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==Special Rules== ===Combat Doctrines=== Now made universal, certain units and formations/detachments can now grant uses of the Doctrines, regardless of chapter, instead of only being an Ultras thing. The most common method for ''non''-Ultramarines Chapter Tactics to get uses of Doctrines is by taking a Gladius Strike Force detachment (see Formations section), which grants one use of each of the three Doctrine types. If an army has multiple rules that enable a particular Doctrine, that Doctrine can be enacted that number of times per game (e.g. an Ultramarines Battle Demi-Company with Calgar would be able to use the Tactical Doctrine up to four times per game; one use granted by their Chapter Tactics, one use granted by being part of a Gladius Strike Force, one use granted by being a Battle Demi-Company, and Calgar granting one extra use of any Doctrine). There are three Doctrine types, and when enacted, each of them grants the following benefits to all units in your army with the same Chapter Tactics as the detachment that enacts it, till the start of your next turn: * Tactical: Re-roll 1s to hit for shooting and assault. Tactical Marines, and any ICs joining them, can re-roll all misses that turn. * Assault: Re-roll 1s to-hit in the Assault phase (so both Overwatch and close combat). Assault Marines, Bikes, Attack Bikes and AssCenturions, including any ICs joining those squads, can re-roll all misses during that Assault phase. * Devastator: Re-roll 1s to-hit in the Shooting phase. Devastators and DevCenturions, including any ICs joining those squads, can re-roll all misses during that Shooting phase. ===Chapter Tactics=== The Chapter Tactics give you one of seven (mostly) army-wide rules - one for each of the First Founding Chapters that don't get their own codex, and the Black Templars. This also applies to their successor Chapters. Note that special characters may not be part of a detachment that does not have the same version of Chapter Tactics as them - i.e. Marneus Calgar can't lead a detachment of Salamanders, however he can be taken if you're Iron Snakes, as you can choose what Chapter they "are" and thus what Tactics they have. Counts-as characters are still a thing, you just have use the Chapter Tactics they're associated with ("it's not actually Tigurius, it's just a Chief Librarian for Chapter X with wargear functionally identical to Tigurius's"). Chapters whose founders are unknown may use whichever set of Chapter Tactics they wish. It should also be noted that if a unit contains models drawn from two different Chapters, it won't benefit from either of its constituents' Chapter Tactics. *'''Important Clarification''': Only models with the Chapter Tactics special rule will get the special rules described under their Chapter Tactics (specified pretty clearly in the Codex) - this most commonly fails to happen for non-Dreadnought vehicles. So, every time it says that a model has this or that special rule, it refers ''only'' to models with Chapter Tactics (i.e. Salamanders' Land Raider Redeemers cannot re-roll To Wound rolls with their Flamestorm Cannons). The exceptions are Astral Claws skimmers and, per the FAQ, all Iron Hands vehicles. Those dicks. **The Space Marine FAQ rough draft which is coinciding with the 7th Edition Rulebook FAQ says "If a unit contains models drawn from two different chapters, it counts as being from neither chapter, and thus benefits from neither chapter tactic." This ruling is actually okay since it's reeling in [[powergamers]] from spamming multiple CAD of White Scars and biker Iron Hands to make Smashfucker-White Scars Librarius Conclave on Bike Deathstar bullshit, like some guy used at Adepticon. Also, the same thing applies when Independent Characters drawn from Grey Knights/Dark Angels/Space Wolves/Blood Angels onto SM units and vice versa. (Note that this does not apply to Grey Knights/Dark Angels/Space Wolves/Blood Angels, as they do not have chapter tactics and do not lose any rules if joining/joined by SM units). ====Codex Marines==== =====Ultramarines===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Ultramarines are often the first thing that comes to mind when people think of Space Marines, for better or for worse. They come with a slightly elite twist and rely on Combat Doctrines more than any other army. <div class="mw-collapsible-content"> *'''Requirements:''' Only Marneus Calgar, Captain Sicarius, Cassius, Chronus, Telion, Tigurius, and Roboute Guilliman are the special characters. *'''Chapter Tactics:''' An army that contains any Ultramarine units can use the Assault, Tactical and Devastator Doctrine once each per game. It affects all Ultramarine models in your army. **This means that with the Gladius Strike Force you can use each doctrine twice, while the Tactical can be used a third time for your Demi-Company. Add in Calgar, and you might be able to bring that up to FOUR Tactical doctrine uses! *'''Relics of Ultramar:''' **'''Tarentian Cloak:''' Wearer gets ''Eternal Warrior'' and ''It Will Not Die''. **'''Helm of Censure:''' The first red helmet belonging to the Codex Astartes co-author Aonid Thiel. This gives the ''Preferred Enemy'' rule, but if the bearer attacks Chaos Space Marines, they get full Twin-Linked and Shred. ***This functionally makes the model immune to its own Chapter Tactics, as the Combat Doctrines will no longer improve it. **'''Sanctic Halo:''' Captains only. Get ''Adamantium Will'' and ''Feel No Pain''. **'''Soldier's Blade:''' An exceptionally sharp sword with no technological enhancement. Is an S User AP 2 melee weapon and that's it. **'''Standard of Macragge Inviolate:''' Available to Honour Guard standard bearers and any units that can take relics. Grants +1 Ld and +1 Attack to friendly Ultramarines within 12". Also, any Ultramarine infantry model to die within 6" rolls a die; on a 5+ they may immediately take an out of sequence shooting attack if is the Movement, Shooting, or Psychic phase, or a free pile-in + melee attacks ''at its normal initiative'' if the Fight sub-phase (so you don't get any attacks if it's past your Initiative step - a good reason to stick to Unwieldy melee weapons - or if it's not the Fight sub-phase or you're not already engaged in a melee but managed to die anyway). **'''Vengeance of Ultramar:''' A relic storm bolter that modifies normal bolt ammunition into bio-reactive shells. Is S1 AP5, but ''Assault 4, Poisoned 2+''. *'''Victrix Strike Force:''' The Ultramarines specific detachment. **'''Core:''' Your core choices are the Battle Demi-Company, and Strike Force Ultra. **'''Command:''' Your Command choices are the Librarius Conclave, the Reclusiam Command Squad, and the Strike Force Command option (which Guilliman may be taken for. **'''Auxiliary:''' Your normal Auxiliary choices are; the Armored Task Force, 1st Company Task Force, Anti-Air Defence Force, 10th Company Task Force, Storm Wing, Suppression Force, Land Raider Spearhead, and the Centurion Siegebreaker Cohort with an Ultramarine exclusive choice: ***'''Victrix Guard:''' Captain Sicarius leads 1 unit of Honor Guard and 4 units of either Vanguard or Sternguard Veterans in any combination. They all get +1WS/BS and can "Look Out, Sir!" for Roboute Guilliman if he's within 3" as if he were a part of the unit. It's very expensive, but gives Guilliman his desperately needed meat shields. </div> </div> =====Imperial Fists===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Masters of Siege Warfare, and excellent with Bolter weaponry, these guys will get the job done. <div class="mw-collapsible-content"> *'''Requirements:''' Only special characters allowed are Captain Lysander and Pedro Kantor. *'''Benefits:''' Re-roll ones to hit with all Bolter weapons (Bolt Pistol, Bolt Gun, Heavy Bolter, Storm Bolter) except the twin-linked Hurricane Bolter, their Devastators get Tank Hunter, and roll +1 on the Building Damage table. In addition, Centurion Devastators are an Elite choice, meaning you can have up to 6 squads of these Marine Matryoshka dolls. *'''Warlord Traits:''' Technically these are for the Crimson Fists, but as a named Successor Chapter who uses the IF Chapter Tactics, they'll suffice. **'''Pain is for the Weak:''' Feel No Pain **'''Die-Hard Defenders:''' Counter-Attack and Stubborn, which makes these guys a lot tougher to shift, especially when added with Lysander. **'''Veteran of Rynn's World:''' Hatred and Preferred Enemy (Orks). Yeah, those green walls can't do shit now, if they ever could. **'''Experienced Instructor:''' If your Warlord doesn't shoot or run in the Shooting phase, he can nominate a friendly model within 12" to use his Ballistic Skill. Pretty much Telion upgraded to be useful on more heavy weapons. **'''Unwilling to Die:''' Eternal Warrior. NICE. Just hope you didn't buy the Shield Eternal and roll this. **'''Heir of Dorn:''' Warlord and all friendly Crimson Fists within 12" gain Fearless. *Relics of the Phalanx Imperial Fist specific relics they can use in addition to the regular ones. **'''The Eye of Hypnoth''': 15 points. Used in place of a shooting attack, it can target a unit or a building - it reduces a unit's cover save by 1, or all of the target building's AVs (i.e. all three sides) by 1, until the end of the phase. Shaky value, especially since it doesn't stack with an Auspex - unless fortifications are a staple of your meta. ***Note: It DOES stack with a Skitarii/AdMech omnispex. **'''The Angel of Sacrifice''': 10 points, Chaplain only. When killed in assault, Chaplain stays around until close combat attacks are resolved, and then attacks - otherwise, it's a standard crozius arcanum. Pretty cheap for what is potentially a valuable bonus, especially if you take a power fist on the Chaplain. **''' The Bones of Orsak''': 25 points, Librarian only. The model gets 1 extra warp charge and re-rolls failed psychic tests - eat your heart out, Tigurius! One of the strongest relics in this edition, especially in a Librarius Conclave. ***It's not an actual increase to Mastery Level, sadly, so you'll still cast two powers at best, but it does let you cast powers more reliably with fewer psykers as batteries - a single ML2 Librarian will never have fewer than 4 charges available and can manifest a WC3 power with 4 charges 73.83% of the time! **''' The Banner of Staganda''': 25 points, can only be taken by models that can pick from the Space Marine Standards list (Command Squad, Honor Guard). Bearer gets Counter-Attack and Crusader, and Imperial Fists within 12" reroll failed morale and pinning tests. **'''The Spartean''': 5 point Master-crafted bolt pistol that Ignores Cover. Cheap, but not super useful. This comes from Captain Garadon in the old Sentinels of Terra supplement, so if you're adding him to your army then other relic-eligible models can't take it. *'''Tactical Objectives''' These were released in the Angels of Death supplement. ;11 - Indomitable Defense : Pick 3 objectives. On any turn after the turn you draw it in, you can gain VPs depending on how many you keep: 1 for 1, d3 for 2, d3+3 for all of them. ;12 - Man the Walls : 1 easy VP for hiding in a building or manning a gun. Needless to say that buying an Aegis with a turret is in your interests. ;13 - Disciplined Firepower : Pick a number between 1 and 3. You win that many VP if AND ONLY IF you kill that many units. Otherwise it's a waste. ;14 - Son of Dorn : Did you start a challenge? Are you in one? Then grab that VP. ;15 - Death Before Dishonour : You win 1 VP if you get a unit killed, but not if they fail morale. Funny masochistic message there. ;16 - Breach Their Defenses : 1 VP if you take over or destroy an enemy emplacement or fortification, d3 if you go beyond that. *Sternhammer Strike Force (Angels of Death) An Imperial Fists Decurion, here to round out the First Founding...sorta (if you count the Gladius for Ultras). The Warlord gives everyone Stubborn while he's alive, the Bolter Drill rule from Chapter Tactics now re-rolls all misses instead of just 1s, and everyone in the detachment adds 1 to armor penetration rolls against buildings (because fuck buildings). Twin-linked Sternguard? Why not! Stubborn is a nice add-on to ATSKNF, to further ensure your battle line stays intact no matter what. The volume of bolter fire put out by a Tactical squad increases markedly, making them a rather scary unit even to other MEQ. *Your '''1-2 