generally wound everything on 2+ in melee to begin with, this amounts to losing a point of AP for being 7/6 again as good at wounding (i.e. re-rolling 1s to wound), so the decision is target specific, as you might imagine. This means you're now in direct competition with an Ironclad, who has 1 more T than you do, and if he's committing to melee, re-rolls 1s to hit, which is just as good as re-rolling 1s to wound. That's where the comparison stops working out for you; A5, 6 with SA, 7 during your Doctrine, at ''worse'' AP than the Ironclad's, times your damage is 15-18-21, while the Ironclad's worse A4-5-6 with better AP and Damage comes out to 16-20-24, even more against Vehicles. Give this one a miss. *'''Death Company Dreadnought:''' Your normal Furioso but ''angry''. Already dropped his frag cannon, so 2 fists/talons and black rage on a very durable frame. The 6+++ from Black Rage immediately means you're actually ''more'' durable than an Ironclad, and the bonus A means your new A*D is 18-21-24, so thanks to your inferior AP, you're better in melee than the Ironclad ''except'' during the Assault Doctrine. However, this isn't Core either, so it's harder to buff than it needs to be, and you may well find it easier to just field an Ironclad so you can buff it properly. =====Heavy Support===== *'''Baal Predator:''' You thought Twin-Linked Assault Cannons were good before, now get ready for 12 shots! The dakka loadout of AC and heavy bolters now spits out 18 shots a turn, 12 at S6 AP-1 D1, 6 at S5 AP-1 D2. The flame cannon got buffed and now has a range of 18" on top of S6 AP-2 D2, and now that heavy flamers have a 12" range an all-burny loadout may even be useful, but it has to compete with a Devastator Squad rocking 4 Heavy Flamers and a Combiflamer, not to mention Vanguard Vets with 2 Hand Flamers each ''and jump packs''. Overcharged engines are now turboboost like a biker, but you want to be shooting, so meh. ====Tactics==== *'''[[Warhammer Legends|Legendary]] Suicide Meltas''': While it's only legal via Legends, Company Veterans can take Jump Packs. They can also take Combi-Meltas. Deep Strike 2-5 of them and possibly a similarly equipped Lieutenant near an unguarded enemy character or [[Troll|warlord]] and watch it evaporate instantly. Assuming you took five plus the Lieutenant, you'll deal an average of 8 damage to and thus likely killed your target at the cost of only 260 points, plus you can give them Storm Shields for another 20 points if you want them to survive the opponents return fire. **Do note your friends probably won't play Legends with you anymore after you use this tactic. </div></div>
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