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==={{W40Kkeyword|[[Ultramarines]]}}, {{W40Kkeyword|[[Emperor's Spears]]}}, {{W40Kkeyword|[[Silver Templars]]}}, {{W40Kkeyword|[[Tome Keepers]]}}, and others=== This includes the following successor chapters which were left out of the subsection title for brevity: *{{W40Kkeyword|[[Castellans of the Rift]]}} *{{W40Kkeyword|[[Fire Angels]]}} *{{W40Kkeyword|[[Fire Hawks]]}} *{{W40Kkeyword|[[Howling Griffons]]}} *{{W40Kkeyword|[[Marines Errant]]}} *{{W40Kkeyword|[[Novamarines]]}} And some non-successor chapters which Forge World recommends treating as Ultramarines successors for rules purposes: *{{W40Kkeyword|[[Astral Claws]]}} **{{W40Kkeyword|[[Tiger Claws]]}} are Astral Claws successors, so implicitly they belong here. *{{W40Kkeyword|[[Blood Ravens]]}} *{{W40Kkeyword|[[Red Scorpions]]}} <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Ultramarines"> [[File:Smurfpauldron.jpg|100px|left|]] In the grim darkness of the far future, courage and honor will yet win the day.<br> [https://en.wikipedia.org/wiki/Primus_inter_pares First among equals], the Ultramarines set the standard for everyone else, and are paragons of strategy. Appropriate, since their Primarch wrote the Codex Astartes.<br> On the tabletop, their tactical flexibility is represented by them having a special named character for everything and abilities to change the current Combat Doctrine. From being able to form a moving gunline that isn't hard countered by melee, or fighting like a collection of champions, the Ultramarines have an answer for every situation. Where the first casualty of any battle is the plan of attack, Ultramarine tactics are shielded by their inability to be tied up or tarpitted, and they can get extra CP to circumvent Space Marine's trademark thirst for CP.<br> ''If you want your marines to '''always fight on your terms''', then march for Macragge and you shall know no fear''. </tab> <tab name="Castellans of the Rift"> In the grim darkness of the far future, there is one last line to protect the gate. Introduced in Warzone Nachmund, the Castellans of the Rift are an Ultima Founding chapter tasked with defending the Nachmund Gauntlet against the forces of Chaos, establishing outposts across the sector. While their mettle was tasted during the [[War of Beasts]], Abaddon's return trip proves that they will require everything on hand in order to protect their territory. On the tabletop, the Castellans are a little tankier and a little more aggressive compared to most marines. ''If you want to field Marines that won't crack under pressure while remaining tactically flexible, then the Castellans of the Rift shall hold.'' </tab> <tab name="Emperor's Spears"> [[File:Emperor's_Spears_Livery.jpg|100px|left]] In the grim darkness of the far future, you must redden the earth to achieve victory.<br> Thematically, they were brought to the forefront in ADB's novel ''Spear of the Emperor,'' these chaps are the Celts to the Ultramarine's Romans, placing value in druidic and tribal traditions with runic heraldry and pelts to match. On the tabletop, they reflect the "barbarism" that was portrayed onto the Celts by the Romans, having rules that emphasize bonuses in the fight phase and ways to get stuck in faster, likewise they have some rules that also show their more nature entuned beliefs.<br> ''If you want marines that can get to the fight soon and support their brothers in the thick of it, then its time to '''skovakarah uhl zarûn!''' </tab> <tab name="Silver Templars"> [[File:Silver Templars Armorial.png|100px|left]] In the grim darkness of the far future, focus and fury shall bring down all foes.<br> Thematically, they are the poster boys of Primaris-only chapters, the Silver Templars value martial prowess, fighting through the enemy so their champions can engage the enemy leaders. Naturally they are an UM successor despite being, you know, ''Templars''.<br> On the tabletop, by doubling down on the knightly themes, the Silver Templars show how a successor chapter isn't required to be the same thing as their primogenitor just with another color (just like other, darker templars). They accomplish this with rules that promote comitting to a direct fight instead of using feints to fall back from it, bringing down infantry and fighting with increased tactical precision.<br> ''If you want marines that battle their way to the enemy's leadership with covering firepower, then fight with focus and fury, and show the galaxy why Primaris marines are humanity's greatest hope.'' </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== <tabs> <tab name="Ultramarines"> *'''{{W40kKeyword|Ultramarines}} Chapter Tactics - Codex Discipline:''' Stoic (+1 Ld, making all 4-man and some 5-man units immune to morale) and can also fall back and still shoot, with a -1 modifier to hit. **Falling back's main purpose is to give the rest of your army a clear shot; now, when you do it, the unit that fell back can still contribute to the murder. The following weapons get particularly improved: ***Flamers and anything else that autohits can ignore the -1 penalty. ***Anything that would take the -1 to hit penalty ''anyway'': combi-weapons you wanted to fire in combined mode regardless (i.e. combi-flamers) and Heavy weapons on Infantry (since Fall Back is a kind of move). ****After considering how your Combat Doctrine works, you should be strongly contemplating infantry with multi-meltas, since you won't care much about not getting the on-doctrine AP bonus - during the Tactical Doctrine, you can move and shoot without penalty, and before and after that, moving and shooting has a penalty, but falling back has no additional penalty. ****This means combi-flamers are very compelling for you, Tactics-wise: the flamer half ignores the penalty and the bolter half was going to take the penalty anyway. Your Combat Doctrine won't help this weapon much, but it ''will'' still let you make a Normal Move and shoot the bolter half twice at 24", which isn't nothing. **The bonus to Leadership is just bad, and not even the best Successor tactic for making your units braver - ''don't'' interpret it like the Dark Angels do (they have the better Successor Tactic for morale) and take it as permission to stop fielding your units MSU. ''Do'' take it as a slight disincentive against Chaplains, Ancients, and other support that offers Ld buffs, as you'll benefit from them less than other chapters. </tab> <tab name="Castellans of the Rift"> This Chapter is Primaris-only (they don't even have Scouts) and is restricted to Primaris units and their vehicles; in order to be from this chapter, a unit must be at least one of {{W40Kkeyword|primaris, gladiator, storm speeder, impulsor, invictor tactical warsuit, redemptor dreadnought, repulsor, repulsor executioner}}. *'''{{W40kKeyword|Castellans of the Rift}} Chapter Tactics - Unyielding Resistance:''' Born Heroes (+1 to hit after charging) and Stalwart (your units can't be wounded on anything better than 3+, giving you a bit of a buffer against heavy weaponry). **Obviously not worth the chapter's keyword restrictions on its own, since you could roll