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==Unit Analysis== Unit keywords are [[Space_Marine_Chapter_Creation_Tables|{{W40kKeyword|Adeptus Astartes}}]], {{W40kKeyword|Primaris}}, [[Space_Marine_Chapter_Creation_Tables|{{W40kKeyword|Chapter}}]], and the like. Units with a specific {{W40kKeyword|Chapter}} keyword can only be taken by that Chapter. Note that even if most "Bike" variants of characters have been written out of the Codex due to them having no official miniature (and some models due to those miniatures being limited edition), they can still be taken and are legal, using the [https://www.warhammer-community.com/wp-content/uploads/2019/12/8243d6f9.pdf '''Warhammer Legends'''] datasheets and the latest point costs. White Scars players can thank the God-Emperor (Absolutely! Interestingly GW does some good things nowadays!) ===HQ=== '''Variants:''' The average SM HQ is a heroic model that can do fairly well in melee and, being the poster faction, we have a lot of choices when building [[Your_dudes|our guys]]. Listed here are some common builds so that you don't have to read "Captain, Captain with Jump Pack, Librarian, Librarian with Jump Pack" and so on. *'''{{W40kKeyword|Jump Pack}}:''' Mobility is the name of the game. The model becomes M12", {{W40Kkeyword|Fly}}, and can Deep Strike, so he can appear anywhere and ignore terrain, jump over the enemy's bubblewrap alongside your Vanguard Vets, and even ''[[Awesome|punch a damn airplane to death]]''. None of your Primaris, including Phobos or Gravis, can take this, and neither can your Techmarine. *'''{{W40kKeyword|Bike}}:''' High speed, high drag, the Character becomes a battering ram. Becomes M14", T5, and +1W, as well as a twin boltgun and Turbo-Boost, to advance 6" instead of 6". Sadly, all but the Captain and Primaris Chaplain on bike were relegated to Warhammer Legends. *'''{{W40kKeyword|Terminator}}:''' The heavy armour. +1W, Sv2+/5++, and Deep Strike, but only M5" and a slightly reduced wargear selection. Not meant to move around much, positioning is often determined by deep strike or the Land Raider that is carrying him around. Provides a lot of protection for your Character. A Captain's Iron Halo or Chaplain's Rosarius has a better invulnerable save, so the 5++ is mostly for your Librarian. *'''{{W40kKeyword|Primaris}}:''' Extra beef for a relatively low cost. +1W, +1A, but much more restrictive wargear options. The Primaris keyword also restricts their transport options; the Impulsor is underwhelming and only carries six models, and the Repulsor is expensive and a huge target. *'''{{W40kKeyword|Phobos}}:''' Primaris operator with stealth training; "Concealed Positions" lets most of them keep up with infiltrators (Lieutenants get Deep Strike instead), and they get their own selection of Warlord Traits and Psychic powers. Neither Chaplains nor Techmarines have access to this. *'''{{W40kKeyword|Gravis}}:''' Bigger and better beef, offering +1T and +1W on top of a Primaris statline, with a 5" move as opposed to the Terminator Armor's Deep Strike and 2+/5++ save. Very limited wargear, further transport restrictions, and thus far only Captains can use it. * '''[[Brother-Captain|Captain]]:''' The standard all Characters compare to, and can be customized to do almost any job. Captains are simultaneously destructive and survivable, with their 4++ Iron Halo and {{W40kKeyword|Character}} status. Additionally, his Rites of Battle Aura grants <Chapter> Core units within 6" the power to re-roll hit rolls of 1, helping your plasma not blow up and improving the hit rate of your already fairly accurate army-wide 3+. New to 9th edition are Detachment Limits, with the Marine flavour being Company Command; each detachment may include no more than one Captain and two Lieutenants, named or otherwise. <tabs> <tab name="Chapter Command - Chapter Master"> +2PL and +40pts. Upgrading a Captain to a Chapter Master excludes them from the 0-1-Captain-per-Detachment limit, so you can have one Captain and one Chapter Master. ''Not available to Deathwatch, you have the Watch Master.'' *'''Ability - Chapter Master:''' During the Command Phase, pick <Chapter> Core or <Chapter> Character within 6" to re-roll all failed hit rolls until your next Command Phase. *'''Trait - Master of the Codex:''' Gain +1CP in your Command Phase on a 4+. Simple and generally adds 2-3 CP over the course of the game. *'''Relic - Angel Artifice:''' Gain +1T, +1W, and Sv2+. A must-have for any Smashfucker build. Sees the most benefit on Gravis or Biker Captains, and Terminators benefitting from it the least due to them already having a 2+ armour save. </tab> <tab name="Captain"> The base Firstborn Captain are the most versatile of the lot. Starting off with WS2+, BS2+, W5, A4, and Ld9, and armed with a master-crafted boltgun (24", rapid fire 1, S4, AP-2, D2), a chainsword, and a bolt pistol, this is the option that allows you to take a '''Jump Pack'''. They have access to the full suite of combi-weapons, melee weapons, and pistols, as well as a storm shield and relic blade (S+3, AP-3, D2). * The storm shield is still 10pts and of questionable use