Core''' choices are either the '''Battle Demi-Company''' or '''Centurion Siegebreaker Cohort'''. *Your '''0-2 Command''' choices are either '''Strike Force Command''', '''Reclusiam Command Squad''', or '''Librarius Conclave'''. *Your '''1-10 Auxiliary''' choices can either be the '''Armoured Task Force''', '''1st Company Task Force''', '''10th Company Task Force''', '''Storm Wing''', '''Anti-Air Defense Force''', '''Suppression Force''', '''Land Raider Spearhead''', '''Strike Force Ultra''', '''Skyhammer Orbital Strike Force''', '''Skyhammer Annihilation Force''', '''Raptor Wing''', or the following: **'''Devastators:''' A squad of Tank Hunting Devastators. Season to taste with Twin-Linked Heavy Bolters or AT weaponry. **'''Centurions:''' A squad of any sort of Centurions. Because they punch/shoot heavy things. **'''Line Breakers:''' If you want Vindicators, but don't want to go with the whole formation for it. **'''Ordinance:''' A unit of TFCs if you needed more cheap Templates. One of the few ways Marines can compete with Guard Artillery. **'''Siege Ancients:''' A Contemptor or Ironclad Dread, since they're the heaviest armed. If you want a dakka dread you have to use the Demi-Company slot to make it fit in (with the advantage of ObSec). Still, an Ironclad dropping down with a Demi company full of twin-linked weapons (remember the Demi company still has access to one Tactical Doctrine) makes for a good alpha strike, especially combined with the infamous Skyhammer Annihilation Force. Plonk a Pod on every objective turn 1 and hold on till the end. </div> </div> =====Salamanders===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Salamanders are all about that Flamer and Melta weaponry, and have bonuses when using them, and when they're being used on them. <div class="mw-collapsible-content"> *'''Requirements''' **Only unique characters allowed are Vulkan He'Stan and Vulkan Primarch (Apocalypse only) **All models with Chapter Tactics must have Chapter Tactics (Salamanders). *'''Chapter Tactics''' **Every character can make one of his weapons Master-Crafted. In addition, all Flamer weaponry as defined in the BRB get Shred and re-roll all failed penetration results. Also, all Salamanders get 4+ Feel No Pain against all Flame-based weapons. Ork Burna boys, Blood Angels and Sisters of Battle will feel that, but the dreaded Heldrake is ''not'' affected by this. Oh well, the CSM needed a bone thrown at them. *'''Warlord Traits''' *#'''Anvil of Strength:''' Add +1 Strength. For the pulping. *#'''Lord of Fire:''' You warlord now has 2+ FnP against Flame weapons. Shame you can't pass it to anyone else. *#'''Patient and Determined:''' When rolling for Game Duration, add +3 to the roll. It ensures that you get what you need done. *#'''Miraculous Constitution:''' IWND. Just in case you wanted to shout '''"VULKAN LIVES!"''' *#'''Forge Master:''' Your Warlord's Master-Crafted Weapon (Including Salamander Relics with MC) re-rolls ALL missed hits. Which is AWESOME. *#'''Never Give Up:''' Anyone within 12" of the Warlord now is Stubborn and re-rolls Morale. *Relics of Nocturne: Your Salamander only relics. You can mix and match with the vanilla SM relics. **'''Drake-smiter''' - 50 points. A master-crafted thunder hammer (judging by the concussive rule and the Salamander love of smithing, but the fluff doesn't actually say what it is, so go nuts) that can, instead of attacking normally, make a single attack at strength D (keeping all its special rules). **'''Nocturne's Fury''' - 20 points. Can't be taken by the usual HQ suspects, is instead available to anyone who can take special weapons (so you can take it in Tactical, Command, Sternguard, or Bike squads. And Legion of the Damned, WTF?). It's an S4 AP4 flamer that you can fire as a normal Assault 1 Template, or instead shoot it as a Heavy 1 Torrent. Worth remembering that the Flameblade Strike Force benefits would make this S5. **'''The Salamander's Mantle''' - 30 points. A scaly cape that gives Eternal Warrior. Cheaper than the Shield Eternal and lets you potentially keep the 2-weapon bonus, but you'll have to either take a normal storm shield, or punt on improving your invulnerable save. **'''The Tome of Vel'cona''' - 25 points, Librarian only. Gives +1 strength to all his Pyromancy witchfires, and the Molten Beam power for free, without interfering with psychic focus. **'''Vulkan's Sigil''' - 30 points, Chaplain only. Once per game, you can give +1 attack for one phase to all Salamanders models in his unit. Being a one-use item makes this pretty crappy when Command Squad/Honor Guard banners do this, and more, on a permanent basis. **'''Wrath of Prometheus''' - The obligatory cheap relic gun. For 10 points, you get a 30"-range master-crafted Rending bolter. *Tactical Objectives: In the hype for the 7E codex, a White Dwarf issue actually released a list of Tactical Objectives for Salamanders armies to use. They were then re-released with the Angels of Death supplement. ;11 - Vulkan's Gaze : 1 VP for blowing up a vehicle with a melta weapon. Yeah, this'll happen. ;12 - Weather the Storm : If you manage to charge successfully AND suffer no overwatch casualties, you get 1 VP. This is gonna run quite a risk, especially against Skitarii (Especially with the WS4 Overwatch WT), Tau and Dark Angels. ;13 - Legacy of [[Drop Site Massacre|Istvaan]] : If you have at least 3 Salamanders units within within 18" of your table edge, you win 1 VP for killing an enemy on your half of the table. ;14 - Vulkan's Task : This one's a bit tricky: You need to identify all mysterious objectives AND control more objectives than your opponent. However, doing so gets you d3 VP. ;15 - Look Them In the Eye : 1 VP for killing a unit within 6" of a Salamanders unit during your turn; this gets upped to d3 VP if you kill more than three units. ;16 - Fires of Nocturne : Here's a fun one! If you destroy a unit with a flamer weapon during your turn, that's 1 VP. If you destroyed 2 units with flamers, you get d3 VP, and if you kill three of more, that's d3+3 VP. *Salamanders Tactics: Salamanders work very well with Drop Pods, since Flamers that re-roll to wound will get nice and close to the enemy and bathe them in the fires of the Emperor! </div> </div> =====Raven Guard===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tricksy Space Marines that rely on lightning fast troops and Hit & Run style attacks with a reliance on cover-hopping. Strike before the enemy has a chance to react! <div class="mw-collapsible-content"> *'''Requirements:''' Only named character allowed is Chapter Master Shrike. *'''Chapter Tactics:''' Non-vehicle models that do not begin the game in a Transport vehicle get Shrouded on the first turn. Plus, when rolling for Night Fighting, you can add +1 to the roll if your army contains at least one Raven Guard unit. Jump units can use their packs for movement AND assault, and ALL Raven Guard units may reroll To-Wound rolls on their HoW attacks. **This is a lot fluffier than the previous rules, as it favors a force with lots of Scouts (which gain the most from Shrouded and the Stealth from Night Fighting), with not many vehicles, followed by some fast units, who also gain Shrouded on the first turn to shrug off fire, to rapidly reach the first wave and deliver the decisive strike. Also, now the whole tactic synergizes really well with Shrike (about fucking time) and thanks to buffed Scouts and Vanguard Veterans it can also be competitive. **Because ALL RG units get Shred on their HoW attacks, don't forget that your Dreadnoughts and Bikers get the buff as well. *'''Warlord Traits:''' #'''Vanish into the Gloom''' - When targeted for shooting and not falling back or charging, the Warlord and his unit can move d6". Models from the Vanishing unit that move into or stay in cover get +1 to their cover saves. With careful positioning and some luck, you can get out of the attack's range or escape LoS, wasting the enemy unit's shooting attack. This is key to foiling the Hunter Cadre's all-in shooting attack, but it only works once per turn for your Warlord's unit. #'''Concentrated Attack''' - At the start of your Charge phase, pick an enemy unit in your Warlord's line of sight. Raven Guard units can re-roll their charges against that unit for the rest of that phase. #'''Master of Shadows''' - Once per game, if your Warlord is on the field, during your Movement phase you can automatically make Night Fighting active until the start of your next turn. With all the Ignores Cover that tends to fly around, it's not too useful. #'''Silent Stalker''' - Enemies trying to Overwatch against your Warlord/his unit must first take a Leadership test (-2 if you charge through cover). Great against units with otherwise strong Overwatch (DA, Tau). #'''Exit Strategy''' - If your Warlord is on the battlefield, you can add '''or''' subtract 1 when rolling to determine the game's end. #'''Swift and Deadly''' - Once per game, your warlord and his unit can Charge after running. *'''Relics of the Ravenspire:''' Raven Guard relics (RG, their successors, anyone else using their Tactics). Like the White Scars relics, they can be mixed-and-matched. **'''Armour of Shadows (35 points)''' - Artificer armor that adds Stealth (or Shrouded if you don't move/run/charge). Since Shrouded applies to the entire squad while the bearer is alive, this item is best suited to making a Buffmander. Stick this on a Librarian rolling on Divination, and put said librarian in a 10-man Devastator squad with lascannons to anchor half the entire table. Your opponent will struggle turn after turn to try to dislodge the Devastators rolling with 2+ cover saves. **'''Ex Tenebris (10 points)''' - Assault 3 bolter with Rending and Precision Shots. Very cheap, so snag it if you have the points and weapon spot to spare. **'''Nihilus (15 points)''' - Vet Scout Sarge only. An AP3 Armorbane Sniper Rifle that hits vehicles at S6 and can shoot at a different target than his squadmates. Pretty cool, but effectively 25 points since you need a Veteran Scout Sarge. **'''Raven Skull of Korvaad (15 points)''' - Adds +1 WS/Ld to its wearer. However, if they die, friendly RG models get Hatred and Rage while they are within 6" of the wearer's last position. Fairly cheap, fluffy, and the bonuses are nice. **'''Raven's Fury (15 points)''' - A Jump Pack that gives HoW attacks +2 Strength and [[derp|Strikedown]] (same cost as a normal jump pack, no reason to not take this instead). **'''[[MURDERWINGS|Swiftstrike and Murder]] (35 points)''' - Replaces both the bolt pistol and melee weapon. A pair of Lightning Claws that grant a bonus attack for each hit (the bonus attacks hitting don't cause further bonus attacks). The unique effect is definitely worth 5 points, especially against the hordes or MEQ that lightning claws are already good against. Unfortunately won't be combinable with Raven's Fury per the FAQ. *'''Raven Guard Tactical Objectives:''' These Chapter tactics will be a part of the Warzone Damocles - Kauyon. ;11 - Strike From the Skies : 1 VP if you killed with a unit that's either Jump type or a unit that disembarked from a drop pod. ;12 - Keep to the Shadows : 1 VP if every non-vehicle unit's either in a transport, in a building, or within 1" of cover. Fluffy AND practical! ;13 - Let them Know Fear : 1 VP if an enemy unit failed either Fear, Morale, or Pinning. ;14 - Prioritise and Destroy : d3 VP if you killed a Warlord, Superheavy or GC. ;15 - Highly Mobile Assault : You win a VP if you charge and demolish an enemy unit. Repeat this three times and you win d3 VP. ;16 - Cripple the Enemy : 1 VP if you kill an enemy Transport/FA unit. d3 VP if you kill between 3-5. d3+3 VP if you kill more than 5. *'''Raven Guard Tactics''' *'''Talon Strike Force:''' A Raven Guard-themed Gladius. It allows a re-roll for mission type, table side to deploy from, and your dice on the roll-off for who goes first IF your Warlord is in the TSF. Units in the TSF can choose to auto-fail Morale checks, and can roll for reserves on the first turn, passing on a 4+ (roll normally on other turns). Similar to Scarblade, only Raven Guard can use the Talon Strike Force FOC (unless FW okays the Raptors or other successors' use), but any Chapter can use the new formations that the Kauyon book added. *'''Core (1-2)''' **'''Battle Demi-Company''' - Same as Gladius Strike Force. **'''Pinion Battle Demi-Company''' - A Captain/Chaplain (replaced by a named HQ if