your own chapter with the same Chapter Tactics and not have the restrictions; the only reason to tolerate using this chapter is if you really want access to its other rules (Warlord Traits, Relics, and Stratagems). </tab> <tab name="Emperor's Spears"> *'''{{W40kKeyword|Emperor's Spears}} Chapter Tactics - Redden The Earth:''' Hungry for Battle (+1" to advance and charge distances) and Whirlwind of Rage (unmodified hit rolls of 6 with melee weapons while Shock Assault is active counts as two hits). **Note that these are the best two Successor Tactics for melee. As a reminder, your chapter doctrine specifically buffs Heavy weapons and Rapid Fire Bolt weapons, both ranged. </tab> <tab name="Silver Templars"> *'''{{W40kKeyword|Silver Templars}} Chapter Tactics - The Bond Martial:''' Duellists (your models' melee attacks auto-wound {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Biker}} units on unmodified hit rolls of 6) and Master Artisans (each of your units can re-roll a single hit roll per time they are selected to shoot or fight). </tab> <tab name="Tome Keepers"> Tome Keepers get most of their rules from White Dwarf 458, which was 8E content, but as they got some Crusade rules in WD 465, which was 9E content, presumably their 8E rules continue to apply. *'''{{W40kKeyword|Tome Keepers}} Chapter Tactics:''' Bolter Fusillades (Re-roll hit rolls of 1 with bolt weapons) and Indomitable (automatically pass Combat Attrition tests). </tab> </tabs> *'''Combat Doctrine - Scions of Gulliman:''' During the Tactical Doctrine, models can move and count as stationary as long as they didn't also fall back or advance during that movement phase. Not only does this mean Relentless infantry (in this respect, you basically have the Iron Hands doctrine but worse), but it also means '''you always get bolter discipline''' during turns 2-3, until you reach the Assault Doctrine, where you'll be in close range anyway. **Since you can't Advance and use this, the only general benefits are on Heavy weapons and Rapid Fire Bolt weapons. **This has no synergy at all with Ultramarines tactics (since it can't be combined with falling back), so ignoring other concerns, like relics, you're better off making a successor chapter. The most directly synergistic choices are Bolter Fusillades, Long-range Marksmen, and Stealthy. Devastator Squads with 4 Multi-meltas and a Storm Bolter are strongly encouraged by this, as they gain so much from being allowed to move and shoot as if stationary (if you stick with your stock tactics, strongly consider a combi-flamer on the sergeant). ====Crusade Additions==== ====Secondary Objectives==== ====Stratagems==== Bland but reliable, Ultramarine stratagems are Tau-like in that they're focused towards shooting, teamwork, and avoiding melee. Guess it's an Eastern Fringe thing. <tabs> <tab name="Battle Tactic"> *'''Martial Precision (1 CP)''': Use this stratagem before resolving an attack made by an {{W40kKeyword|Ultramarines}} model from your army in your shooting phase, do not make a hit roll, it automatically scores a hit. Note that it only applies to a single attack made by any weapon, so don't go thinking that you can have a Captain automatically hit with all of his Thunder Hammer strikes. Use this against Eldar and other opponents who stack ridiculous amounts of -1 to hit. Can be good with a Las Fusil eliminator to make sure that one 3D shot really lands. *'''Vengeance for Calth (1 CP)''': Use when an {{W40kKeyword|Ultramarines}} unit from your army is chosen to fight in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon in that unit against a {{W40kKeyword|Word Bearers}} unit, you can reroll the hit and wound roll. Potent, if you can find one of the three people playing Word Bearers that is. *'''Sons of Guilliman (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} from your army is chosen for the Shooting or Fighting phase. If that unit has a Troops Battlefield Role, until the end of the phase, when resolving an attack made by that unit, you can reroll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can reroll a hit roll of 1. *'''Avenge the Fallen (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army is destroyed by an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an {{W40kKeyword|Ultramarines}} unit from your army against that enemy unit, re-roll hit rolls of 1. *'''Courage and Honour! (1 CP)''': At the start of the Morale phase, add 1 to the Leadership characteristic of {{W40kKeyword|Ultramarines}} models from your army until the end of the phase. **May mean the difference between losing an expensive model and keeping it around. More efficient when used on Chaplain. *'''Tactical Expertise (2 CP, Single Use)''': Can be used at the start of any movement phase when the Tactical Doctrine is active; all {{W40kKeyword|Ultramarines}} whose Rapid Fire or Assault weapon makes an unmodified wound roll of 6 before the next battle round has the attack's AP improved by an additional 1 (e.g. AP0 becomes AP-1 from the doctrine bonus becomes AP-2 if it rolls a 6, due to the stratagem stacking with the doctrine bonus, per the word "additional"). Usually an extreme waste of CP. </tab> <tab name="Epic Deed"> *'''Inspiring Command (1 CP)''': Use at the start of the Shooting or Fight phase. Select one {{W40kKeyword|Ultramarines Chapter Master}}, {{W40kKeyword|Ultramarines Captain}}, or {{W40kKeyword|Ultramarines Lieutenant}} model from your army. Until the end of that phase, the range of that model's aura abilities is increased by 3" (max 9"). </tab> <tab name="Strategic Ploy"> *'''Cycle of War (1 CP)''': Use this stratagem at the start of the battle round if an {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The current active doctrine is changed so that the Devastator Doctrine is now active. When there's nobody left in assault range, pop this, move up your heavy weapons and perhaps pop a grenade or two - and more importantly, get a second chance to switch to the Tactical Doctrine. If the game is going to last at least six turns, that is. Essentially single-use, probably not worth it now that games are five turns exactly (though it may still find use if you want to hit Assault in turn three, then pop back to Devastator the turn afterwards). *'''Rapid Deployment (2 CP)''': Used at the start of the battle round before the first turn begins, select up to three {{W40kKeyword|Ultramarines}} from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players can do this, roll-off to see who redeploys first). **Can be combined with the '''Lord of Deceit''' Vanguard Warlord Trait and redeploy your entire army. No need to go that far, but having a second chance at deployment after your enemy already committed to it can disrupt their plans even before the game begins. *'''Fall Back and Re-Engage (1/2 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army falls back. That unit can shoot and charge this turn. If that unit actually has the Codex Discipline Chapter Tactic (it could be a successor), the hit roll penalty for falling back and shooting does not apply for that unit this turn, and this strat only costs 1CP instead of 2. *'''Defensive