in 9th edition; you already have a 4++ invulnerable save from your Iron Halo, so you need to ask if spending 10pts to ditch your master-crafted boltgun for +1 to armour saves is worth it. ** Armour of Contempt makes the shield even more of a hard sell; only worth it if you plan on seeing a lot of AP-0 attacks, which isn't where your captain wants to be. * Look to this guy for your Smashtain. Jump Pack, master-crafted thunder hammer, and one free arm means you can deal a mean amount of damage to a single target. </tab> <tab name="Biker"> Putting him on a Bike keeps him incredibly flexible while boosting his survivability and manoeuvrability. Compared to above, he becomes M14", T5, and W6. He also only starts with a twin boltgun, chainsword, and bolt pistol, and has lost relic blade access and can swap the bolt pistol for a master-crafted boltgun (24", rapid fire 1, S4, AP-2, D2). * With the additional ranged output and T, this is one of your best bets for sitting in a gunline. The only issue is the cost, as he's a bit expensive for that role and wastes his high movement and melee capacity. </tab> <tab name="Terminator"> Unfortunately, the Cataphractii version got the axe, so no 3++ invulnerable anymore. The Terminator is a very durable wall of pain, boasting W6 and Sv2+, though they drop to M5" which is barely an issue. Starting with a storm bolter and power sword, they've lost pistol and chainsword access. In place of those, they gain the mighty anti-armour chainfist (Sx2, AP-4, Dd3, becomes D3 against Vehicles) and the unique option for a wrist-mounted grenade launcher if they take a powerfist (12", assault d3, S4, AP-1, D1, blast). * Weirdly (and inefficiently) enough, they can have two powerfists and two wrist rockets. </tab> <tab name="Primaris"> The Primaris Captain has to commit to stabby or shooty, but his options for either are limited. Below are the available set-ups for you in a format that's a damn-sight easier to read than the Codex. * Master-crafted auto bolt rifle (24", assault 3, S4, AP0, D2). Can be swapped for a master-crafted stalker bolt rifle (36", heavy 1, S4, AP-2, D3) and take an optional master-crafted power sword (S+1, AP-3, D2). This set-up is one of your gunline babysitters, but doesn't benefit from Bolter Discipline since nothing is rapid fire. * Powerfist and plasma pistol... that's it, nothing special. Overcharge the plasma pistol at your own peril, since a hit roll of unmodified 1 will vaporise you even with W6 and his Aura no longer grants himself a re-roll. * Master-crafted power sword, heavy bolt pistol, and relic shield (+1 to armour saves and a 4+ save against mortal wounds). The Bladeguard option that does not grant the Bladeguard keyword. This is your new ideal melee Primaris Captain build. </tab> <tab name="Gravis"> The Gravis Captain has T5 and W7, but Gravis suits cannot Deep Strike and are limited to the expensive Repulsor transport (or Thunderhawk or Stormbird if you have one laying about). However, he is perfectly suited for accompanying Aggressors and can weather high-volume, low-AP attacks better than other Captains. 9th edition has granted him a second load-out; * Boltstorm gauntlet and power sword (no longer master-crafted, but he gets more attacks with it). The gauntlet functions as three 18" AP-1 bolt pistols welded to a powerfist. Exceptional damage output but needs a way to get into your enemies face quickly. ** Warzone Nachmund gave this version of the captain a touch of versatility. Not only can they take that power sword, but they can replace that with either a chainsword or power fist. On top of that, you also get extra attacks on ALL of your weapons, with an extra attack for your second fist or two extra attacks on your swords - and yes, this stacks with the extra attack native to the chainsword. The only drawback is that these extra attacks don't work with any relics that replace your weapon. * Master-crafted heavy bolt rifle (36", rapid fire 1, S5, AP-1, D2) and master-crafted power sword (S+1, AP-3, D2). A new addition to your line-up and a rapid fire weapon that can thus fire twice when stationary due to Bolter Discipline. * You can build this beef cake up to W9, T6, with a 2+, 4++, 6+++ using the Angel Artifice Chapter Master Relic and Iron Resolve Warlord Trait. Imperial Fists can make an W8 version without the 6+++ that can halve all damage taken, which is tougher than Abaddon, Calgar, and basically most other armies main battle tanks. Crimson Fists can let him stand up again. Salamanders can get him up to T8 instead, if you want to cosplay as a battle tank. </tab> <tab name="Phobos"> The Phobos Captain is even more dedicated to the gunline. His master-crafted instigator bolt carbine is a 30", assault 1, S4, AP-2, D3 weapon that can target Characters, and his combat knife simply grants him +1A. Like some other Phobos Marines, he has a Camo-Cloak (an additional +1 to armour saves when in cover) and Omni-Scrambler (enemy units cannot Deep Strike within 12" of him). * A good candidate for any bolt relics (Blood Angel Quake Bolts for example), and a great choice if you go heavy on Comms Array-equipped