you want) takes an optional Command Squad, 3 Tacs, 1 Dev and 1 Assault squad, and 1-5 Scout squads, either on bike or on foot. During shooting, a Scout Sarge can spot for another unit from the Company within 9", giving that unit Ignores Cover. In addition, each Scout squad can lead another unit out of reserve (but not Deep Strike Reserve), and you use one roll for both the Scout unit and the other unit. If the Scouts outflank, the following unit arrives from the same table edge even if they can't normally outflank. When the two units arrive in this way, the unit being led gets Stealth until their next turn if they were within 9" of the Scouts leading them. *** If you use this, definitely set up a unit of Scouts near your Devastators. Ignores Cover Missile Launchers, or Lascannons? Yeah, that would be pretty brutal. *'''Command (0-2)''' **'''Reclusiam Command Squad''' **'''Strike Force Command''' ***Sadly, you can't take the Librarius Conclave as part of the Talon Strike Force, so they won't get 1st-turn reserves or auto-fail Morale checks. *'''Auxiliary (1+)''' **'''1st Company Task Force''' **'''10th Company Task Force''' **'''Storm Wing''' **'''Anti-Air Defense Force''' **'''Suppression Force''' **'''Shadowstrike Kill Team''' - 2-4 Scout squads and 1-3 Vanguard Veteran squads with jump packs. The Vanguards can choose to auto-pass or auto-fail their Reserve roll (which combines very nicely with the TSF ability to roll for reserve on Turn 1). They can also charge on the turn they Deep Strike, and if they arrive within 9" of at least two Scout squads from this formation, they don't scatter. The Scout squads' Scout and Infiltrate moves almost guarantee a precision Vanguard Vet turn 1 alpha strike in TSF, as long as you got the first turn or don't get the Scouts shot off the table before the Vanguards can show up. Non-Raven Guard can still use this formation very effectively - in particular, you can put a Locator Beacon in a Drop Pod to Deep Strike the Vanguard Vets in a perfect spot to reinforce your alpha strike. **'''Bladewing Assault Brotherhood''' - A jump pack Captain/Chaplain (or Shrike) with 1-3 Vanguards and 2-4 Assault squads, all with jump packs and numbering no more than 30 models. Once per game, in your Movement phase, you can make every unit here disengage and jump back into reserves (even if they were locked in close combat!). They arrive from reserves as a single unit - when Deep Striking, draw a straight line from table one edge to another. You must aim your Deep Strike on a point along that line, and can re-roll the scatter. ***This is as close as any bound army can get right now to an Assault Reserve Company, and not limited to just Raven Guard. Worth a look if you like assault marines. **'''Skyhammer Orbital Strike Force''' - 3 Tacs in Drop Pods and 1-3 Land Speeders. Pick a point on the board before any Turn 1 Drop Pods land - Drop Pods landing within 12" of that point only scatter d6", and anyone that targets an enemy within 12" of this spot can re-roll hit and wound rolls of 1. On top of that, the Tacs can run '''and''' shoot the turn they disembark. **'''Ravenhawk Assault Group''' - A Stormraven joins a Dread of any type and a Sternguard squad. The Stormraven can Deep Strike, but must Hover the turn it arrives - its size makes it risky to DS successfully, never mind that it can be shot at normally, just have it arrive normally. When the first unit from this formation deploys or arrives from reserve, nominate an enemy unit as the formation's target - the Assault Group re-rolls all misses against that unit for the rest of the battle. **'''Raptor Wing''' - A squad of Land Speeders and 2 Stormtalons. The Talons automatically arrive on your Turn 2 if they were in reserve. Also, once per turn, the Land Speeder designates an enemy unit within 18" and in line of sight as a priority target, giving the Stormtalons re-rolls to Wound and Armor Penetration, and can even re-roll glances to try for penetrating hits instead. **'''Shadow Force''' - A Captain (replaceable by named guys) joins a Sternguard Squad, Vanguard Squad, and a Land Speeder, nobody with Termie Armor. Everyone gets Acute Senses, Move Through Cover, and Scout, while everyone can re-roll runs (vehicles add 6" to Flat-Out instead). This matches the contents of Strike Force Solaq from the box set. </div> </div> =====Iron Hands===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> 'Ardier than the usual Marines. <div class="mw-collapsible-content"> *'''Requirements:''' No unique characters outside of Forgeworld! *'''Chapter Tactics:''' All non-vehicle models have Feel No Pain (6+), or +1 to Feel No Pain if they already had access to it. In addition, all Independent Characters and all Vehicles have the IWND special rule. Also, all Techmarines have +1 to their Blessing of the Omnissiah rolls. Finally, they can take Dreadnoughts as Heavy Support options, allowing for a possible 18-tin can Dreadnought party. *'''Gifts of the Gorgon:''' For Iron Hands only. Can be mixed with the generic relics if you want. **'''The Mindforge Stave''': 15 points, Librarian only, replaces force weapon. Basically a force thunder hammer, but not a Specialist Weapon. **'''Axe of Medusa''': 25 points. Master-crafted Power Axe with +2S, A to-hit roll of 6 makes it +4S, usually making you hit at S8. Essentially a wanna-be power fist. Not a specialist weapon, so you can get an extra attack more easily. **'''Betrayers Bane''': 25 points. Master-crafted combi-melta with ''unlimited'' melta shots, i.e. a master-crafted bolter and a master-crafted meltagun in one buy, just in case you REALLY wanna wreck that tank. **'''Iron Stone''': 30 points. Friendly IH Tanks and Walkers within six 6" pass IWND on 4+ and a 6 will repair Immobilized or Weapon Destroyed (controlling player's pick). Put on your Techmarine and park him near your Armored Task Force. Laugh all the way to the bank and dodge hurled models. **'''The Tempered Helm''': 35 points. Morale tests within 24" use the wearer's leadership. In addition, you can pick a friendly unit within 12" at the start of any Shooting phase and give them the ability to re-roll 1s for that phase. Best value on high LD models that already brought an Invulnerable save with them (Chaplains, Captains) leading units packing direct fire, non-Twin-Linked, maybe Gets Hot!, so long as that Gets Hot! is not a Plasma Cannon, or the like, weaponry. Wasted supporting non-Attack Bike-centric Bikestars. **'''Gorgon's Chain''': 45 points. The bonuses are based on how many wounds the user has suffered: no wounds suffered gets 3++, +1 to FNP, EW; 1 wound suffered gets 3++, EW; 2 wounds suffered 3++; 3 wounds suffered gets 4++; IWND can restore lost bonuses, so regenerating wounds makes it stronger again. Unlike Shield Eternal, this does not sacrifice your ability to get the two-weapon bonus (!!!). Add in an Apothecary, psyker support, the Fist of Medusa Strike Force bonuses, and/or a lucky roll on the Iron Hands Warlord Traits Table for greatest effect - absent the D, your HQ can shrug off nearly any attack. This is the lynchpin of [[Chapter Master Smashfucker]] - in general, only use it when you're going full hog for an unkillable beatstick. Only source of 3++ for your Librarian, so a good choice if you have the points and don't want to buy the Mindforge Stave or rely on Jinking or luck of the draw on your Librarius. *'''Tactical Objectives''' Also released with Angels of Death. ;11 - Methodical Destruction : Label 3 enemy units 1, 2, and 3. You win 1 VP for killing Unit 1, d3 VP for killing 1 and 2, and d3+3 VP for killing them all. Just make sure you got them in position to die. ;12 - Advance and Secure : 1 VP if you own the Objective closest to the center of the board. If there's two or more equidistant from the center, then your enemy can screw it up for you. ;13 - March of the Machines : Win 1 VP if your Walker (meaning only Dreads) charges someone. ;14 - Destroy the Weak : Win d3 VP if you killed an enemy unit in both shooting and assault. ;15 - The Strength of Metal : Win 1 VP if you get a Techie to fix a tank or a tank/IC passes their IWND. Not too bad to grab. ;16 - Cold Fury : If you have a vehicle kill an enemy, get 1 VP. If you kill more than 3, then you win d3 VP. *'''Fists of Medusa Strike Force:''' An Iron Hands flavored Decurion. Contains copy-pasta from the Gladius, plus some new units. The command benefits are a 12" bubble around any independent character that grants +1 to Feel No Pain rolls (because Smashfucker needed that...), with all vehicles in the bubble gaining Power of the Machine Spirit, and a bonus Warlord Trait, with the 2nd one only coming from either Strategic or Tactical rulebook traits. **'''Core:''' Your 3 choices are the Battle Demi-Company, Armoured Task Force, and the Stormlance Demi-Company. **'''Command:''' Librarius Conclave, Strike Force Command, and the Reclusiam Command Squad. **''"Auxiliary:'' Your many choices are; the 1st Company Task Force, 10th Company Task Force, Storm Wing, Anti-Air Defence Force, Suppression Force, Centurion Siege Breaker Cohort, Land Raider Spearhead, Strike Force Ultra, the Skyhammer Orbital Strike Force, the Skyhammer Annihilation Force, Raptor Wing, Honoured Ancients, and the Iron Guardians (1 Tactical Squad and 1 Dreadnought of any kind) *'''Iron HandsTactics:''' The Stormlance Demi-Company can gain real traction in this detachment due to its formation bonuses overlapping really well with this detachment's bonuses. An optimal scenario has a Las-plas Razorback carrying a team of Tactical Marines. The Razorback moves 6", and the Marines disembark 3" away. They open fire at a choice target, before boarding their transport again. In turn, the Razorback fire both guns at full BS with the potential to engage two targets thanks to POTMS before it moves another D6 in turn. Multiply this by 3 and you have a solid army core to work with. When the Razorbacks do die, the Marines inside will still remain a threat due to the improved FNP from the detachment, as well as the ability to keep moving after firing; obsec is nice and all and losing it hurts, but actually getting to the objective and surviving to hold it also matters too. The real advantage to this over the Gladius/Battle-Company is you have a lower buy-in to take full advantage of this army, should you wish to play around with an allied CAD or go heavier on auxiliaries, plus you have the potential to get really cheeky with other units in your army. POTMS is cute on Land Speeder Storms and Stormtalons in terms of threatening enemy MSU, and it lets Ironclad Dreadnoughts do pseudo-Knight shenanigans where they shoot one unit before assaulting another. On the non-vehicle side, 10th Company Scouts become annoyingly difficult to kill for their points, and a Command Squad with Apothecary starts with FNP 3+(!). Round off with your Warlord getting a second Strategic Trait, and this detachment has a lot of small force multipliers that let it snowball into something more than the sum of its parts. Alternately, this formation can also appeal to tank players. If you take any kind of a tank in an Armored Task Force that is a part of this formation, and give the Techmarine a servo-harness and a bike, you can have up to 5 units of [[Awesome|5+ IWND, Power of the Machine Spirit]] [[Predator|Predators]], [[Whirlwind|Whirlwinds]] or [[Vindicator|Vindicators]], that are repaired on 2+ by a character with T5, 2+ armor, 5+ FnP and very good mobility, and are completely immune to Crew Shaken and Crew Stunned. Meaning these Vindicators can now move 12", still fire their [[Demolisher_Cannon|DEMOLISHER CANNONS]] at full BS, and not give a fuck. If said Techmarine also has an Ironstone, that IWND increases to 4+ and also repairs a Weapon Destroyed or Immobilised result on a 6 if the Techie is within 6". Moreover, all you need to round up the bigger Decurion is a Dreadnought which gets almost all of the same bonuses, thus you can have the most resilient armored fire support formation EVER [[Cheese|for under 750 points]]. Now go ahead and include [[Smashfucker]] [[RAGE|as a Command choice]]. * Plonk this formation on top of a shielded Landing Pad and duck. * Sadly, Thunderfire Gunners are not considered characters at all, so they don't get the FnP/PotMS bubble nor IWND from chapter tactics. **In fact, this formation has astonishingly little access to Techmarines; the ''only'' way to field them is via the Armoured