Focus (2 CP)''': Use this stratagem if an {{W40kKeyword|Ultramarines}} unit from your army is chosen as a target of a charge. Select up to three {{W40kKeyword|Ultramarines}} units that are more than 1" away from any enemy units and within 6" of the targeted unit. The selected units fire Overwatch at the charging unit as if they were targets of the charge. ''For the Greater Macragge!'' **Something something Eliminator sergeants with Instigator carbines moving after shooting Overwatch. The complete opposite would be to use this near a 'Nobility Made Manifest' Warlord to further reinforce the immune response effect. In which case, something something Aggressor double Overwatch. [[Tau|Notice how deadly it is to charge]] an Ultramarines gunline? *'''Squad Doctrine (1 CP)''': Use this stratagem at the start of your Movement Phase; select an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} unit from your army, and then select the Devastator, Tactical, or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine ''instead''. *'''Tactical Insight (2 CP, Single Use)''': Use this stratagem after generating your Tactical Objectives. If your {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield. Immediately discard your Tactical Objectives and generate new ones. </tab> <tab name="Character Upgrades"> *'''Exemplar of the Chapter (1 CP, Single use)''': Use this stratagem after you nominate an {{W40kKeyword|Ultramarines}} model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique. <u>Give him Adept of the Codex</u> if they didn't have it already; that'll make this Stratagem more than pay for itself. ''Finally, a reason to have a warlord other than Calgar or a named character''. *'''Honoured by Macragge (1 CP, Single Use):''' After nominating a Warlord from an UM successor chapter, you may give one of their characters a Relic of Macragge ''instead'' of one from the main SM codex or a Special-Issue wargear. *'''Honoured Sergeant (1 CP)''': Before the battle, select one {{W40kKeyword|Ultramarines}} model that has the word "Sergeant" in their profile. They may take a Master-crafted weapon/Digital weapon/Hellfury Bolts/Sunwrath pistol, even though they are not a {{W40kKeyword|Character}}. All relics must be different. **While a Devastator sergeant can shoot Hellfury at BS2+, an Incursor one ignores all modifiers to hit, and an Eliminator/Scout Sniper one can shoot it at characters. The other 3 special issues are close combat-oriented. Also, while it looks cool, don't give a Sunwrath to the Hellblaster sarge, he'd be wasting his squad's range on a just-in-case relic. Nobody stops you from giving this to an Assault Centurion Sergeant, four strength 10 siege drills in the face for 4 damage. </tab> <tab name="Silver Templars"> They get two extra Stratagems, in addition to the previous ones: *'''The Swordsman's Strike (1 CP/ 2 CP)''': If a {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} {{W40Kkeyword|Core}} unit's making an attack against a {{W40Kkeyword|Character}} unit during the Shooting or Fight Phase, they all get +1 to hit. The cost of this Stratagem varies depending on the number of models in the selected unit, 5 or less cost 1 CP, 6 or more cost 2 CP. **This basically turns a squad of your choice into Snipers-lite, except it also works in melee. Space Marines hitting on 2+'s bad news in everyones' books. *'''Claim Runes (1 CP)''': If a {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} unit starts within Engagement Range of an enemy unit that outnumbers it during the Fight Phase, they all get +1S and -1AP with whatever weapons they're swinging! **Space Marines are pretty much always outnumbered, so this's a reliable one. It can be used to buff a regular squad, or make Powerfists, Thunderhammers, and Chainfists even nastier. Perfect for Lightning Claw units ('Nators/Veterans) who are knee deep in hordes, or, melee tank hunters attempting some T8 or T9. </tab> <tab name="Emperor's Spears"> They get two extra Stratagems, in addition to the previous ones: *'''Skovakarah Uhl Zaurn (1/2CP, Battle Tactic):''' An Emperor's Spears Core or Character unit that charged, was charged, or Heroically Intervened gains +1 to their wound rolls. If the unit contains six-or-more models, this stratagem costs 2CP. *'''Fight As Brothers (1CP, Battle Tactic):''' An Emperor's Spears Infantry unit that is within 1" of an enemy unit and one-or-more other Emperor's Spears Infantry unit can re-roll hit rolls in the fight phase. ** Characters are also Infantry units, so a Character can count as the other unit to trigger this for their retinue. </tab> <tab name="Castellans of the Rift"> *'''Unfailing Nerve (1CP, Battle Tactic):''' When one {{W40Kkeyword|Core}} unit shoots at an opponent within half range with their bolt weapons, those guns improve their AP by 1. *'''Let Them Come (1CP, Battle Tactic):''' When a {{W40Kkeyword|Core}} unit gets charged, they get +1 to hit in order to score an edge over the enemy. *'''Unbowed and Unbroken (2/3CP, Battle Tactic):''' When a {{W40Kkeyword|Core Infantry}} unit is shot while within range of an objective, they gain a 5+++ FNP. Costs 2 CP for a unit with 5 models or less. *'''Push Them Back (1CP, Battle Tactic):''' One unit can re-roll to hit when shooting an enemy within your DZ. *'''Regroup and Strike (1CP, Battle Tactic):''' When a unit fights or shoot, they improve their AP by 1 if the unit's below its starting strength and can re-roll to wound when below half strength. Makes your kamikaze units more dangerous at any range. *'''This is Our Ground! (2CP, Epic Deed):''' At the end of the charge phase, pick one unit within range of an objective. This unit gains ObSec or counts as having one more model if they already have it. *'''Take the Fight to Them (2CP, Strategic Ploy):''' One unit can heroically intervene despite not being a character with a range of 6". *'''Defense in Depth (2CP, Strategic Ploy):''' At the game start, three units can make scout moves, letting them get in position to shoot or alpha-strike immediately. </tab> </tabs> ====Warlord Traits==== <tabs> <tab name="Ultramarines"> #'''Adept of the Codex:''' When you spend a Command Point to use a Stratagem, roll a 5+ to get it refunded. Versatile, always active (as long as he's on the field and not inside a transport), and gives you more freedom when using Stratagems; it's one of the best traits you can get. Calgar starts with this one. #*The rules limit CP regain to 1 per battle round, but "WT: 5+CP" is still damn useful, even more so with the bonus CP handed out by Calgar. #'''Master of Strategy:''' Once per battle round, select an {{W40Kkeyword|Ultramarines}} unit within 6" of the warlord. Until the end of the battle round, whenever models of that unit attack the Tactical Doctrine is considered to be active (this does not stop either of the other two Doctrines being active, so you can have two active at once this way). Librarian Tigurius and Telion have this as their trait. #*Their best doctrine one turn ahead of schedule. Also when your army (but not your warlord) is committed to the Assault. #'''Calm Under Fire:''' Friendly {{W40Kkeyword|Ultramarines}} models within 6" of