Infiltrator Squads so they can benefit from Rites of Battle at any distance. </tab> </tabs> * '''[[Primaris Lieutenant|Lieutenant]]:''' Remaining a strong addition at the advent of 9E, with a statline similar to a Captains but -1W, -1A, and -1Ld. He retains his WS2+ and BS2+ though, so he hits just as accurately but not as often. His two special rules are Tactical Precision (<Chapter> Core units within 6" re-roll wound rolls of 1) and Company Heroes (take two Lieutenants of any type in one HQ slot). Since a Lieutenant's Tactical Precision aura (re-roll 1's to wound) is mathematically equivalent to a Captain's Rites of Battle (re-roll 1's to hit), they can be used as a budget sub-commander to fill your HQ tax and boost your back field. You have a lot of Named Captains with a range of amazing extra rules but fixed Warlord Traits, so the wide variety of Lieutenants should be taken along to support them and their retinue with your own choice of Warlord Trait. New to 9th edition are Detachment Limits, with the Marine flavour being Company Command; each detachment may include no more than one Captain and two Lieutenants. BS2+ now makes these guys excellent support HQs and fine candidates for Relic Bolt Weapons or Bolt Shells. Let the Captains and Chaplains smash everyone while you sit back, observe, let them die and get a promotion! <tabs> <tab name="Lieutenant"> Like the Captain, this is your most versatile. He has the full-range of melee weapons, combi-weapons, and pistols available to him, but no storm shield or relic blades. This is the Lieutenant with the '''Jump Pack''' option, in case you want a Diet Smash Captain. </tab> <tab name="Primaris"> While this guy is considerably more limited in loadout, 9th edition has given a couple new options between both the codex and the incoming Strike Force Agastus. If you're going to give a model a relic bolter or bolts, this is an excellent contender as they also have B2+ while also being cheaper than a Captain. * Master-crafted bolt rifle (24", Rapid Fire 1, S4, AP-1, D2). Can be swapped for a master-crafted stalker bolt rifle (36", Heavy 1, S4, AP-2, D3), master-crafted auto bolt rifle (36", Assault 3, S4, AP-, D3) or plasma pistol. If you needed a melee weapon, you could also replace it with either a master-crafted power sword or a fist. **Note that you can also buy the fist or sword without replacing anything if you didn't go for the Indomitus setup or replace the bolt rifle for one of them. This is especially worth considering since while you can replace the bolt pistol for a heavy bolt pistol like the assault intercessors, you can't take a plasma pistol in this way...for some reason. Hey, maybe Cypher used the Rubicon while nobody looked... * Master-crafted power sword (S+1, AP-3, D2) , neo volkite pistol (15", pistol 2, S5, AP0, D2, wound rolls of unmodified 6 inflict an additional mortal wound), and storm shield. Only 15pts extra compared to above, it's a good thing Techmarines found some volkite pistols laying out back. </tab> <tab name="Reiver"> He sounds like he should be able to be deployed with other Reivers, but instead, he is actually a supporting character for other melee units. With only a combat knife (+1A) for stabbin', with very few relics that can actually replace it. The master-crafted special issue bolt pistol (12", pistol 1, S4, AP-2, D2) isn't bad... But it's still only a one-shot pistol. He does grant you a 3" -2Ld Aura and the Shock Grenade keyword though, giving you the functionality of a Reiver Squad in a smaller package, albeit one that cannot Deep Strike. </tab> <tab name="Phobos"> The Incursor-like lieutenant, still hobbled by using a grav-chute to Deep Strike instead of Infiltrating with the rest of the Phobos Troops. His paired combat knives are SU, AP-1, D1 now and his master-crafted occulus bolt carbine is 24", rapid fire 1, S4, AP0, D2, ignores cover. </tab> </tabs> * '''[[Librarian]]:''' Your good old source of mortal wounds and psychic protection. Librarians are a solid buffer and potential damage dealer depending on what spell he takes, of which this model knows two (plus Smite) and can cast two powers per turn. Psychic Hood is now stock wargear instead of an option, and grants +1 to Deny the Witch tests if the enemy caster is within 12". Oh, and you can deny two psychic powers. They're your most fragile and least accurate Marine HQ choice, being sickly NERDS; WS3+, BS3+, W4, A3, Sv3+, and no invulnerable save (apart from the Terminator version) puts you on par with the Marine Characters in the Elite section. Their force weapons are Dd3 power swords, axes, or mauls. With the wide array of Chapter specific Disciplines, the number of combinations you can field as an army is both terrifying and a little overwhelming. **Like your Chaplain, has to roll to see if his powers work, but unlike your Chaplain, how good he is at this varies by power. As you might imagine, utility varies widely by power, so check the info the disciplines your Librarian can choose from to decide - all of them can choose their Chapter-specific Discipline instead of whatever their datasheet says. <tabs> <tab name="Chapter