Task Force detachment. It's a sharp contrast with an Anvil Strike Force or the Space Wolves, either of whom can spam an incredible number of Techmarines. **RAW, units that don't take up a Force Organisation slot can be included in any Detachment if they obey its restrictions. Up to 3 Techmarines per non-Techmarine Iron Hand HQ in a Detachment can be taken this way. Formations are Detachments. So, nothing prevents you from taking up to 3 Techies per Battle Company as an entourage for its Captain or Chaplain. * Also of note is the ability to effectively split a squadron's fire while keeping the bonuses. So, for example, you can take 3 Tri-Las Predators in a squadron, with Tank/Monster Hunters as a bonus, and then use PotMS on each tank to fire 6 Lascannons at one target and 3 twin-linked Lascannons at three other different targets. Unfortunately, it's not as great for Whirlwinds; Multiple Barrage forces you to lay down your blast templates in a specific pattern regardless of the targets of the non-primary firer, so choosing different targets (or the same target twice, but declared to be different) does not let you re-roll scatter independently. However, Whirlwinds DO still get the standard trick of firing after moving at Cruising Speed. *As Independent Characters are critical to the benefits of this Formation, here are your ways to field them, gathered together: **Command (0-3) ***'''Strike Force Command''' can get you a Terminator Captain, Captain, or Chaplain. ***'''Reclusiam Command Squad''' bans the Chaplain from leaving the unit but ''does not'' remove the IC rule from him, so this gets you one that will emit the bubble. ***'''Librarius Conclave''' gets you 3-5 Librarians, definitely the easiest way to get your hands on some ICs. **Core (1-2) ***'''Stormlance Battle Demi-Company''' and '''Battle Demi-Company''' will both net you a single Captain, Terminator Captain, or Chaplain. ***'''Armoured Task Force''' will net you a Techmarine, the only way to get one in this formation. As noted above, remember that the Thunderfire Gunners are ''not'' ICs. **Auxiliary (1+) ***'''Strike Force Ultra''' will get you a Captain or Terminator Captain. </div> </div> =====White Scars===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The White Marines of go-fast. These guys also rely on speed like the Raven Guard, but they take Bikes as troops. <div class="mw-collapsible-content"> *'''Requirements''': Only special character allowed is Kor'Sarro Khan. *'''Chapter Tactics''': White Scars Bike units (including HQs on bikes, obviously) get Skilled Rider and +1 Strength to Hammer of Wrath attacks. All units also get Hit and run, and can re-roll their run distance as long as they are only composed of White Scars models. Yes, Hit & Run Dreadnoughts/Terminators/Centurions are a thing with this Army. An unintentional buff to White Scar Devastator Centurions, since Hit & Run now makes tarpitting them very unreliable. *'''Warlord Traits''' #'''Master Rider:''' Warlord's bike gets +1 to Jink, pushing you to 2+ thanks to White Scars CT, because Ravenwing ain't shit. If you lack a bike, then you get the one below. #'''Deadly Ambush:''' You get to modify reserves by +/- 1 so long as the Warlord's alive. Good for AA shenanigans since you can let your flyer come on after you opponent's one. #'''Hunter's Instincts:''' Monster Hunter and Tank Hunter. Straightforward and useful. #'''Hammer of the Khan:''' Hammer of Wrath. If he already has it, Warlord makes d3 HoW hits, which is cool. #'''Unrivalled Hunter:''' Warlord gains +1 S/A when in a challenge, and if he fights another Warlord, he also gets to re-roll hits. Brutal on a kitted out Chapter Master. #'''Merciless Warrior:''' If your Warlord's within 12" of a unit, they can re-roll their Sweeping Advance. If shit luck strikes you can retry sweeping that weeaboo squad you charged. Handy. *'''Relics of Chogoris''' Relics specific to White Scars, their successors, or anyone else using their Chapter Tactics, introduced by the War Zone Damocles: Kauyon supplement. Per the Angels of Death supplement, you can mix and match with the vanilla relics. **'''Banner of the Eagle (30 points)''' - Can only be taken by models that can pick from the Space Marine Standards list. Friendly White Scars units within 12" get Fleet and Furious Charge, which kicks ass. **'''Glaive of Vengeance (30 points)''' - A master-crafted power lance on steroids. On the charge, it's S+3 AP2, but otherwise it's S+1 AP3. With Hit & Run and the rerolls on the Initiative test from Scarblade Strike Force, this is BRUTAL. AP2 at Initiative is great enough, but S+3 really makes this relic elite, especially if you have Furious Charge to hit at S8 AP2. If you're a chapter master with the Hunter White Scars warlord trait, you're hitting the enemy warlord with 7 lascannons on the charge. If not for the Shield Eternal, it would be auto-take for any White Scars Captain. **'''Hunter's Eye (20 points)''' - This is without question the single best relic ever for Marines. It gives +1 BS and also grants the model and the unit he joins Ignores Cover. This is your answer to fucking over any Jink or cover anywhere, especially when joining the typical SM deathstars (grav biker Command Squad, grav Centurions). Copycat from Space Wolves' Durfast Helm. **'''Mantle of the Stormseer (20 points)''' - Librarians only. This gives them Adamantium Will and the ''Psychic Maelstrom'' power for free, not counting towards power allotment or Psychic Focus. Meh. **'''Scimitar of the Great Khan (25 points)''' - A master-crafted S+1 power sword that adds +3 to the wielder's WS when in a challenge. A nifty bonus, but AP3 really sucks for a 25-point relic - spend 5 more points for Glaive of Vengeance instead. **'''Wrath of the Heavens (25 points)''' - It's a super-bike. It can turbo-boost up to 18" and can go over terrain and models, just like a jetbike, because those crazy space Mongols can put grav-engines on a bike and make it badass. Problem is you have to turbo boost alone to use that, so you should probably save those 5 points and take a normal bike. *'''Tactical Objectives:''' ;11 - Rapid Redeployment : Find an Objective that's more than 18" from your models. Win 1 VP when you control it. ;12 - Run Them Down : 1 VP for destroying a unit via Sweeping Advance. While the White Scars are good at this in theory, it's a huge pain in the ass for the same reasons as always: you're relying on a) your enemy not having Hit & Run or some other way to end the engagement before you end the fight, and b) you getting enough kills to force a morale check without simply wiping the squad. ;13 - Mounted Assault : 1 VP if a friendly Biker kills an enemy. d3 VP if your bike kills at least 3. ;14 - Feigned Retreat : 1 VP for using Hit & Run and passing. Easy point? Heck yes. But there's a problem: you have to Hit & Run during YOUR turn. It specifies this on the card. If you know anything about Hit & Run, you should be able to see the problem here. Scoring the victory point means dooming your poor little Bikes to being shot at/charged during your enemy's turn. Pick your battles wisely if you draw this. (Consider using a small tac squad with a flamer fighting enemy with a lower inititive. They will get to overwatch then strike first again after netting this VP) ;15 - The Clean Kill : This one's risky. You win 1 VP if you kill a model with 3 wounds during an assault phase. You win d3 VP if you kill a model with 5 wounds during assault. Issue with this is that bikers aren't the best with prolonged combats without pricy stuff like Power Axes or Fists. ;16 - Claim the Head : 1 VP if you kill a Character in a challenge during your turn. d3 VP if you kill the Warlord in a challenge during your turn. d3+3 VP if your Warlord kills the other Warlord during your turn. While doable in any means, it's meant to promote BALLS OF FUCKING STEEL. *'''Scarblade Strike Force:''' A variant of the Gladius for the White Scars, this gives its members re-rolls on their Hit & Run test, a bonus d6" to Turbo-Boost and Flat Out (or 2d6" for Fast/Flyer vehicles), and Hammer of Wrath when they successfully charge something 8"+ away (if they already had it, HoW hits re-roll failed Wound rolls instead). Remember, these "elements" can be used as a stand-alone formation: you have to be White Scars to use the Scarblade Strike Force FOC, but you don't have to be White Scars to take any of the new formations introduced in the Kauyon book. **'''Core:''' You need 1-2 of either the Battle Demi-Company, Hunting Force, or Stormlance Demi-Company. **'''Command:''' Strike Force Command, Librarius Conclave, or Strike Force Command as usual. **'''Auxiliary:''' You need 1 or more of the following; the Armoured Task Force, 1st Company Task Force, 10th Company Task Force, Strike Force Ultra, Storm Wing, Land Raider Spearhead, Anti-Air Defence Force, and/or Suppression Force. You may also take a Speartip Strike or Stormbringer Squadron. </div> </div> =====Black Templars===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> An Imperial Fist Second Founding Successor Chapter. Their strategy is to walk up to the enemy so they can hit them with their swords/clubs/chainsaws/pistols. They get angrier the more guys they lose, making them a dangerous proposition if they can get across the board. <div class="mw-collapsible-content"> *'''Requirements''': Only special characters allowed are High Marshall Helbrecht, Chaplain Grimaldus, and the Emperor's Champion. *'''Chapter Tactics''': Their units have Crusader and Adamantium Will. Black Templars are the only ones who can field Crusader Squads, which keep the ability to field a special and heavy weapon in a 5-man squad, and can mix Scouts (Neophytes) into their Marine squads. Also, no Librarians for you. If any model dies during the Shooting or Overwatch phase (so you can technically benefit from a failed Gets Hot), they now get Rage and Counter-Attack for the turn, which helps. This used to be Rending and re-roll misses in challenges in 6th edition, so a loss to your challenge muscle translates to a more broadly applicable gain. <s>The weakest of the Codex Chapter tactics.</s> After playing with BT for some time, Crusader is an often overlooked rule that translates into much more reliable on-foot troop movement, which is something all units benefit from. An extra reroll gives you greater chances to place an otherwise unprotected vehicle into cover, or give a straggling unit a chance to reach an objective control area. It does not have the direct offensive applications of a reroll or MC weaponry like Ultras or Salamanders do, but having more consistent movement on demand is a very versatile tool. *'''Warlord Traits''' #'''Master Swordsman:''' +1 to Weapons Skill and Attack. Just IMAGINE how that'd work for the Emperor's Champion! #'''Furious Indignation:''' If the unit the Warlord is in fails Morale Test in the Psychic or Shooting Phase, it does not fall but, but moves 2d6 inches towards the next enemy unit (but has to stop the usual 1β away from other units). While this isn't bound to happen often considering the good Leadership you get, it's still nice to have a way to assault someone that thought they were safe behind their guns/mindbullets. #'''Abhor the Witch:''' Warlord gets Hatred and Preferred Enemy (Psykers). Again, WHY couldn't we have the Vows? #'''Honour Demands Combat:''' Warlord and his unit can re-roll failed charges. AWESOME. #'''OathKeeper:''' Warlord gets Fearless and can also re-roll to-hit in a challenge. Any beatstick's gonna want this to stall a big-league unit. #'''Unyielding Determination:''' Warlord and units within 12" get to re-roll Pinning, Fear, and Morale tests. </div> </div> ====Forge World==== Forge World also provided Chapter Tactics for a whole bunch of later-founding chapters: * '''[[Red Scorpions]]''': Can make any ''Tactical'' (and ''only'' Tactical) Sergeants/Veteran Sergeants an Apothecary '''for free''', while '''keeping all their sergeant equipment''' (it does mention that you must appropriately represent this on the model, so get creative or hit up a bits site). Also, you can re-roll failed Pinning tests, but cannot go to ground voluntarily or buy Camo Cloaks, which render Scout objective campers useless. Not like you really need them with FNP Tacticals. ** Want ridiculously tough/trolly Tactical Marines? Use this in a Siege Assault Vanguard army. You now have access to a 10-man tactical squad with