the warlord ignore the -1 to hit penalty to shooting when they fall back. ''More like Calm Under Melee''. Sergeant Chronus come with this. #*This makes Ultramarines Successors function at a slight disadvantage, as this warlord trait simply doesn't work on them, as shooting after falling back isn't available as a successor tactic, so they don't have as many traits to choose from as with other chapters. #'''Paragon of War:''' This warlord's unmodified wound rolls of 6s (ranged and melee) inflict mortal wounds in addition to all other damage. ''Balanced, offensive champion-type warlord''. Captain Sicarius and Uriel Ventris start with this one. #'''Nobility Made Manifest:''' 6" Aura of Heroic Interventions for friendly {{W40Kkeyword|Ultramarine Infantry}} and {{W40Kkeyword|Bikers}}. ''For The Greater Imperium''. Guilliman starts with this one. The loss of Adept of the Codex hurts a bit, but you can always just pay 1cp to give another character Adept of the Codex, and that one out of Guilliman's 3 bonus ones will pay for itself. #* ''If you mess with one, you mess with all''. It achieves an immune effect by preventing your opponents from eliminating units one by one in melee, and stops them from surrounding a single friendly unit and taking hostages. #'''Warden of Maccrage:''' This warlord's heroic interventions are 6" long. ''Why?'' Chaplain Cassius has this one. </tab> <tab name="Silver Templars"> #'''Accomplished Duellist''': Your {{W40Kkeyword|Warlord}} may fight first if they start within Engagement Range of any enemy units during the Fight Phase, and they can re-roll To-Wound in melee if they performed a Charge or a Heroic Intervention. #*Striking first's always nice, re-rolling To-Wound's just the icing on the cake. #'''Precision Commander''': One {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} {{W40Kkeyword|Core}} unit, within 6" of your {{W40Kkeyword|Warlord}} during your Command Phase, can re-roll a single To-Hit and To-Wound roll in each Shooting and Fight Phase until your next Command Phase. #*Gives a chosen squad even more re-rolls, for when you absolutely positively need something taken down. Ideal on a Eradicator or Eliminator squad but also works on a melee squad with a Thunder Hammer or Power Fist. #'''Spiritual Synergy''': A single non-Relic weapon your warlord carries inflicts 1 Mortal Wound on an unmodified To-Wound roll of 6 as well as regular Damage. #*No limitations, so this can go on anything. It's got a bigger impact on weapons with worse S, AP, and D, and scales with accuracy and rate of fire, so slap this on a storm bolter, combi-flamer, chainsword, or lightning claw to murder your way through things. Note that in very rare situations - T2 with good saves and/or an invuln, like ratlings getting a 5++ from an inquisitor - the claw can re-roll successful wounds to fish for extra mortals and come out ahead. </tab> <tab name="Emperor's Spears"> #'''Bloodied But Unbroken:''' Warlord gains +1A and an additional +1A after they lose their first wound. #'''Tribal Heritage:''' Once per battle, this Warlord can re-roll one failed hit, wound, OR saving throw, and if your army is Battle-Forged, one Epic Deed stratagem can be used on your Warlord for free. #'''Sentinel of The Veil:''' Warlord always fights first and can make a 6" Heroic Intervention. </tab> <tab name="Castellans of the Rift"> #'''Hit-and-Run Master:''' Each command phase, pick one unit within 9" of the warlord. They can shoot after falling back. #'''Exemplar of the Chapter:''' Warlord gets +1 attack and cannot be wounded on anything better than a 4+, making him even tankier against enemy weapons. #'''Tip of the Sword:''' At the end of your movement phase, mark one enemy unit within 12" of your warlord. {{W40Kkeyword|Core}} units can re-roll charges against this enemy and gain +1 Strength against them when fighting in melee. #*This offers quite a sizeable boost for your troops, but it also forces you to focus on key units in melee. </tab> </tabs> ====Psychic Discipline: Indomitus==== #'''Precognition (WC5): Blessing''' Until the start of your next Psychic phase, this psyker has a 5++ invuln, and when resolving an attack made against this psyker, subtract 1 from the hit roll. #'''Scryer's Gaze (WC7): Blessing''' If your army is Battle Forged you can immediately gain 1 CP. If you choose not to, once this turn, when resolving an attack made by a model from a friendly {{W40kKeyword|Ultramarines}} unit within 18" of this psyker, you can re-roll the hit, wound, or damage roll. #'''Telepathic Assault (WC7): Witchfire''' Select one visible enemy unit within 24" of the psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit. #*Thanks to the cripplingly high WC, starts outperforming Smite at Ld6 and gets better as Ld degrades from there. Don't even try this power on an Ork horde. #'''Storm of the Emperor's Wrath (WC6): Witchfire''' Select the nearest visible enemy unit within 18" of the psyker. Roll a D6 for each model in the unit; for each 6, that unit suffers 1 mortal wound. #*Starts outperforming Smite at unit size 15. #'''Psychic Shackles (WC6): Malediction''' Select one visible enemy unit within 18" of this psyker. Until the start of your next Psychic phase, halve the move characteristic (rounding up) of models in that unit, and when a charge or advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this and the Tenebrous Curse psychic power at the same time, but nothing is stopping you from locking down two different units. Also doesn't seem to say you can't use this and tremor shells, something to bear in mind. #'''Empyric Channelling (WC5): Blessing''' Select one other (can't cast this on yourself, sorry) friendly {{W40kKeyword|Ultramarines Librarian}} within 12" of this psyker. Until the end of this Psychic phase, when a Psychic test is taken by the target, add ''2'' to the total, and the target does not suffer Perils of the Warp on a roll of double 1 or double 6. #*This is generally a bad idea - HQ slots are a bit precious - but if Tigurious is somehow still not reliable enough for you, a second librarian with this strapped to him means you can just assume all of his powers will go off, even WC7 ones, whenever you want. In fact, with this on him, he can't fail WC5 powers, so his Smite gets even more ridiculous, as he's only rolling the cast to fish for an 8+ to guarantee him the full 1d6 mortal wounds. If that's your plan, your other power should probably be Scryer's Gaze, so you can fish for CPs, rather than taking a power that might encourage you to separate from Tiggy. For mortal wound output, it's also hard to beat double smite: this librarian goes first, casting smite and channeling, and then Tiggy goes, and his Smite can only fail on double 1s. ====Relics & Special-Issue Wargear==== Relics are now split into three categories. Relics of Macragge may only be taken by Ultramarines (unless you use a stratagem). Special-Issue Wargear can be taken by Ultramarines and their successor chapters. and the Silver Templars get their own relics. <tabs> <tab name="Relics of Macragge"> *'''Armour of <s>John</s> Konor:''' Terminator model only. 4++, halve damage rounding