Command - Chief Librarian"> +1PL and +25pts. Going all-in gives you a great Deny the Witch model that is more likely to get the best Smite results. *'''Ability - Chief Librarian:''' Gain one additional power from your chosen discipline and deny one extra time. *'''Trait - Psychic Mastery:''' +1 to Psychic Tests. Another simple trait that is very effective. *'''Relic - Neural Shroud:''' 24" Psychic Hood. Works well with your extra denial. </tab> <tab name="Librarian"> The cheapest baseline Librarian. Like the Primaris chumps, they have their pick of force weapons and a bolt pistol that can be swapped for a different pistol or combi-weapon. If you're keener on getting him into casting range as quickly as possible, this is the profile that has access to a '''Jump Pack'''. Has access to the Librarius discipline. </tab> <tab name="Terminator"> Definitely the way to go if you plan on having your Libby swing that force weapon. Legends allows you to replace the storm bolter with a storm shield, you still get a 5++ invuln and a combi-weapon without it. Has access to the Librarius discipline. </tab> <tab name="Biker (Legends)"> A not insignificant +29pts to give your Librarian M14", +1T, +1W, and Biker so they always benefit from Bolter Discipline. This is good, since they have twin boltguns as standard and can swap their bolt pistol for a storm bolter, giving you eight 24", S4, AP0, D1 attacks in the shooting phase. Has access to the Librarius discipline. </tab> <tab name="Primaris"> The most static loadout of the lot. You're going with this option if you really want to use all the benefits being a Primaris has, since you're stuck with a force sword and bolt pistol. Has access to the Librarius discipline. </tab> <tab name="Phobos"> Same as the other Primaris, but has a Camo-Cloak to give him +2 to his save when in cover instead of +1. Has access to the Obscuration discipline. </tab> </tabs> * '''[[Chaplain]]:''' The guy for not-magic support magic, effectively an angry, super-human Bard. Chaplains have WS2+ and a 4++ invulnerable save courtesy of his Rosarius, on top of a 6" Aura giving their Ld9 to <Chapter> Core units. Their unique Crozius is a S+2, AP-1, D2 melee weapon. ** Litanies make this team player work somewhat different from other Characters, especially his interaction with Transports and Deep Strikes; your newfound Litanies require a 3+ to go off in your Command Phase, so ''before'' Deep Striking or disembarking. Each Chaplain knows the melee-focused Litany of Hate and one Litany of Battle, though one of them can be upgraded to Master of Sanctity to know and chant one extra litany. *** Pointing it out here as a relevant reminder, there's the 2CP Commanding Oratory Stratagem that allows one Chaplain who hasn't cast a Litany to successfully cast one Litany in any phase, as long as that Litany wasn't cast earlier in the turn. This is for those Priests who've disembarked or Deep Struck this turn. ** If you want the Chaplain for melee like you're used to, consider putting him in a Drop Pod or Impulsor. He won't have litanies when disembarking without the above stratagem, but those specific transports operate under similar restrictions; they are both fast, Drop Pods will arrive one turn earlier than Jump Pack and Terminators, and troops disembarking from an Impulsor have to wait one turn to charge. A one-two punch requires patience and the ability to take a beating before dealing damage, but can be rewarding. ** For maximum melee damage, the Imperium's Sword Warlord Trait + Benediction of Fury Relic + Mantra of Strength Litany + Might of Heroes Psychic Power + Assault Doctrine + Shock Assault on a Primaris Chaplain will make you WS2+ and A9, with a S9, AP-3, D4 club, but obviously that's an all-your-eggs-in-one-basket situation. Alternately, use the Salamanders warlord trait for an extra +2 strength on your Chaplain. With a Primaris on a bike, you now have the absolutely terrifying statline of S8 T5 WS2+, with 7 wounds and 4 attacks base, and an AP-2 D3 club even before you go into the real boosts, all for just 115 points. You're almost at the statline of a baseline daemon prince, and can move faster and hit harder (if less), and you're cheaper with mortal wounds ready to rock. When you cast Mantra of Strength, you're capable of bonking that daemonic son of a bitch back to the warp within a single round of combat. Throw in the Strength of the Primarch for 1CP on top of that and you will kill pretty much any enemy character and most models with a single wound roll of 6 as you're hitting with an S11 D8 hit plus a mortal wound (Total damage depends on how you read the Strength of the Primarch Stratagem, if you're merely doubling the Crozius it's only D7 and then a mortal wound on top of that. ''Only''.), smashing Contemptor dreadnoughts to pieces and making even Mortarion cry like a little bitch as with the grace of the emperor and some luck, you'll evaporate him with two attacks as you wound him on a 3 plus even without Might of Heroes, not to mention the pair of mortal wounds. With a character that's less than 1/4th his cost. '''BONK.''' ** Unlike earlier