bolt pistols and chainswords with Land Raiders as dedicated transports, or you could take a regular tactical squad and give them siege mantlets (re-rollable armour saves). Either way, FNP works extraordinarily well with both squads. ** Red Scorpions also have the option to upgrade their relic blades at an additional cost. This makes their captains and vanguard vets a bit more intimidating, or at least diverse. * '''[[Carcharodons]]''': Fear. Tactical Marines can exchange either the Bolter or Bolt Pistol for a chainsword for free, or BUY an extra chainsword or combat blade for +1 pt (making them effectively ground assault troops). After destroying an enemy unit in assault or forcing an enemy unit to fall back, they gain Rage, but must consolidate towards the nearest enemy unit it is capable of damaging in an assault. Keep in mind that if you use this Chapter Tactic, you can only ally with other Imperial armies, and even then their relationship is downgraded to Desperate Allies. Dreadnoughts have also become that much more dangerous, with Fear and easily getting Rage either by squashing a unit or making them fall back with Our Weapons Are Useless. ** This tactic can have a huge benefit for Battle Demi-Companies. The bulk of your models will be Tactical Squads, so you may as well as take advantage of the opportunity to give them all CCWs at 1 point/model, which is cheaper than Space Wolves or Chaos Marines (they have to pay 2 points/model) and lets them better threaten gunlines and fire support units. ** It's worth noting that RAW, units can gain Rage by simply blasting an enemy unit from range and making them fall back. ''I wish. The rules clearly state that Rage is only gained when destroying/forcing an enemy infantry unit to fall back "in an assault."'' * '''[[Raptors]]''': Scout and Stealth on the first turn if they are not bulky or very-bulky. Also, any unit that didn't move during the movement phase may shoot their boltguns (Forgeworld has specified that Hurricane Bolters don't count here), combi-weapons fired as boltguns, or bolt pistols as Heavy 1 '''Rending''', including Sternguard Special Ammunition. This turns otherwise mundane weapons into serious threats against MCs and light vehicles (AV12 or less). **Note: even though the Strike From the Shadows description is the 6e Raven Guard Chapter Tactics, it specifically states that they have the same rule as Raven Guard, hence the "upgrade" in 7e. Technically, it does specify ''Codex: Space Marines'', while the 7e codex is called ''Adeptus Astartes'', but that would be '''really''' overbearing rules lawyering...so know your opponents (just like the Raptors would!). ***It does ''not'' state they ''must'' have the same rule as Raven Guard; the wording is that they have two rules, '''Strike from the Shadows''', which is listed as '''Strike from the Shadows (as per the Raven Guard Chapter Tactic in Codex: Space Marines):''', and '''Legendary Marksmen''', which has no reference to the Raven Guard as such. It's [[skub|got no errata]], and is the most current wording available, so decide for yourself if you want to replace SftS (which is the Scout+Stealth benefit) with something from the Raven Guard; remember that the stock rule makes Raptors relatively bad at Jump Infantry, which might be a fluffy way to distinguish them from Raven Guard. * '''[[Mantis Warriors]]''': Everything not Bulky (or a variant thereof) gets Move Through Cover and Hammer of Wrath, and if it starts a charge in terrain which grants cover, it also gets Furious Charge. The only non-Bulky dedicated melee units you get are Honour Guard, Vanguard Vets, Assault Marines, and arguably Scouts, so it doesn't help much in that respect. Also, let's be real - anything that WANTS to charge your gunline is probably not much worried about Tacticals or Devastators getting HoW and Furious Charge. MTC does make your army a little more mobile, though. Also, if they are your Primary Detachment, they can re-roll Seize the Initiative. **The 7th edition codex can now roll on Divination, so the biggest reason to use these Chapter Tactics has become worthless. * '''[[Executioners]]''': Stubborn on steroids, ignoring ALL negative Ld modifiers no matter what. Their characters inflict ID on to-wound rolls of 6 in challenges, but the character with the highest WS in a fight must challenge, with ties letting the controlling player pick (so a Sergeant could challenge instead of that Techmarine and his servo-harness). * '''[[Angels Revenant]]''': Get Hatred (Necrons) and Preferred Enemy (Necrons). If the enemy force has no Necrons, they instead become Fearless after losing half (round down) their units. The first one is ''very'' powerful against Necrons (and considering Necron popularity would get a lot of mileage), but the latter is meh. * '''[[Red Hunters]]''': Everyone gets Adamantium Will. The more interesting part is a one-use ability that lets you give X units with Chapter Tactics one of six special rules (''Counter-attack'', ''Monster Hunter'', ''Tank Hunters'', ''Hatred'', '''''Skyfire''''', or ''Interceptor''), where X is the number of the current turn. You don't have to give those units the same special rule, so feel free to mix and match! Used properly, this ability can be amazing - ''Skyfire'' Lascannon Devastators, ''Monster Hunter'' Hammernators, ''Tank Hunter'' melta Bikes, Interceptor Centurions, go wild! Careful, though - while waiting lets you buff more units, wait too long and you might miss the right moment to pop it...or too many units die and you don't have enough dudes to give all those cool special rules to. 7th Edition's rework of Allies makes their last little thing (allied Grey Knights and Sisters of Battle are Battle Brothers if they have an Inquisitor) pointless. **Red Hunters get AW standard and, unlike Black Templars, can take Librarians, giving you one of the better anti-psyker vanilla marines. * '''[[Star Phantoms]]''': You can re-roll ones on reserve rolls for deep-strikers if you want, and can launch ''army-wide Twin-Link'' on all Rapid Fire, Assault, Salvo, and Heavy weapons for one turn (so it won't twin-link Pistols). Mass drop-pod dakka hail of death. Consider them a Drop Pod specific alternative to Ultramarines. **Two combined Battle Demi Companies with free Drop Pods and an extra Tactical Doctrine can make this Chapter Tactic far more useful than it ever was. Even the Skyhammer formations or a 1st Company Task Force full of Terminators benefit from this. * '''[[Minotaurs]]''': Get to re-roll Pinning tests, do not suffer Morale tests from shooting, and get Crusader and +1 charge range on the enemy deploy zone. One of the worst ones. No panic tests from shooting can be potentially useful, but chances are that if you're already taking large amounts of casualties as Space Marines, you might just die in overwatch or not do much in assault. This encourages footslogging Marines like the Black Templars, but unlike the Templars, you have no access to dedicated Land Raiders for your Tacticals and can't take CCWs to increase their melee power. Pretty much made up for by their badass characters (army-wide PE against loyalists is pretty sweet). **With the new Angels of Death supplement, these guys have access to the Stormlance Demi-company. These seems to suit them fairly well in terms of speed, mixed mobility, and versatility. The re-rolls against pinning help anyone in a metal bawks, too. * '''Fire Hawks''': Get +1S for all flamer, hand flamer, and heavy flamer weapons the turn they Deep Strike in (Drop Pod flamer spam!). HoW attacks from jump pack models also get +1S, but without the turn-specific restriction. Hand flamers, at +5 points, are added to the Ranged Weapons list, so most ICs/sarges can grab one. Their Assault Marines and Vanguards are scoring, but not troops...so unless you can convince your opponent that this translates to [[Awesome|Objective Secured]] in 7e (RAW it doesn't, but if he isn't [[That Guy]] he might play along), it basically does nothing, making Fire Hawks Chapter Tactics crap. If you really want to proxy them you could always go with Salamanders with a lot of jump units. * '''[[Astral Claws]]''': Stubborn, their Bikes have Skilled Rider, and their Fast Skimmers get Scout. Does it remind you of some other [[Dark Angels|LOYALISTS]]? ====Non-Codex Marines==== For comparison's sake, the other Marine codices get, as their own "Chapter Tactics": *'''[[Warhammer_40,000/Tactics/Dark Angels(7E)|Dark Angels]]''': Everyone gets Stubborn and BS2 Overwatch. HQs get Fearless and Hatred: Chaos Marines (including non-Daemon infantry and all vehicles from Khorne Daemonkin). Termies get that too, as well as Split Fire and Twin-Linked weapons when deep striking. Bikes can re-roll failed Jink Saves, take Teleport Homers, and get Scout/Hit & Run; Biker Command Squads come tooled for both shooting and CC. Also, their Mortis dreads aren't capped at 0-1. *'''[[Warhammer_40,000/Tactics/Blood Angels(7E)|Blood Angels]]''': Everything gets Furious Charge. Several of their vehicles are Fast, there is widespread access to inferno pistols/hand flamers, and Tactical Squads can take Heavy Flamers. *'''[[Warhammer_40,000/Tactics/Space Wolves(7E)|Space Wolves]]''': Counter Attack and Acute Senses for everyone. Also have a really different organization and lots of peculiar units, some of which can be extremely effective. *'''[[Warhammer 40,000/Tactics/Grey Knights(7E)|Grey Knights]]''': Preferred Enemy (Daemons), widespread access to Shred (Demons), all troops are psykers with safe access to Sanctic Daemonology, army uses storm bolters rather than regular ones, can play all terminator, but have limited anti-armor. Rerolls 1s on Deny the Witch. *'''[[Warhammer 40,000/Tactics/Deathwatch(7E)| Deathwatch]]''': Ability to reroll ones to hit against different force organization charts, more elite with tons of fancier toys, including Sternguard Veterans as Troops. But have a lack of tanks, artillery, non troop choices are (generally) capped to be half the size of space marines and lack the ability to field as many bodies as standard Marines can. ===Warlord Traits=== # '''Angel of Death''': Fear, which units must test on 3d6. Cassius and Shrike have this. # '''The Imperium's Sword''': Warlord and his unit have Furious Charge. Helbrecht has this. # '''Iron Resolve''': Feel No Pain. Pedro, Lysander and Vulkan have this. # '''Storm of Fire''': For the shooting phase a friendly codex squad with Chapter Tactics within 12" gets Rending. Tigurius and Telion have this. # '''Rites of War''': All units from the same detachment as the warlord can use his leadership instead of their own for morale tests. Sicarius and Grimaldus have this. # '''Champion of Humanity''': All Imperial models within 12" must re-roll pinning, morale, and fear. Khan and Blaylock have this. ===Psychic Powers (Angels of Death Supplement)=== In Angels of Death, Space Marines got 4 new psychic disciplines, possibly to ensure that your Librarius Conclave isn't full of redundancy and has more variety. Note: Dark Angels, Space Wolves, Blood Angels, Deathwatch, and Grey Knights, as well as the Legiones Astartes Crusade army and Imperial Armour chapters from Forge World, have access to all these disciplines too. The Deathwatch footnote means that Jansus Natorian is no longer stuck on Biomancy. Problem is, why wasn't this included in the first place? =====Fulmination===== Primaris '''Electrosurge''' - WC1 18" S5 AP4 Assault 6 witchfire. Point at hordes and explode them. #'''Electroshield''' - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Or, you could just drop 10 points if you have it lying around for, you know, an actual Storm Shield which can't be denied or fail to go off. Has potential though in a Libarius Conclave with Tigurius to give him a free-ish 3++ due to him re-rolling both failed Psychic Tests (combined with the 3+/2+ to harness) and re-rolling which powers he gets. FUCKING FANTASTIC ON A FURIOSO DREAD. #'''Electropulse''' - WC1. A witchfire Nova with radius of 9", Assault 1 S1 AP- Haywire. Will need a Drop Pod, jump pack, or psychic power to land in the middle of an armored column and wreak havoc, preferably paired with meltaguns and other anti-armor. #'''Lightning Arc''' - WC2. Witchfire, S5 AP4 assault D6. Jumps to enemy units within 6" of the primary target on a 4+. #'''Fists of Lightning''' - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5 AP- hits. #'''Magnetokinesis''' - WC2 