up. Calgar's clothes, for when you want yet another beatstick or cannot afford papa smurf himself. *'''Helm of Censure:''' Aeonid Thiel's helmet that started the tradition of serges wearing red hats. The bearer can re-roll 1 hit roll of 1 and 1 wound roll of 1 per attack (which usually means all hit and wound rolls get it - it's like having a captain and a lieutenant nearby). When attacking {{W40kKeyword|Heretic astartes}} ''or {{W40kKeyword|Adeptus Astartes}}'', add 1 to both hit rolls and wound rolls in addition (damn). **While a librarian benefits lots (WS3+, Power Axe), the boost also affecting ranged combat and ''not replacing any weapon'' means a Captain's Combi-plasma/melta wounds a CSM Predator on a 2+, and can even shoot both profiles at BS2+ (although this will have worse performance than safely overcharging just the plasma profile). *'''The Sanctic Halo:''' {{W40Kkeyword|Captain}} or Chapter Master only (in all his forms, including Primaris). Gives him a 3++ and can deny one power per turn like a Psyker. Fantastic for the warlord himself, as his most important job is staying alive so you can use Adept of the Codex. Denying psychic powers is also extremely useful since so many of them allow a Psyker to target a character and inflict mortal wounds that bypass their saves. Plus, you won't need to give up your ranged weapon for the Storm Shield, which is nice. Better than the Armour Indomitus to give your Gravis Captain a 3++ on his already sturdy frame. *'''Soldier's Blade:''' S+1 AP-4 D2 sword. Available to characters with either a power sword, master-crafted power sword, or, most importantly, ''a combat blade'', making it ''one of the few melee relics for Phobos Characters''. Otherwise, don't bother - the Burning Blade is better. *'''The Standard of Macragge Inviolate:''' Ancient only, +1A to friendly {{W40kKeyword|Ultramarine Core}} and {{W40kKeyword|Character}} units within 6" of the bearer. Friendly UM units within 12" also autopass morale tests. That's fine, but your nearby UM units are already Ld9 and Ld10, and Ancients are much better at ranged support, due to how their base banner works, so consider carefully if you really want this over the Space Marine relic banner for a 9" death frenzy bubble. This ''is'' strictly better than the relic banner Chapter Ancients can take, though, since theirs does the same thing, but for death frenzy attacks instead of on the active turn, and doesn't improve morale at all. *'''Tarentian Cloak:''' The bearer has 5++, and regains d3 wounds at the start of the movement phase. *'''Vengeance of Ultramar:''' Twin Storm Bolter (rapid fire ''4'') that re-rolls wound rolls against non-vehicles. Best when used by a Termie captain, this is better than the Primarch's Wrath against most targets, although it's worse against vehicles or anything with a 2+ and a 4++ or worse. **This can be vicious with the '''Paragon of War''' Warlord Trait. Almost guarantees at least ONE mortal wound. Also consider this build on a bike captain with the extra bolter shots... 12 dice at 24" </tab> <tab name="Silver Templars"> *'''Armour of Zanaris''': {{W40Kkeyword|Silver Templars}} exclusive, {{W40Kkeyword|Primaris}} only. AP-1 and AP-2 Attacks against the wearer are reduced to AP0, and Mortal Wounds are ignored on a 6+++! **Laugh as Power Axes and Lightning Claws harmlessly bounce off your champion, then cry [[Anal_Circumference|when a surprise Powerfist reminds him it's there]] [[Awesome|(but not a Thunder Hammer... now AP-2, thanks 9e!!)]]. *'''Banner of Echos''': {{W40Kkeyword|Silver Templars}} exclusive, {{W40Kkeyword|Primaris}} {{W40Kkeyword|Ancient}} only. Usable once per battle during your Command Phase, gives all friendly {{W40Kkeyword|Silver Templars Primaris Core}} units within 6" of the bearer +1A until your next Command Phase. **Goes well with assault-oriented units obviously, and gels with both their Stratagems for some potent combos. </tab> <tab name="Emperor's Spears"> *'''Druidic Talisman:''' Librarian or Chaplain only. Once per turn, you can re-roll a Psychic Test or Inspiring Litany Test. Not bad at all, gets more mileage out of the Chief Librarian or Master of Sanctity. *'''Beast-Hide Cloak:''' Attacks against the bearer suffer -1D (D1 minimum). Death Guard Disgustingly Resilient? *'''Horizon Blade:''' Replaces bearer's power sword or master-crafted power sword. S+2 AP-4 D2, becomes AP-5 and D3 if the bearer charged or made a Heroic Intervention. </tab> <tab name="Castellans of the Rift"> *'''Maruk's Wrath:''' Replaces a heavy bolt rifle, but for some reason [[FAIL|doesn't say RAW if a master-crafted heavy bolt rifle can take it]]. A super-powered heavy bolt rifle with Rapid Fire 2 S6 AP-4 D1. If this did, then your primaris captain would have an absolutely murderous gun that can rip through heretics with ease. *'''Primarch's Codex:''' Chaplains only. You can now re-roll litanies and boost their range by 3". Good thing that your chapter tactics prefer being on the aggressive side. *'''Gauntlet of the Imperium:''' Replaces a boltstorm gauntlet. The gun's now S5 AP-2 D1 and the fist's now Sx2 AP-3 D3 without any hit penalties, making it a really strong take. Even if you just grab one fist, you can make it ram through enemies with ease. *'''Armour of Phourion:''' The bearer always fights first and has a 6" heroic intervention range. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' Fnp5+++. "Not dying" is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with. *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Hellfury bolts:''' You can choose the bolt weapon it's used on to make only one attack, but it inflicts 1MW if it hits (and the shooting sequence ends). *'''Master-crafted Weapon:''' +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). ''4D Thunder Hammer!'' *'''Reliquary of Vengeance:''' Once per battle (at the start of the fight phase), friendly chapter units within 6" of the bearer gain +1A. *'''Seal of Oath:''' Designate an enemy before the first turn begins. The bearer has a 6" aura for {{W40kKeyword|Ultramarine Core}} and {{W40kKeyword|Character}}s of re-rolling ''all'' hits and wounds against [[That Guy]], failed or not. *'''Sunwrath Pistol:''' Cawl's plasma pistol of safe supercharge. But it's Pistol 2, so that's a double improvement. </tab> </tabs> ====Special Units==== <tabs> <tab name="Ultramarines"> =====HQ===== *'''[[Marneus Calgar|Chapter Master Calgar]]:''' Papa Smurf, nuff said. He now gets +1T thanks to his Gravis armour without the -1 to movement like the majority of Gravis units, as well as +1W and +1A from being Primaris, and he even gets to keep his 2+/4++ along with the halved damage. This makes him even more powerful than he ever was, although being in a Gravis suit does mean that if he wants to actually get into combat he'll either need to footslog or pay for a Repulsor. **Something for consideration: Calgar, with the right supports, is actually a deadlier fighter in melee than Guilliman is. For starters, while Guilliman can feel the pain from larger foes and their absurd damage, Marneus can, for the most part, walk out less damaged and more annoying thanks to the halved