editions, Chaplains can also have a place back in your own lines, with a couple litanies boosting a single unit's firepower. They aren't Auras, but +1 to either hit or wound (or both if you have two Chaplains or Master of Sanctity) to a unit is an important boost by itself if your Warlord is far away, and complements Aura HQs if you are fielding a Battalion or bigger. <tabs> <tab name="Chapter Command - Master of Sanctity"> +1PL and +25pts. Chaplains are rarely pivotal to an army, but if your main death star or plan revolves around one, the buffs below are going to be very handy to you. *'''Ability - Master of Sanctity:''' Knows one additional Litany and can chant one additional Litany per turn. *'''Trait - Wise Orator:''' +1 to see if a Litany is inspiring and the Commanding Oratory stratagem only costs 1CP when it's used on this model. *'''Relic - Emperor's Judgement:''' Your opponent cannot re-roll hit, wound, or damage rolls against the bearer, and enemy units within 6" roll an additional d6 and discard the lowest when taking a Morale Test. </tab> <tab name="Chaplain"> The cheapest base model and can swap their bolt pistol for a combi-weapon, other pistol, boltgun, or powerfist. Also has the '''Jump Pack''' option for mobility and Deep Strikes. </tab> <tab name="Terminator"> As the Chaplain already has a 4++ from the rosarius, the only reason you're going to buy this is if you want that +1W, Sv2+ and Deep Strike (also Deathwing if you're Dark Angels). Weaponry is limited to a crozius and combi-weapon. </tab> <tab name="Biker (Legends)"> +15pts to give your Chaplain M14", +1T, +1W, and Biker so they always benefit from Bolter Discipline. Their bolt pistol can be swapped for a boltgun, combi-weapon, other pistol, or powerfist. Turbo-Boost always advances them 6" instead of d6". RAW, their Crozius is only +1S instead of the +2S 9th edition. </tab> <tab name="Primaris"> The foot slogging Chaplain upgraded to Primaris and stuck with an absolvor bolt pistol (18", pistol 1, S5, AP-1, D2). Paying +5pts to gain +1W is okay if they're squatting in a gunline, but you do kneecap yourself for Transport and wargear options. </tab> <tab name="Primaris on Bike"> 9E is bringing you a Primaris Chaplain on a Bike, with the bigger and better bike the Outriders have. 115pts nets you an M14", T5, W7 Chaplain with twin bolt rifles (30", rapid fire 2, S4, AP-1, D1) and an absolvor bolt pistol (18", pistol 1, S5, AP-1, D2). * Overall, there's no real reason to take the Biker Chaplain in Legends now this guy exists. An argument could be made for a combi-melta and powerfist Chaplain, but you're Marines with Eradicator access. </tab> <tab name="Dreadnought (FW Legends)"> The Chaplain Dreadnought is the go-to answer for players wishing to run an all-Dreadnought army. WS2+, BS2+, S6, and A5 means they hit hard, often, and accurately at all times. T7, W8, Sv3+/5++ already makes them hard to kill, but Character Keyword, Duty Eternal (-1D to all attacks to a minimum of D1) and Unyielding Ancient (ignores lost wounds on a 6) buffs that even further. 9th has given them Litanies that are in-line with a regular Chaplain. As far as weapons go, you can take any two of the following in any combination; Dreadnought powerfist with storm bolter or heavy flamer (take two fists and you gain +1A), assault cannon, multi-melta, twin lascannon, heavy plasma cannon (a plasma cannon that only deals one MW to the user on a hit roll of 1 instead of killing them entirely), and Dreadnought inferno cannon (12", heavy d6, S6, AP-1, D2, automatically hits). * All-in-all, if the game lets you take these, you should take one. Being a Legends unit, some opponents and tournaments may not let you use them in your lists. The model is OOP, but a Venerable Dreadnought with extra purity seals will do the trick. If you were thinking of taking a Mortis Dreadnought for your gunline, paying 40 extra points for this model should be a serious consideration for BS2+, Litanies, Spiritual Leader, 5++ invulnerable, and Unyielding Ancient. Admittedly you do lose out on twin autocannons and twin heavy bolters (two very efficient MEQ killers), BUT you can mix the guns you take on this guy. * ''Dec 2020 release of FW Legends specifically bars this unit from take the Master of Sanctity Chapter Command upgrade.'' </tab> </tabs> * '''[[Techmarine]]:''' Vehicles may be tougher this edition, but their performance diminishes with wounds. Thankfully, this guy repairs them for d3 wounds a turn with their Blessing of the Omnissiah. The 2020 Codex and the Omnissiah have granted them Awaken the Machine Spirits, giving a <Chapter> Vehicle within 3" in the Command Phase +1 to their hit rolls with ranged weapons. <tabs> <tab name="Chapter Command - Master of the Forge"> +1PL and +20pts. Go all in with the Trait and Relic for the guy you want plodding up the board and babysitting your Dreadnoughts. Space Wolf and Blood Angel Dreadnought detachments love him. *'''Ability - Master of the Forge:''' Blessing of the Omnissiah automatically heals three wounds instead of d3. *'''Trait - Warden of the Ancients:''' +1S and +1A to Dreadnoughts within 6". *'''Relic - Mortis