blessing, 18". Move target unit by 18", can't target anything Zooming, Swooping or locked in combat. The shifted unit can't charge and counts as moved for Shooting Phase purposes. A better version of Levitate from Telekinesis, basically. #'''Electrodisplacement''' - WC2 blessing, 24". The Psyker's unit and the target unit swap places on the battlefield. If one of the swapping units is locked in combat, the other unit takes their place and is locked into that combat. Swapped units ''can still charge'', so swapping Scouts with a unit of your choice can potentially set up a turn 1 charge, with your deathstar chilling in the back until the switcheroo, if you get this power. =====Librarius===== AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars. Primaris '''The Emperor's Wrath''' - WC1 18" S5 AP3 Assault 1 Blast Witchfire. #'''Veil of Time''' - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, supersedes Invisibility as the cheesiest power in the game, and with good reason. This will all but ensure that your deathstar takes no damage as it plows into the enemy forces' tight sphincter. Heck, bare-bones Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. The real cheese? Given how many options the Space Marines have for Battle Brothers that can be affected by Psychic powers, this is more versatile than Eldar Fortune, even if it lacks AW (and you have a power for that below ala Psychic Fortress anyway). #'''Fury of the Ancients''' - WC1. A 20" S6 AP4 beam with Pinning. #'''Psychic Fortress''' - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 12" bubble of 4++ against Witchfire Powers only. It's pretty damn good. #'''Might of Heroes''' - WC1. Gives +2 Strength, Toughness, Initiative, and Attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. #'''Psychic Scourge''' - WC1 Malediction, must target an enemy Psyker within 24". Roll 2D6+(Mastery Level) against enemy psyker 1D6+Mastery level. On a draw or better, enemy lose 1W (no save), if you beat his roll by 3+, he loses a random power. If you lose, no effect. Sort of rubbish, casting against enemy psykers is a gamble in itself. #'''Null Zone''' - WC2 Malediction, 24" range. Targets an enemy unit, drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smash Fucker's 2++ bullshit, Riptide's Shield Generator buff, Malefic Cursed Earth, and Grimoire bullshit. =====Geokinesis===== AKA Earthbending Primaris '''Chasm''' - WC2, 18" range. Target unit takes a Dangerous Terrain test with no armor saves allowed, no effect on Swooping or Zooming units (flyers, FMCs). Questionable usefulness... #'''Earth Blood''' - WC1 Blessing, targets a non-vehicle character within 18" of the Psyker. That guy immediately regains D3 ''WOUNDS'', and the target plus his entire unit also gain IWND. The latter effect won't come into play too often unless you're hanging out with Centurions, but the ability to replenish a guy's wounds, or restore wounds lost to Perils, is great. #'''Scorched Earth''' - WC1 malediction, 24". Choose a point on the battlefield, each unit within 6" takes a S5 AP4 Ignores Cover hit, randomly allocated. This 6" area is also dangerous terrain. Crap. #'''Land Quake''' - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in Difficult Terrain, and cannot run, turbo-boost or flat out. No effect on Swooping or Zooming units. A neat way to fuck with Jetbikes and vehicles in general (although eldar jetbikees would still have their JSJ move). #'''Phase Form''' - WC1 blessing, 24". Single unit. Gives Move Through Cover and Ignores Cover. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]] #'''Warp Quake''' - WC1 witchfire, 24". Target building or ruin. A building gets a glancing or penetrating hit, a ruins causes d6 S6 AP- hits, randomly allocated, to any units in it. #'''Shifting Worldscape''' - WC3 24", targets a terrain feature in line of sight. [[What|Move that terrain by 24"]], including units fully inside of it. Must end up at least 1" away from other terrain and any models, so your wiggle room can vary depending on the terrain piece's size. If a unit is not fully inside that terrain, the models that are immediately move off in a Disembark move, treating the terrain edge as an Access Point. Any model moved as a result of this spell, including units inside the moved terrain, takes a Dangerous Terrain test. ''''Lots'''' of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your gunline]], teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ'ing]] [[Eldar|assholes]], removing that pesky impenetrable Wall of martys bunker with 10 devastators in, plopping that superheavy/those termies onto a vortex, etc. =====Technomancy===== The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies and also packs a bunch of anti-vehicle powers. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. Better yet, take a Clan Raukaan detachment and go to town with Reforge and Warpmetal Armour. Check each power's description to make sure whether it affects the whole unit or just a single vehicle! Powers alternate between defensive and offensive, so if your enemy has no tanks you're looking at a lot of wasted slots. Primaris '''Subvert Machine''' - 18" Malediction. Select a weapon on an enemy vehicle. You and your opponent roll a die. If ''he'' rolls higher, nothing happens. If you draw, that weapon can only shoot snap shots. If ''you'' roll higher, you [[Awesome|take control of said vehicle's weapon for a turn.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. The only drawback is the range, though there're [[Terminator|a few]] [[Bike Squad|different ways]] [[Drop Pod|to handle it]]. #'''Blessing of the Machine''' - WC1 Blessing, 24" range, affects a single friendly vehicle. It now ignores Crew Shaken and Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS. #'''Machine Curse''' - WC1 18" Focused Witchfire. Smacks an enemy vehicle unit with d3 S1 AP- Haywire hits. #'''Reforge''' - WC1 Blessing, 24" range. Gives IWND and either restores 1 hull point, or repairs an immobilized or destroyed weapon result. A Psyker casting this from inside a vehicle can only cast it on the vehicle he's riding. #'''Warpmetal Armour''' - WC1 Blessing, 24" range, targets a friendly ''''unit''''. Grants plus 1 AV to all sides for a turn or, if cast on a non-vehicle unit, gives +1T. Note that it affects '''the whole unit'''. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. Sadly, [[Necrons|Gauss Weaponry]] still doesn't give a shit. #'''Fury of Mars''' - WC1 Beam, 18" S1 AP- Assault 1 Haywire. #'''Machine Flense''' - WC2 Focused Witchfire, 18". Targeted enemy vehicle unit loses D3 HP. For each HP lost, inflicts D6 S4 AP6 rending hits to a nearby enemy unit. You can pick different targets for each lost HP if you want. A neat way to attack parking lots and their bubble-wrap. ===Fighter Aces=== In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer. #'''Auto-Targeting System''' - +1 BS. This one is kind of pointless. Most of your flyers' weapons are Twin Linked already, and Stormtalons have Strafing Run, which already gives +1 BS against ground targets. Sort of a waste. #'''Vectored Retro-Thrusters''' - Fighter Ace can pivot 180 before moving. Not sure why it has the same name as a tool for Tau battlesuits, but it can help bait some flyers over to your big anti-air guys. #'''Wrath of the Emperor''' - Fellow models within 12" of a Fighter Ace with the same codex gain Preferred Enemy for the turn. Best run on units meant to support your units on the ground, and by extension any flyer that's dropping units into the thick of combat. ===Armoury of the Adeptus Astartes=== ====Ranged Weapons==== *'''Boltgun''' - Classic S4 AP5 24" Rapid Fire weapon which all other standard issue small-arms in the Dark Millennium are judged by. Tried and true, whether it's shredding simple infantry or taking potshots at more heavily armored foes. Imperial Fists love these. *'''Combi-Weapon''' - An interesting item that is a Bolter with a one-use special weapon (Plasma, Melta, Flamer, Grav) built in. Great choice, if you know when and how to use it. Sternguard love these things since they can Drop Pod in and take out specific targets (usually vehicles with 4-5 combi meltas or Monstrous Creatures with 4-5 Combi-plasmas) while still being able to use specialist rounds. *'''Storm Bolter''' - Assault 2 and 24" range. Compared to the standard boltgun, the storm bolter gets its full number of shots out to max range, plus you get to charge after shooting. Typically seen on Terminators, decent on an Assault-based Character with a Specialist Weapon (you weren't getting the two-weapon bonus attack anyway), not too useful otherwise, especially since Sternguard special ammo STILL doesn't affect them. *'''Bolt Pistol''' - Standard pistol version of the boltgun, with same S and AP. Combined with a non-specialist melee weapon, it grants an additional attack. *'''Plasma Pistol''' - Beats any Armor save, but on a roll of a 1, it Gets Hot! and the wielder takes a Wound (that you get saves against, but still). However, most Space Marines that can take it have at least a 3+ Sv, which somewhat reduces the risk. Inefficient points-wise, but very fluffy if you're not min-maxing (depending on how many terminators you see and if you can use it to chip off hull points, of course). Like the Bolt Pistol, it grants an additional attack if you're using a non-specialist melee weapon. *'''Grav Pistol''' - Safer than the Plasma Pistol, it can surprise some heavily armored foe when you're wounding them on threes or twos and dropping them to I1 thanks to Concussive. Give it to a Thunder Hammer wielding Captain to have an extra edge before charging in. Bonus points if you immobilize a Dreadnought about to charge you. Again, kinda costly, and again, grants an additional attack with a non-specialist weapon. ====Special Weapons==== *'''Flamer''' - An S4 AP5 Assault 1 template weapon. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. Makes Overwatch painful. Better served with Salamanders in a pod. Remember you can roast two units if they are close together and they fit under the template. *'''Grav-gun''' Salvo 2/3 AP2, concussive, and wounds targets based upon their Armour Save. So, stand still for 3 shots, or move for 2 shots at half range. Nigh-useless against Orks, Dark Eldar, or Guardsmen, but absolute hell against Grey Knights, other MEQ armies, and anything relying on armor saves to stay safe. Usually seen on Bikes rather than Tacticals because of Relentless. In a pinch, it can be used as anti-tank since it immobilizes vehicles on 6s, though only a few units can carry enough grav-guns to reliably roll at least one 6. Taking a grav-amp in your squad lets you re-roll wounds with these, though, and that helps. *'''Meltagun''' - S8 AP1 Assault 1 with 12" range, best used with Drop Pods to get in range. If within half its range (so 6" or closer) and shooting at a vehicle, it rolls 2D6 for penetration, so near-guaranteed pen + higher chance to wreck/explode = perfect anti-tank. Being Assault 1 with short range makes it very specialized, so ditch it if you can against an army without heavy tanks (i.e. Tyranids). Worth noting that S8 makes it Instant Death against T4-or-lower models such as Tyranid Warriors and infantry HQs without Eternal Warrior. Vulkan He'stan of the Salamanders makes them all Master-Crafted, meaning free re-rolls to hit! *'''Plasma gun''' - This is another anti-heavy infantry/MC tool much like the grav-gun, but Gets Hot! means there is always a (small) risk of killing the model firing the weapon. The grav-gun is safer, but this is Rapid Fire instead, making it better for non-Relentless models (i.e. Drop Pod squads). It can also still hurt lightly armored targets, most notably Daemons (who rarely have armor saves and can be hard to kill with bolters), and is also good against light or medium vehicles such as Chimeras, Rhinos, and almost anything Dark Eldar. All Space Marines that can take it have at least a 3+ armor save, which mitigates the Gets Hot! risk. Its range is the same as the Boltgun, so it synergizes well with them. ====Heavy Weapons==== *'''Grav-Cannon''' **A bigger grav-gun with Salvo 3/5 and 24" range. These come with a Grav-Amp by default, which gives re-rolls on To Wound or Armor Pen against a vehicle. As a Salvo weapon, they're the only heavy weapon a Devastator squad can fire at full BS after moving or disembarking from a transport (albeit with half range and