damage. Assuming all damage is multi-wound rather than 1 damage, Calgar technically has ''16'' wounds, versus Guilliman's 9. In addition, while Guilliman can resurrect with D6 wounds, Calgar can receive near-constant healing through an Apothecary as he is an <INFANTRY> rather than a <MONSTER> (what, you thought Apothecaries can understand the anatomy of pseudo-demigods?). Excluding the cost of a Librarian and Victrix Guard (since Guilliman can benefit from those too) and you can have a better beatstick than Guilliman (though you do lose his super-aura). The only main weakness of Calgar in this regard is that he has slightly less toughness and strength (you ARE using Might of Heroes through Calgar's Librarian, aren't you?) than Guilliman, and he's stuck with D3 damage for his fists. TL,DR: Calgar is far cheaper for a super tough HQ and can benefit from other buffs where Guilliman can not. Calgar can certainly buff your army, but Guilliman does it better. However, Guilliman delivers more melee offense overall and functions better in situations devoid of support. **Somebody is really [[Matthew_Ward|overestimating]] Calgar here. Against incoming attacks that are 2 damage, D3 damage, 3 damage, and D6 damage respectively, Calgar essentially has 16, 12, 12 and 14 wounds respectively (the results of D3 damage halved rounding up are 1, 1 and 2 and so D3 damage weapons average 1.333 damage against him). Now this is impressive, but the kinds of things you’re talking about fighting will usually force him to use his invulnerable save, which is a 4+, and so his effective hp is actually 32, 24, 24 and 28. Guilliman has 9 wounds on a 3++, so his effective hp is 27 in all scenarios, so the differences are actually minor against the bigger damage weapons without accounting for his revive ability, but between rerolling wounds and D3 mortal wounds on 6+ his melee output is potent enough to deal 7.778 wounds to Calgar in a single fight phase, ie basically killing him on average. How much damage can Calgar accomplish against Guilliman, or Calgar himself (Abaddon)? 2.6 wounds in both cases, 3.02 and 3.78 with the might of heroes. You may notice by this point that you’re paying half the points for less than half the melee power even with psyker support (at least in this case, but I think this is a decent benchmark). Add in that Calgar’s halve-damage durability is completely negated by things like the mortal wounds from snipers, and well... *'''Marneus Calgar (Legends):''' Probably the most impressive Firstborn statline in the game, but holy FUCK do you pay for it with power level 13 and 250pts. Compared to a Terminator Captain, he's W7 and A5. His Armour of Antilochus grants him a 2+ armour, 4++ invulnerable save, Deep Strike, and halves any damage he suffers. He has the 8th edition Chapter Master rule (all Ultramarine units within 6" re-roll failed hit and wound rolls), but you'll change it to the 9th edition Rites of Battle and Chapter Master rules if you're not That Guy. Master Tactician grants you +2CP if he's your Warlord. Finally, he's armed with a relic blade and the Gauntlets of Ultramar (24", rapid fire 2, S4, AP-1, D2 or melee, Sx2, AP-3, Dd3). ** He's behind the times with regards to his rules, even FW updated their Legend units to a 9th edition standard. His relic blade and Captain/Chapter Master rules specifically. *'''Marneus Calgar in Artificer Armour (Legends):''' Papa Smurf, before Swarmlord ate his arms, his legs, and half of his face. Same as above, but 235pts with no Deep Strike or halving damage. Pay the 15pts. *'''[[Cato Sicarius|Captain Sicarius]]:''' For 115 points, you get a 2+ save ''without'' giving up melee or ranged, combined with relatively inferior melee and ranged. He has a plasma pistol that's on permanent overcharge safely and a force sword that deals d3 mortal wounds instead on um6 to wound; by comparison, a thunder hammer/combi-melta captain is 110 points and has better melee ''and'' better dakka, but is only Sv3+, and you have to give a weapon up to carry a storm shield; if he gives the gun up, he's down to just a bolt pistol. The real reason you take Sicarius and his major downsides of not being allowed to wear a jump pack or take relics or choose his own warlord trait is that at the beginning of each battle round, he can pick a character or core unit within 6" to be objective secured for the round. That means you generally want him in a transport initially, to help ensure you can get him to the objective and use his ability. He's great for riding a Drop Pod in turn 1 so he can start handing out his buff on turn 2, or you can start him on the table so he can hand out his buff at the start of 1 before embarking. *'''[[Uriel Ventris|Captain Ventris]]:''' Another Black Library Character given tabletop life. 110pts gets you a Primaris Captain with Invictus (30", rapid fire 1, S4, AP-2, D2) and the Sword of Idaeus (melee, S+1, AP-3, D3) makes him deadly at all ranges. His special rule is Unorthodox Strategist, allowing you to use the Adaptive Strategy Stratagem (one <Chapter> unit from your army counts as having all doctrines active for one turn) for 1CP instead of 2CP if you use it on an Ultramarine Core unit within 6". His fixed Warlord Trait is Paragon of War (unmodified wound rolls of 6 inflict an additional mortal wound) and he gains the Master of the Fleet Honorific if he's included in a Crusade Force (Orbital bombardment Stratagem can be used twice per game and only costs 1CP). ** His rules are unique and fluffy, but CP intensive, so find a way of gathering CP from another source if you want to make full use of him. Papa Smurf can be an option; and simultaneously fluffy and unfluffy at the same time depending on the situation. ** His model is pretty baller, with a lot of detail included from his background (Inquisition icon from his Deathwatch Service and Rose of Pavonis from his first assignment as a Captain). ** Even if you don't use Unorthodox Strategist, he is still a 5 point upgrade from a basic captain to have a true Intercessor master-crafted bolt rifle and a better power sword for the price of a bad warlord trait (pro tip: he doesn't have to be your Warlord to get his rules going). If you '''have''' to use a standard Primaris Captain as an Ultramarine and not the Indomitus version, this is probably the best option for the points. Unorthodox Strategist is just icing on the cake. *'''[[Ortan Cassius|Chaplain Cassius]]:''' He grants a mortal wound against enemy units that kill an Ultramarines model within 6" on a 6+. 