Machina:''' Replaces your Omnissian Axe with one that's S+3 AP-2 D3, and Vehicles that fail a save suffer an additional mortal wound. Universally a worse choice than giving him the Primarch's Wrath, although Space Wolves can give him a Master-Crafted Tempest Hammer for ''serious'' hurt. </tab> <tab name="Techmarine"> Holds the distinction of being one of your cheapest HQ options at 70pts, though you shouldn't pick him as a tax HQ if you're just going to have him stand around. You're playing Space Marines, it's not like you're short on Vehicle options for him to keep up and running. His standard weapons are a servo-arm (a thunder hammer ''without'' an accuracy penalty, but you can only make one attack with each servo-arm per fight phase), Omnissian power axe (a master-crafted power axe for free), and a bolt pistol, which you can and should swap to a bolter for free. His pistol (i.e. bolter) can be swapped for any other pistol or combi-weapon, and his axe can be replaced by any melee weapon, but almost all of them are ''terrible'' choices, because of how good his axe and servo-arm already are. He's WS3+ and BS2+, so you should be focusing on his guns anyway in most chapters (if you're Space Wolves, it's different). He has one of three builds; * Servo-arm: Keeping him stock with just a single servo-arm. * Servo-harness: +15pts grants you a second servo-arm, a flamer, and a plasma cutter (an assault 1 plasma pistol). While you'll never overcharge the cutter, it being assault means you can shoot it, the flamer, and the bolter-or-better you're carrying, meaning your BS2+ Techmarine is now a ''very'' credible threat within 12". An excellent choice. * Conversion beamer (Legends): Banished to Legends to be forgotten, this option replaces the stock servo-arm and is not compatible with a servo-harness. +20pts, and you get a 48", heavy d6, S6, AP0, D1 weapon that becomes S8, AP-1, D2 if the target is between 24" and 48". </tab> <tab name="Biker (Legends)"> 70pts (the exact same as the footslogging Techmarine) for a M14", T5, W5, Turbo-Boosting Techmarine to get your repairs where you need them quicker. This model does not have the 9th edition Omnissian power axe their newer counterparts have, but can still replace their bolt pistol and power axe for the usual options. Like the walking Techmarine, you have a servo-arm, servo-harness, and conversion beamer as options. * Excellent conversions include using the Kataphron tracks instead of legs. </tab> <tab name="Primaris"> Fixed loadout, but better than your Firstborn on foot for shooting (but not as good as the Biker in Legends). The forge bolter is 24", assault 3, S5, AP-1, D2 (Iron Father Ferrios should've copy-righted his) that can be fired in addition to his grav-pistol or grenades, and his mechadendrites give him an additional two S+1, AP0, D1 attacks in melee. </tab> </tabs> * '''Damocles Command Rhino (FW):''' Your command support Vehicle. Stats are the same as a regular Rhino, with weapons being a storm bolter and optional hunter-killer missile, but with the worst transport capacity in the game of '''one''' non-Terminator/Jump Pack/Primaris <Chapter> Infantry Character. The Tactical Resource rule dictates that you can only take one of these per detachment in a Battle-Forged Army and Command Authority grants you +1CP on a 5+ in your Command Phase if this model is on the field. The amazing part of this model is the Command Uplink aura; if you have a Captain or Lieutenant on the field, <Chapter> units within 6" of this model also count as being within range of their re-roll aura. Not a bad model by any means at 90pts. ** Your stats may be tougher, but you're not a Character; you're vulnerable to being sniped by a lascannon if this model is out in the open. Positioning is the most important thing for this model, so hide it behind cover and use the larger model footprint to project a bigger aura in your gunline while you have a smash Captain and Lieutenant Deep Strike for melee combat elsewhere in the field. * '''Rhino Primaris (Legends):''' One half of the extraordinarily-limited edition Command Tank duo. The Rhino Primaris distinguishes itself from the basic Rhino in several ways. That statline is exactly the same and it's restricted to transporting six models. It's retained the 8th edition Smoke Launcher rule so it's not limited to a stratagem; once per game it can fire it's smoke launchers instead of shooting, and enemy shooting attacks against this model suffer -1 to their hit rolls. Another 8th edition holdover is the Rhino Self-Repair rule that also got lost from the basic Rhino on the way to 9th, so it heals one lost wound on a d6 roll of 1 at the start of your turn. Weaponry is a twin plasma gun (don't overcharge unless you want a chance to kill yourself) and an optional hunter-killer missile. Now, the good shit. Its Orbital Comms Array can be used once per game. Pick a spot on the battlefield, roll a d6 for each unit within d6" of that point, and subtract 1 from the result if a unit is a Character; each 4+ inflicts d3 mortal wounds. Finally, the Servo-Skull Hub is activated in your shooting phase and you can pick