the lower number of shots). Extra rage-inducing on Devastators taken with the Skyhammer Annihilation formation, due to Devastators being able to Relentlessly disembark Drop Pods and fire full range/shots. They're also ''comically'' undercosted at 35 points a pop for Tacs and Devs, and 25 pts each for Centurions. Bad against light infantry (Guard blobs, Dark Eldar, Orks), and weak against Superheavies due to their immunity to Immobilize results, and by extension Hull-point stripping from Immobilize spam. ***Seriously though, Grav-Cannons+Gravamps are CRIMINALLY underpriced. According to [[User:Evilexecutive#Fast_Approximate_Intrinsic_Value|FAXIV]], which admittedly does not handle the nature of Grav weapons well, the value of a 5-shot AP2 gun that has a 97% chance to wound per hit (89% vs 3+, 75% vs 4+) is a ''monstrously huge'' '''75 points''' per gun. On average, 3 Grav-Cannons with Grav-Amps at BS4 at full firing rate (i.e. 3 Dev Centurions) will kill 6.48 Terminators or Immobilize any non-Superheavy vehicle three times (resulting in the removal of 5 HP) per turn of shooting. Cackle manically as you wipe a riptide out in one turn of shooting. ****FAXIV is a gross oversimplification, of course, but you get the general idea. One of the harder to analyze attributes of these things is that better armour saves normally raise the cost of a model, so Grav weapons have a tendency to have a net effect of your opponent paying more points to reduce their models' survivability - used intelligently, you will quickly recoup their cost. ***This is the best weapon to equip minimal-sized Tactical Squads with. The squad provides some anti-infantry firepower in the form of Boltguns (and maybe a combi-flamer on the Sergeant), while the gun enjoys being surrounded by expendable mooks and covers anti-heavy infantry, anti-MC and anti-tank roles splendidly. *'''Heavy Bolter''' **At 3 shots, S5, and AP4, it's a heavier, meaner boltgun. Good against hordes since it chucks out reasonable dakka, and not horrible against AV10 (Sentinels, Land Speeders, War Walkers, rear armor, etc.), but any of the other options below are preferred. However, Imperial Fists get more out of Heavy Bolters thanks to their Chapter Tactics (re-roll 1s for Bolter Drill, and Tank Hunters thanks to Siege Masters.) *'''Heavy Flamer''' **An Assault 1 S5 AP4 template (but listed in the Heavy Weapons list, for some reason). Much more effective at horde-crunching than the Heavy Bolter, but much shorter range. Overwatch "Wall of Death" with this can be VERY painful. Though it's listed as a "heavy weapon" wargear option, its rules are Assault 1 (''not'' Heavy) so you can move, flame, and charge. However, only Terminators, Sternguard, or Legion of the Damned can grab heavy flamers, so low distribution hurts an otherwise great weapon. *'''Lascannon''' **An S9 AP2 weapon, good against vehicles up to AV 13 and TEQ. It's an anti-tank and anti-MC weapon, so you still have to bring something else for horde control. Usually seen on backfield Devastators and Predators, since its range is very good you can stay back and pop vehicles all day long. *'''Missile Launcher''' **With two different payloads - S4 AP6 Small Blast for massed light infantry, and S8 AP3 for vehicles/MCs - this thing trades effectiveness on specific targets for versatility. However, in larger armies, it's better to take several squads each equipped with more specialized weapons instead. Note, however, in very specific circumstances, Krak Missiles give it a perfect mix of low cost, decent range, and just enough S and AP to deal Instant Death to multi-wound T4 models with 3+ or worse, and is thus the cheapest weapon to splatter a Tyranid Warrior/Nob (or MEQ HQ) from half the table while letting you later put out Frag Missiles for their weenie hordes. Can also pack Flakk Missiles to deal with Flyers, but again, unless it's a low points army that needs versatility in every unit, you should never do this - not when you could take the specialized anti-air ability of the now-excellent Stalker tank (besides, "anti-air" weapons can shoot at Skimmers at full BS, which makes some of them workable against Eldar/DEldar/Necron armies). Overall: good in low points games due versatility, bad in high points games where you should take specialized weapons instead. *'''Multi-Melta''' **A Meltagun with twice the range, which means that its 2D6 Melta-effect range is now 12". Same S and AP, though. Good in Skyhammer Annihilation Devastators since they are relentless for a turn. *'''Plasma Cannon''' **An S7 AP2 blast, good for taking out freshly deep-struck units (like enemy Terminators) that are still tightly clustered, or just wreaking havoc on all kinds of infantry. Like its little brothers, the Plasma Gun and Plasma Pistol, it also has Gets Hot! Unfortunately it is a very mediocre choice, because Small Blast kinda sucks (begging the question of why it's so different from its siblings - presumably it should either be Heavy 3 without blast, or the Gun should be blast and the Cannon should be Large Blast). ***The haemotrope reactor can fix the small blast problem if you need to explode everything. ***If you're running a 10-man tactical squad, the cannon isn't a terrible choice as it adds anti-infantry punch to your shooting (what else is your tactical squad doing?). ***Veteran players will space out units, but that's usually because, at some point, a plasma cannon raped their horse and ate their parents. These things can be incredibly punishing against unprepared foes (much moreso than other weapons). ====Melee Weapons==== [[Dakka|When the enemy just won't budge in the shooting phase]], [[Rip_and_tear|you need to budge them through Close Combat]]. Here are the tools of the trade. *'''Chainsword''' - The only real use is for Salamanders characters who can make it Master-Crafted for one melee re-roll - otherwise, just a stat-less CCW. *'''Power Weapons''' - Come in 4 different flavors: Axe, Maul, Sword, Lance...but only the former 3 actually have official models from GW. The Power Sword is the most reliable but relatively weak, striking at AP3, base S and base I. The Axe drops you to I1 but you are now S5 and AP2 - good, but only if you can't get, or can't justify the cost of, a Power Fist. The Maul is great against Imperial Guard and Xenos scum, since the +2S gets you to S6, which is Instant Death for T3 enemy characters. It even has Concussive, which, along with the +2S, helps against big, tough gribblies. It's also perfect if you want to slam open a vehicle without it blowing in your face. The Lance is only S+1 AP3 on the charge, then in subsequent rounds is only AP4, AND you'd have to convert your own from Fantasy or other armies. Just...no. LOOKS fantastic (and are actually almost decent) on White Scars bikers, though. Use the mythical 'Counts as' rule to just make them standard Power Swords, Power Axes, or Chainswords if you just want them for their Rule of Cool looks. If somebody complains point out how halberds and glaives are pretty much axes or swords on sticks. Grey Knight Nemesis Force Glaives work great! *'''Lightning Claws''' - Specialist Weapon, so not so good on Sergeants since an extra attack with a Power Sword is better against most targets. AP3 with Shred is still nothing to sneer at, and a model that can take a pair of Claws is a whole different story (i.e. Assault Terminators or Vanguard Veterans). Note that since both are Specialist Weapons, you can take a Lightning Claw and a Power Fist to get +1 attack and be able to choose between either profile before each Fight phase starts. Versatility - but at cost! Note that if you are taking a lightning claw or a power fist you don't lose an attack as you normally do by taking a combi-weapon. **Biker Sarges wanting CC weapons (not recommended if you're min-maxing) should take a Lightning Claw or Power Fist over a Power Sword since they only have one weapon to exchange, and thus can't get the two-weapon bonus anyways. *'''Power Fist''' - A Specialist weapon, so you won't get the 2-weapon bonus unless you grab a Lightning Claw. But, at S8 AP2, you shit on most other characters, and are a great surprise for overconfident vehicle commanders. Unwieldy, sadly, so these will work best on something tough enough to shrug off hits and strike back (i.e. 2+ armor, an invulnerable save, Feel No Pain, etc) and things that are quick enough that it won't matter anyway (lash whip warriors, yes please) *'''Thunder Hammer''' - 5 extra points for a stylized Power Fist with Concussive. It usually is seen with units that have something else going for it (Storm Shield Terminators). It's rare that a fight goes on long enough for it to matter, but Concussing an enemy down to the same I1 for latter turns can mean the difference between killing it or getting killed without striking (most likely MCs or models with Eternal Warrior). A rare situation, though, so you can just take the slightly cheaper Power Fist instead. *'''Eviscerator''' - Unlike his baby brother, this heavy chainsaw sword is a two-handed chainfist: Sx2 (so S8 for Marines) AP2 Unwieldy with Armorbane (rolls 2D6 when determining vehicle penetration). Great for tank-hunting, and it's not like Assault Marines can take any other melee weapons. But do note that it still has very poor cost-efficiency, since the only place you can see it is in a T4 3+ 2A model.. while you can use careful play and tricks (even Formations) to deliver that ASM safely into combat to tear up vehicles, having only 2A unavoidably means that you get off very few attacks in return for the hefty cost of the Eviscerator. Alternatively, since the option states that any one in five models may equip it, you can give it to the Veteran Sergeant who has 2A (to better use the expensive weapon).. but of course, as with all Unwieldy weapons on squad leaders, that leads to forcing you to avoid Challenges at all costs. *'''Force Weapons''' - Librarians come with these. Power Weapons with Force, essentially. The Force Sword is the most reliable choice. Axes make you S5 AP2, but drop you to I1 (bad for Librarians without 2+ or invulnerable saves), while the Staff gives +2S and Concussive but drops to AP4 - good for Librarians with Iron Arm, perhaps, but without that you're not getting through MEQ armor. Still, if Force goes off the Maul becomes a lot more dangerous since every To Wound roll has Instant Death, but also less relatively dangerous, as its competitors now ALSO cause Instant Death on T3. *'''Relic Blade''' - Available to Honour Guard, Vanguard Veteran Sergeants and Captains. A S+2 AP3 Two-handed sword that hits at normal Initiative, near perfect for MEQ shredding and decent against some MCs. Just like the Power Maul, always remember that S6 means Instant Death for T3 HQs, ''plus'' the Relic Blade can also cut through 3+ to boot. The only real downside is, that you never get the +1A for 2CCW due to them being Two-Handed. Well, that and [[terminator]] armour. Note that relic blades can be used with storm shields for great effect since storm shields prevent the use of two weapons at the same time, but not two-handed weapons. ====Special-Issue Wargear==== *'''Auspex''' - Sacrifice shooting to reduce the cover of an enemy within 12" by 1. Good on an assaulty HQ with abysmal shooting (say, a Captain with a bolt pistol, or a Librarian). *'''Melta Bombs''' - When assaulting a vehicle, building, gun emplacement or Monstrous Creature, you can replace your attacks with one S8 AP1 Armorbane Unwieldy attack. The chance to one-shot a tank or building is a pretty good way to spend 5 spare points laying around. *'''Teleport Homer''' - Termies that Deep Strike within 6" of the Homer don't scatter. Only terminators benefits from this so unless you are running a full deep strike terminator army (I don't see a single logical reason why would you do that) the locator beacon from drop pods or scout bike squads is a better option. *'''Digital Weapons''' - Re-roll one failed to-wound roll in Assault. Pretty much crap. *'''Jump Pack''' - A bit expensive at 15 points, it gives the Jump unit type. Grab it if you want your HQ to jump around like House of Pain, whether to chase and smash things or hop to a good vantage point and hand out buffs/mind bullets. Techmarines and Terminator Armor characters can't take one. *'''Space Marine Bike''' - This changes your HQ to a Bike unit type. You also get a twin-linked bolter and, most importantly, +1 