3+ Marines die often, so with big numbers in your army Cassius has some punch and hurts the enemy in their phase. Combine with a Company Ancient and Apothecary to make the marine shoot as he dies, confer a mortal wound, and be brought back to life to shoot the next turn. But with marines all getting 2 wounds, this ability will see a little less use. **Cassius provides two Litanies for your marines. Using the +1 to hit and +1 to wound litanies can give squads that can generally hit on 2s, and a minimum wounding of 5s. *'''[[Varro Tigurius|Chief Librarian Tigurius]]:''' The primary reason to take this guy is that he's the best Psyker in the Imperium right now - he gets +1 to all Denies and Casts, ''and'' re-rolls casts, making his smite *ludicrous* - he can and should re-roll anything below a 10 on the first cast (remember, his Smite gets better on a 10+, not 11+), giving him a total expected Smite value of 2.32 Mortal Wounds. Unlike most named Librarians, he's ''not'' locked to the Ultramarines discipline, so he can stick to Librarius if he wants. At the start of the battle round, he can pick a core or character unit within 6" to be at -1 to be hit, which is baller as hell. He's armed with a Force Relic Blade, i.e. a Relic Blade only worse at Dd3, and a bolt pistol and grenades. Compared to the famously powerful Mephiston of the Blood Angels, almost his entire statline is worse and so is his weapon, but he's unquestionably better at casting spells. *'''[[Antaro Chronus|Sergeant Chronus]]:''' Stick him in a Rhino, Razorback, Predator, Stalker, Hunter, Whirlwind, Vindicator, or Land Raider. That Vehicle heals one lost wound per turn, gains Character, and is always BS2+ no matter the damage. If the Vehicle is destroyed, he pops out as... Well, as someone pretty useless. BS2+, W4, A2, and a servo-arm, but no Techmarine fixing ability. *'''[[Torias Telion|Sergeant Telion]]:''' Telion makes Scouts, Scout Bikes, and Land Speeder Storms better. He is armed with a better Sniper Rifle, and at the start of the Shooting phase he can pick a Scouts unit within 3" to be BS2+ for the phase. Unfortunately, Scouts suck, and he can't use his ability while embarked, but he ''can'' embark on a Land Speeder Storm, so if he does, this can be helpful if you want to pop him out and have both models shoot. =====Elites===== *'''Chapter Ancient:''' <Ultramarine>-exclusive Chapter Ancient. Costs the same as making your own Chapter Ancient, provided you bought him a power sword (which you never would), and the benefit in exchange for locking to a power sword is 1 better Ld (which is useless) and 1 better Sv (which is not). This version also ''can't'' be made slotless via company vets. *'''Chapter Champion:''' <Ultramarine>-exclusive Chapter Champion. Costs the same as making your own, plus 5 points ''and'' you give up the stock model's 5++ and bolt pistol. Instead, you get re-rolling melee hit rolls against characters (which is the same as re-rolling 1s since he's WS2+, and is a 7/6 multiplier on his melee output when it comes up) and an additional attack he can always make in melee at SU AP-2 D1, making him overall better offensively but worse defensively than a stock Chapter Champion, for his points. This version also ''can't'' be made slotless via company vets. *'''Honour Guard:''' The non-legends version has more restrictive wargear, so you can think of this unit as Company Vets only worse; compared to Company Vets with the same Bolter and Power Axe, it's 50 points for 4 attacks (6 on the charge) and 2+ save, as opposed to 46 points for 5 attacks (7 on the charge) and a 3+ save, but also Company Vets can take a Lightning Claw instead for the same cost and perform ''much'' better, and the bolter arm can carry a storm bolter or storm shield, making them either more efficient at ranged murder or durability. There's really no comparison - plus, company vets play much nicer with your precious elites slots. *'''Tyrannic War Veterans:''' Sternguard Veterans, with a unit size of 4-10 and no weapon options, BUT re-rolls failed hit and wound rolls against Tyranid targets, ''and'' is ''cheaper'' than actual Sternguard - you should always pick these guys over Sternguard if all you wanted was the stock weaponry. *'''Victrix Honour Guard:''' Prototype Bladeguard Veterans. No pistols, and maximum unit size 2 (but both members are A4). Compared to Bladeguard, these guys are WS2+ (so it's like not having to buy a Bladeguard Ancient at all) and Sv3+++, with the crippling downside of only having regular power swords; where they'll hit for 2*4*5/6 = 6 2/3 damage for 70 points (base, not including Shock Assault), unsupported MSU Bladeguard Vets who don't get to shoot their pistols still hit for 10*4/6*2 = 13 1/3 damage for 105 points, i.e. 2x as hard for 1.5x the cost, and that's before you consider their pistols or an ancient. However, unlike Bladeguard, these guys are bodyguards (like company vets) ''and'' can heroically intervene, so thanks to their 2+/3+++, they're better viewed as being better-than-company vets for the intended job of company vets, albeit with suboptimal melee weapons and a crippling inability to ride most transports; also, unlike company vets, these guys only don't take up a slot with Calgar, ''and'' they don't enable a slotless ancient, apothecary, or champion. =====Lords of War===== *'''[[Roboute Guilliman]]:''' The most effective unit in the Astartes Codex, even better now with a 80 points decrease, "only" clocking at 300 points. He possesses an impressive statline: WS and BS are both 2+, 8" movement, S6, T6, 6A and has 9 wounds, and if he is killed he comes back on a roll of 4+ with D6 wounds. His 9 wounds mean enemies have to observe the Look Out, Sir! rule and also takes cover behind a constant 2+, 3++. Shooting wise he uses the Hand of Dominion which is 24" rapid fire 3 S6 AP-1 Dmg 2, which is good but it's CC where you want Girlyman. In close combat he can either use the Hand of Dominion as Sx2 AP-3 Dmg 4 power fist or use the motherfucking [[Emperor's Sword]] at S+2 AP-4 Dmg 3 that on a roll of a 6 causes D3 mortal wounds on top of the 3 damage he already caused. In close combat he is one of the best characters in 9th, on top of that lucky rolls can lead to him dishing out a lot of extra damage through mortal wounds. With the new monster and vehicle rules, he can now also fire his bolter while in the engagement range at -1 to hit. All of that is nice, however, where Guilliman truly shines is his buffs to the rest of the army. Any keyword {{W40Kkeyword|Imperium}} unit within 12" adds 1 to advances and charges, re-roll hits of 1, and can re-roll failed morale tests. As the Primarch of the Ultramarines, he gives all {{W40Kkeyword|Ultramarines Core}} and {{W40kkeyword|Ultramarines Character}} units within 6" re-rolls of any hit roll, with the aforementioned {{W40Kkeyword|Ultramarines Core}} getting re-rolls of 1 to wound. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re-roll hits. If all that wasn't enough if your army is battleforged you get 3 extra CP. He does everything you'd want a warlord to do, basically. The main reasons not to take him are points cost, wanting a different LOW, or not wanting to be seen as [[That Guy]]. **Be aware that since he has the {{W40Kkeyword|Monster}} keyword for some odd reason, he tends to interact strangely with several other rules (e.g. taking Transports). Watch for anything that affects {{W40Kkeyword|Monster}} units and be prepared to footslog. **With 9th if you bring Guilliman he has to be your warlord with his new Avenging Son rule, which is fine because you get those three extra command points on top of him refunding one of your detachments by being a Supreme Command Detachment, for a max of a whopping 15 command points in a 2k point game. </tab> <tab name="Fire Angels"> *'''Captain [[Tarnus Vale]] (FW Legends):''' Provides a 6+ invuln to nearby '''Fire Angels vehicles''', but isn't riding a bike or using a jump pack, so he'll never keep up with his charges unless he’s in a transport or said charges are artillery tanks, such as a Fellblade or Whirlwind. Works better with Dreadnoughts for the rerolls. He does have a power sword that has D2, and an 8" pistol 3 plasma pistol. Not to mention lots of vehicles sit in a parking lot. Like are you really gonna be zipping that predator up the field? '''Successor Tactics:''' The Fire Angels are notable for their strict adherence to the Codex, so Inheritors of the Primarch is a perfect fit for them. Alternatively, if you want to build around Vale's Vehicle buffs and build a parking lot type army, tank boosting Tactics like Master Artisans and Scions of the Forge are good options. </tab> <tab name="Fire Hawks"> *'''Knight-Captain [[Elam Courbray]] (FW Legends):''' The ''only'' Forge World character in this list who showed up with a Jump Pack and a special power Sword D2 that reroll wound rolls. However, because how DARE you tell him what to do when he comes in from reserve, he teleports in like a boss, rather than falling from the sky like a pleb. Also, he will always try to attack Characters within 1" of him, even if you'd rather he attacked someone else, because, again, FUCK YOU. **You're better off taking a regular captain with a jump pack bolt pistol and a relic blade. You're paying 18 points more to get to reroll wounds on your S:+1 AP-2 D2 sword (worse than the relic blade at S+3 AP-3 D2, which is more likely to wound on the first roll given it makes the captain S6). That's all he has over the normal jump pack captain. '''Successor Tactics:''' While Courbray is nothing you'd build an army around and not a whole lot is known about the Fire Hawk's specialization, they present a fluffy option for creating a more fleshed out Legion of the Damned. No options for universal FNP or Deep Striking, but general durability boosters like Indomitable, Stalwart, Stealthy (fluff it like the smoke rising off them giving them cover!) Or Warded is fine choices, and Fearsome Aspect is quite appropriate. </tab> <tab name="Howling Griffons"> *'''Chaplain Dreadnought [[Titus]] (FW Legends):''' Exactly the same as a normal Chaplain Dreadnought, but his FNP equivalent is a 5+, not a 6+, and he has fixed weaponry in an assault cannon, heavy flamer, and big ol' smashy fist. He's worth taking if you're playing Howling Griffons and already planned on taking a Chaplain Dreadnought, but otherwise unremarkable. '''Successor Tactics:''' Griffons are known for their tactical flexibility and good sense, so most any blend of Tactics could be made to work. Titus himself, similarly, is just a solid all-rounder, though Chaplain Dreads inherently encourages a more melee-focused playstyle. A good pick for remaining fast and loose with what sort of army you want to bring. </tab> <tab name="Marines Errant"> *'''Lieutenant Commander [[Anton Narvaez]] (FW Legends):''' Has interesting (if weird) wargear. He comes with a power sword that on a 6s to wound does a addtional mortal wound, an assault d3 S7 Ap-2 D1, and the Actinic Halo which gives him a 3++ save UNTIL you take an unsaved wound at which points it stops working and only gives a 4++. He honestly makes a decently shooty captain who has a decent buff (he provides the captain buff of rerolling 1s to hit, not the lieutenant buff to wounding) and is good for an all-rounder and doesn't cost much at all, use your command point rerolls on his invulnerable save to keep him alive all game and outside of mortal wounds he'll be exceptionally tanky... especially for a dude who's just supposed to be a ship captain. '''Successor Tactics:''' Close range board actions are not well represented on the tabletop outside of Killteam, but we can make it work. Assault is the name of the game here, so Hungry for Battle and Rapid Assault are no brainers. </tab> <tab name="Novamarines"> *'''Captain [[Mordaci Blaylock]] (FW Legends):''' Terminator captain, with a D3 chainfist, a relic storm bolter S5 AP-2, and grants a 6+ FNP to all Novamarines Infantry within 6". '''Successor Tactics:''' Another Codex hardliner, so Inheritors of the Primarch is probably your go-to here. Just as well, Braylock is brutal in close range where he can support similarly built units. </tab> <tab name="Tome Keepers (WD 458)"> =====HQ===== *'''Captain [[Nasiem]]:''' A Primaris Captain with the Sunwrath Pistol Ultramarine Relic (12", pistol 2, S8, AP-3, D2) and a master-crafted power axe (S+2, AP-2, D2). His fixed Warlord Trait is the Master of Strategy from the Ultramarines supplement. In a Crusade Army, this models Captain of the Third company rule grants him the Master of the Arsenal Honorific without increasing his Crusade Points cost. *'''Epistolary [[Lykandos]]:''' A Primaris Librarian with a force stave (S+3, AP-1, Dd3). He comes with the Reliquary of Gathalmor Codex Relic (enemy Psykers within 18" suffer -1 to Psychic Tests and if they fail a Psychic Test they suffer d3 mortal wounds on a 4+) and Calm Under Fire Warlord Trait from the Ultramarines supplement. *'''Orator [[Sephax]]:''' A Primaris Chaplain with the Benediction of Fury Codex Relic (S+2, AP-2, D3). He has the Iron Resolve Codex Warlord Trait. =====Elites===== *'''Ancient [[Kae]]:''' A Primaris Ancient with the Seal of Oath Ultramarine Relic (select one enemy unit after deployment, Tome Keepers within 6" re-roll hit and wound rolls against that unit) and Nobility Made Manifest Ultramarine Warlord Trait. </tab> <tab name="Astral Claws"> *'''Lieutenant [[Carnac Commodus]]:''' *'''Chapter Master [[Lugft Huron]]:''' *'''Captain [[Corien Sumatris]]:''' *'''Master of the Forge [[Armenneus Valthex]]:''' </tab> <tab name="Tiger Claws"> *'''Captain [[Corien Sumatris]]:''' </tab> <tab name="Blood Ravens"> *'''Chapter Master [[Gabriel Angelos]]:''' </tab> <tab name="Red Scorpions"> *'''Chapter Master Lord High Commander [[Carab Culln]] (FW Legends):''' *'''Captain [[Carab Culln]] the Risen:''' *'''Chapter Master [[Casan Sabius]]:''' *'''Chief Librarian [[Sevrin Loth]]:''' </tab> </tabs> ====Tactics==== *'''Ultra-build''': Lends itself as a Jack-of-trades army, being decent both shooting and fighting. Pure Ultramarines does lend itself more to a moving gunline list, ignoring penalties for moving and falling back, and some improved shooting stratagems, along with some Heroic Intervention, mass Overwatch, and QCC characters and abilities. kind of lend itself likes a T'au/Kroot list that would not fall apart if they do get into melee as we are dealing with marines bodies instead of the more-pansy smurfs. They slightly better control over the combat doctrines has a preference for having units in the Tactical doctrine, with heavy weapons also benefiting, along with Eradicators, and several Forgeworld tanks gaining extra shots despite moving. A single detachment of Ultramarines or their successors can support many builds with a mix of man desperately different units. </div></div>
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