one of three options to happen to a target within 12"; one <Chapter> unit within 12" gains +1 to their hit rolls when shooting, one <Chapter> Vehicle regains one lost wound, or one <Chapter> unit within 12" subtracts 1 from a Morale Test. ** The plasma guns still have the "hit rolls of 1 to explode" qualifier, not "hit rolls of unmodified 1". It goes against the interpretation of Imperial plasma weaponry, but it ''could'' use the Servo-Skull Hub on itself to gain +1 to their hit rolls and be immune to exploding if you overcharge the twin plasma guns. Quite frankly though, this is better off being used on a dedicated shooting unit like Eradicators, Hellblasters, or Devastators though. ** Positioning is important, but it's even more important with the Rhino Primaris. If you camp it behind a ruin that's somewhat central, flying units and other assets fighting in the vicinity all become viable options for the servo-skull hub. Imagine an overhead Stormraven flying in, getting tagged by the Rhino Primaris, and then vomiting its weapons onto an enemy. Hitting enemy targets with BS2+ anti-tank weaponry from nowhere? That's the value of positioning. ** The orbital bombardment is potentially rather disappointing, so it may be worth it to keep a CP for a re-roll when determining the blast radius. ** At 74pts, this model is cheaper than the Damocles and +1 to hit rolls on one unit is arguably better than a re-roll-hit-rolls-of-1 Aura in smaller games. If you're looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start anyway, so get yourself one of those and pick-and-choose which command Rhino you want between games. * '''Land Raider Excelsior (Legends):''' The Rhino Primaris' bigger half. A Land Raider with a 5++ invulnerable save, the 8th edition Smoke Launcher rules (see Rhino Primaris entry), and the now-useless Power of the Machine spirit rule but NOT keyword. Anywho, this model has the 8th edition Captains Rites of Battle Aura built-in to allow all <Chapter> units within 6" re-rolls to hit rolls of 1, and not just Core units. Its own Data Augurs rule grants it +1 to hit rolls if it's within 24" of a Rhino Primaris too, which is pretty neat. Transport capacity is ten models with the standard limits. Weaponry is two twin lascannons and a grav-cannon with grav-amp (24", heavy 4, S5, AP-3, D1, becomes Dd3 against targets with Sv3+ or better). Optionally, you can bolt a storm bolter AND multi-melta AND hunter-killer missile AND Excelsior combi-plasma (a combi-plasma that only inflicts one mortal wound against the user on a hit roll of 1 instead of outright killing them). ** Comparisons to a Land Raider Phobos; the Phobos is 285pts and the Excelsior is 295pts (200pts in Legends + 2x40pts for the lascannons in CA20 + 15pts for the grav cannon/amp in CA20). Those 10pts get you a 5++, Captain Aura, and BS2+ if a Rhino Primaris is within 24". Even without the Primaris, this model is a goddamn bargain, but unfortunately in the crowded HQ slot. ====Forge World Characters==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Special Characters are noted with their corresponding {{W40kKeyword|<CHAPTER>}} keyword, and are arranged by their Founding (when applicable). Characters from known successor chapters are in their relevant sections because supplements make that kind of matter now. The points cost for all special characters already includes their wargear, as stated in the points section, under the points heading in the codex (or index/Legends if not in the codex). All other units say "does not include wargear" except special characters where it says "including wargear". <div class="mw-collapsible-content"> <tabs> <tab name="Astral Claws"> The {{W40kKeyword|[[Astral Claws]]}} are either {{W40kKeyword|[[Ultramarines]]}} or {{W40kKeyword|[[Dark Angels]]}} successors, with no great way to decide between the two; your fluffiest bet is Ultramarines since they make the better bikers anyhow. Although if we look at their Chapter Tactics before 8th, {{W40Kkeyword|[[White Scars]]}} is the best substitute for a melee-focused rush. Successor Tactics: Hungry for Battle, Master Artisans, Rapid Assault *'''[[Lugft Huron]]:''' Chapter Master, with terminator armour, a master-crafted assault heavy flamer (so it's twice as good as Vulkan He'stan's flamer - don't tell him), and THE ONE PIMP HAND TO RULE THEM ALL, a master-crafted lightning claw with 1 better S and AP (S+1 AP-3 D2, re-rolls wounds)! "Big Guns Never Tire" ensures he can bring the hurt once per game to anything on the board that's not a character (d6 mortal wounds on a 2+, or usually 2.92). He can come back from the dead... as often as you can roll a 5+. But he is decently priced at 170 points. Still better in combat than Draigo (who's more expensive), and could even take on Abbadon/Swarmlord (not really he is A4). He still has ATSKNF and his chapter master trait allowing rerolls to hit for any Astral Claws unit within six inches for support. Forge World FAQ gave him and Cullen the ability to deploy via teleporting. ** 'Ol Lugft you salty bastard! Take note of this dudes special rule (Big Guns Never Tire) and how well it combines