Toughness. Great for any HQ, really, but of special note is a conversion beamer-toting Techmarine. Note that if you have an HQ with a bike, you can take Bike Squads as troops for a CAD - they even got rid of that dumb model count restriction from 6e! Taking Terminator Armor sadly disqualifies a character from riding a bike. If you go bike HQs, consider going White Scars for their bike-specific rules, or Iron Hands to indirectly benefit from the Toughness boost giving you FNP back against S8/9 weapons. *'''Standards''' - Come in two flavors (three if you count the relic). **'''Company Standard''' - Available to the Command Squad. This allows marines of the same Chapter within 12" to re-roll Morale, Fear, and Pinning. **'''Chapter Banner''' - Available to the Honour Guard. As above, but Marines within range also gain +1 Attack. The entry ''no longer specifies'' that it doesn't stack with the Standard of the Emperor Ascendant, or even Kantor's +1 Attack, in case you want the killiest/most expensive deathstar possible. ===Chapter Relics=== Note that per the BRB FAQ, page 11, a single model can only take one Relic unless specifically stated otherwise. *'''The Burning Blade''' - A special power sword with +3S, AP2, and Blind. The only AP2 melee weapon that doesn't hit at I1 and isn't on a Dreadnought or Assault Centurion. Unless you count characters, then there's the Emperor's Champion and Calgar. Its "Incandescent" rule means that it sort-of Gets Hot (take a S4 AP2 hit if you roll a 1 on a d6 after using it to attack). It is believed to be the Emperor's sword, as it was found in the wreckage of Horus' destroyed flagship and was the only thing that wasn't corrupted by Chaos. Probably true, since it's too big for anyone but a Marine to think about using, and in most pictures depicting the Emperor's battle with Horus his sword's on fire. Despite the description of its size, it is not Two-Handed. **In general, a good choice if you're looking to build a very killy HQ, especially since most other available AP2 weapons are Unwieldy. Don't even think about giving it to anyone else except to a Chapter Master with 4A (and of course, keep a pistol to get the +1A) - it's too expensive otherwise. Note that the Incandescent rule says "takes a hit" - unlike Gets Hot, it still has to roll to wound, meaning there's only a 50% (or 33% on a bike) chance of actually having to take an Invuln save. In addition, unlike normal Gets Hot, extra attacks/shots don't increase your chances of taking a wound, so the worst-case scenario is still only one wound per assault phase from this rule. On a T4 character with 4++ (Iron Halo), Incandescent only has a 1/24 (~4.17%) chance of actually causing a wound on a given turn of close combat; a Storm Shield drops this to 1/36 (2.78%), and a bike and a Storm Shield drops it to 1/54 (1.85%). The odds of taking no wounds across 12 turns of close combat for each is 60%, 71%, and 80%, respectively. *'''The Armour Indomitus''' - A 2+/6++ suit of Artificer Armour that gives the wearer a 2++ save once per game for a phase of your choosing. Should be noted that in the new codex the Armour no longer gives Relentless, though it still costs the same points. Thanks Geedubs. **It's crap. You could get a 2+/3++ for a Captain or Librarian for 25 pts cheaper; only get it if you MUST have a 2+ while still fitting into a Rhino or Razorback (not a common scenario). The 2++ save only lasts a single PHASE per game, not even a whole player turn. Pyrovore-level of uselessness. ***Not quite useless on Librarians given they usually don't come with an invulnerable save or a 2+ Sv for that matter and cannot access either of those without Terminator armour (except via Panoply of The Crusader and various psychic powers). So if you are putting a Librarian on a bike it might be worth investing in. This is especially true if you are running him with the Librarius discipline, re-rollable 2+ invulnerable saves? Yes please. *'''The Shield Eternal''' - A Storm Shield that gives the user Adamantium Will and Eternal Warrior. A very good choice if you're running a tough cookie, because let's face it, Storm Shields are great, Eternal Warrior is great, and Adamantium Will is a bit niche utility, but can be pretty useful too. Give it to a Chapter Master with Artificer Armour using Iron Hands Chapter Tactics and BAM! You've got yourself a 2+/3++ It Will Not Die Character with 6+ or +1 on Feel No Pain rolls. **'''A Little Note''': This is irrelevant in most cases for Iron Hands. With their supplement (Clan Raukaan), you can punt on this for something BETTER. Chains of the Gorgon doesn't take a weapon slot, grants a 3++ Save, Eternal Warrior, and +1 on your FNP rolls. [[Chapter Master Smashfucker|Combined with an Apothecary in a biker command squad, your chapter master will be able to go toe to toe with ''Abaddon'' and not only survive, but probably win.]] *'''The Primarch's Wrath''' - A Master-Crafted Salvo 3/5 AP4 bolter with Shred. **Not bad for your Bike or Terminator Captain, as Relentless will let you use this thing to its full potential every turn. Not the strongest choice of the relics, but it is the cheapest so it might be an okay choice if you only have a few points left over after army building. You could stick it on an HQ, put him in a shooty squad, and cherish the 5 AP4 Shred shots you're adding to a Centurion or Sternguard squad. Especially interesting for Techmarine Bikers, due to their low cost and BS5. *'''Teeth of Terra'''- A chainsword with +2S, AP3, Specialist Weapon, Concussive and Rampage. **Quite good for thinning out hordes and killing entire squads if given to a Captain/Chapter Master - and, as Space Marines, you'll be outnumbered most of the time. With Rampage, your Chapter Master is getting 5 + D3 attacks on the charge and 4 + D3 each subsequent assault phase - you might be handing out Concussive just through sheer volume of attacks. **You can pair this with another Specialist Weapon (e.g. a Power Fist) and get up to NINE attacks on the charge (4 base, +1 for Charging, +1 for two CCW, and +D3 from Rampage)! If you're in an especially deathstarry mood, toss in a Chapter Banner, a Standard of the Emperor Ascendant, and Pedro Kantor (all their effects stack, or at least until a FAQ says they don't) for [[Rip and Tear|10-12 Attacks on the charge and 8-10 Attacks thereafter]]. Shit, toss in a Chaplain, Librarian, maybe go Carcharodons for Rage and Tyberos (who makes Rage also give +1S, though going Carcharodons means ditching Kantor's bonus). [[Rape|Your deathstar is now the size of Jupiter and will vaporize anything it touches]]... but will cost about as much as Jupiter theoretically would. *'''Standard of the Emperor Ascendant''' - Both Command Squad and Honor Guard can take it, but only one per army. An improvement on the Chapter Banner, it gives the model carrying it (and his unit) Fear, gives Fearless instead of re-rolls, and still gives +1 Attack. The entry ''no longer specifies'' that it ''doesn't'' stack with the Chapter Banner or Kantor's +1 Attack, in case you want the killiest, most expensive deathstar possible. *'''Tears of the Scorpion (Red Scorpions)'''(Forge World) - IA4 2E grants the Scorpions some bonus tools to use as upgrades for their relic blades. These weapons will generally take the form of some other weapon, with a universal Two-Handed and Murderous Strike (6 to-wound is ID). **Sword: Relic Blade with the above rules, better since it has the chance of causing ID. **Axe: Power Axe with +2S and -1I in combat. Awesome because it's an AP2 weapon that strikes before other Axes and Fists. **Maul: Power Maul with +3S and Strikedown instead of Concussive. Shame Strikedown doesn't really matter in combat. **Glaive: Rules as Written this thing is awesome, it actually is WORSE on the charge (the rules say use the first profile which is the inferior AP3 one) acting only as a two handed power sword with murderous strike. But all other situations have it as a +2S AP2 weapon which strikes in Initiative order, use this until a FAQ comes out to fix them. *'''Panoply of the Crusader''' (Forge World)- It's a set of Artificer Armor that grants Stubborn and Preferred Enemy (Chaos Space Marines). Costly, both points-wise and because the model representing it is a Forge World exclusive. Might be fair enough if you're fighting CSMs, but in just about any other circumstance you may as well take Terminator Armor. **See the drop-down portals for each unique chapter and their relics. ===Legacies of Glory (Forge World)=== These can essentially turn your vehicles into special characters. A single legacy can be taken each 1000pts, and individual vehicles can take multiple legacies. However, only one of each can be taken per army. *'''Battle of Keylek'''- Blast weapons used by this vehicle ignore cover. Quite frankly amazing on vindicators, plasma dreadnoughts, predator executioners, and the fellblade. *'''Ullanor Crusade'''- A tank that takes this gains Preferred Enemy (Orks). A walker will gain Hatred (Orks). Enemy models within charging range (12") of the vehicle must re-roll successful To-Hit rolls in the 1st round of each combat. *'''War of Murder'''- Monster Hunter and friendly Space Marines within 6" are fearless. *'''Battle of Sarosh'''- Once per game, one weapon gains Skyfire, Intercept, Tank Hunter, and Night Vision. Only really good against flyers due to Skyfire changes; however, it can also wreck xeno hover tanks. *'''Isstvan III'''- Preferred Enemy (Chaos Space Marines) and auto-pass dangerous terrain tests in ruins and 'similar'. *'''Burning of Prospero'''- Adamantium Will, which is improved to +2 Deny-the-Witch against Witchfire powers. *'''Isstvan V Dropsite Massacre'''- (Vehicles with Deep Strike Only) Never scatters when entering play via Deep Strike. Really nice for an air force army, as this can drop your flyers exactly where you want to make it hurt. *'''Battle of Calth'''- Preferred Enemy (Chaos Space Marines), enemy Warlords within 12" suffer -1Ld. *'''Battle of Signus Prime'''- Preferred Enemy (Chaos Daemons), friendly models that start the turn within 6" of the vehicle have Furious Charge until the end of that turn. *'''Battle of the Phall System'''- Thunder Hawks and Storm Eagles only. +1 Jink save, a superheavy flyer will gain a 6+ Jink save. *'''Thramas Crusade'''- All friendly Space Marines within 12" are Fearless. Kinda iffy since you already have ATSKNF to bolster your forces. *'''Schism of Mars'''- Tanks only. Tank Hunters, +1BS against models with Daemonforge, ignore Haywire on a D6 of 4+. *'''Battle of Terra'''- IWND, pretty straight forward, Costs a lot, so save it for your bigger and already expensive vehicles to make them unkillable. *'''Icon of Glory'''- The most expensive legacy, grants +1 BS ''or'' WS and grants a 6" increase on the range of the Warlord's Trait if he's within 2" of the vehicle. However, the vehicle also confers a victory point if destroyed because it's so precious. *'''Shrouded Providence'''- Gives the vehicle ''Venerable'', but makes it behave like an Ally of Convenience in your own detachment (therefore cannot transport units) or a Desperate Ally in allied detachments. Save it for something that'd probably be in the thick of it anyway. *'''Ancient Mariner'''- The vehicle (and any unit previously transported) gets to re-roll mysterious terrain or "Archeotech Artifact" tables... this is extremely situational, but it's the cheapest legacy. ===Relic of the Armoury (Forge World)=== The most ancient and revered relics of the chapter are seldom left unto the battlefield unattended. The rule is mostly used on the 30K units that can also be taken in regular 40K games, like all [[Dreadnought#Contemptor_Pattern|Contemptor]] variants, the [[Fire_raptor#Fire_Raptor|Fire Raptor]] and really anything with "Relic" in its name. Only one vehicle with this special rule can be taken in your army. If you wish to include more such vehicles a Keeper of the Relics must be taken as an HQ choice. IA2 specifies this character as a Master of the Forge for the regular Codex: Space Marines. As of 7E there is no longer a Master of the Forge. [[Forge World]] emails claim that, until an Errata is published, the regular [[Techmarine]] fills in as Keeper of the Relics. * NB - Contemptors are only Relics if they take relic weaponry (Graviton and Plasma blasters for DCCW weapons, and Heavy Conversion beamers)
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