with the rest of the Astartes codex. Lugft Huron is the king of mortal wound spam in a very mortal wound spamming prone army. You have to get creative: I'm talking triple vindicators, librarians, scout snipers, scout bikers, devastators using double hellfire shells, all the other command stratagems, '''AND''' a Damocles Command Rhino which doesn't even need Lufgt to ride in for ''another'' Orbital Bombardment!!! (you're already using forge world so...) You will be that guy to a degree, but this is all totally legal and really just very good tactics. Enjoy frying anything from Magnus to carnifexes all with comfortable ease. ***Be sure to load up on command points and consider a brigade because this play-style, while quite good, is very command point taxing. *'''[[Armenneus Valthex]]:''' Techmarine, with an Assault 2 Conversion Beamer, an AP-1 melee weapon that adds 1d3 attacks when at least 3 enemy models are within 1" of him, and a 6" buff of +1 strength (max 5) to boltguns and storm bolters, specifically. Give Valthex the Storm of Fire warlord trait and 1 in 6 bolter shots become heavy bolter shots. ** Note that hurricane bolters are ''not'' specifically storm bolters or boltguns. ** As his rule reads ''The Strength characteristic of '''all''' boltguns and storm bolters fired by [...]'' an argument could be made that this also includes special issue boltguns. The word "all" wouldn't make any sense otherwise. ** Pairing him with a Lieutenant still has the exact same effect as pairing him with a Captain, with or without Storm of Fire. ** This guy screams for running Astral Claws as Ultramarine successors as his special rule and Scions of Guilliman gives great synergy with a high number of Tacticals/Sternguards/Company Veterans under Tactical Doctrine and Bolter Discipline. While long-range focused footsloggers might not be true to their fluff, it doesn't stop them from being quite good at it. Pair with Long-range Marksman and Stealthy. *'''[[Captain Corien Sumatris]]:'''(legends) Captain; still a good cost-effective melee fighter/buffer, his power sword does D2 and give +D3 attacks on the charge; combined with his ability to gain +1 to wound roll when attacking enemy {{W40kKeyword|CHARACTERS}}, this makes him a mini-me Helbrecht, although he might be tougher with his 3++. His gun is a lame Pistol 2 Ap-2 now, despite still being called a Bolter. Also has the unique ability to choose his chapter keyword between {{W40kKeyword|Astral Claws}} and {{W40kKeyword|Tiger Claws}}, the latter of which will never be taken, because it disallows other Astral Claws characters from being taken. *'''[[Carnac Commodus|Arch-Centurion Carnac Commodus]]:'''(legends) Lieutenant, and improved greatly now; his CC weapon hits as hard as a Heavy Bolter with D2 and vs. {{WH40Kkeyword|INFANTRY}} every 6+ to-wound does a Mortal Wound, combined with a 6" for Core units to reroll one hit and wound roll when they fight makes him another good melee beatstick/buffer for Astral Claws. He also gets a 5++ invul because that's what Void Hardened Armour does now. ** See above Lugft Huron. Astral Claws love mortal wounds Bitchez!! </tab> <tab name="Red Scorpions"> The {{W40Kkeyword|[[Red Scorpions]]}} are probably loyalist {{W40Kkeyword|[[Emperor's Children]]}} successors; Forgeworld suggests using {{W40kKeyword|Ultramarines}} Successors with Inheritors of the Primarch. *'''Lord High Commander Carab Culln (FW Legends):''' Chapter Master. Stats-wise, of the level of other CMs here and in the main book, 9th edition has made him more consistent. An AP-2 D2 storm bolter, and a S+2, AP-3, D2 power sword that becomes Sx2 against Monsters and Vehicles. His personal aura gives every Red Scorpion within 6" a 6+ ignore lost wounds roll. ** Interestingly, his aura just flat-out states Red Scorpions, and not the usual Infantry/Core/Character stipulation. ** Overall, he's not bad, but has a sword that most of the time is simply average, and a gun that works but you aren't paying a couple hundred points for. Seems to excel against other Marines given all his D2 weapons. Stick him in a fight vs Tyranids or similar and he'll prove his worth, but in comparison to the other chapter master level characters he's not quite focused enough in one area to do a job well enough, plus he's still the same points cost as the rest of them. *'''[[Carab Culln|Carab Culln the Risen]]: '''The same guy as above, but slapped in a freakin' ''Leviathan Dreadnought''. Twin assault cannon, three hunter-killer missiles, and two heavy flamers make up most of his weaponry. His Tarsus Scorpi is a siege-claw style weapon, being Sx2, AP-3, D4, and also has a built-in heavy bolter that can fire at targets within 1" without the usual penalty (a bit of a step-down from the previous Death Hold rule). He has the Character and Smokecreen Keywords, a 5+ invulnerable, the Captain aura (Red Scorpion Core units within 6" re-roll hit rolls of 1), and the 9th edition Dreadnought rule Duty Eternal (incoming damage is reduced by 1 to a minimum of 1). ** He's lost his old 6+++ FNP aura, but that's still available in his Legends Terminator form. ** Like most Dreadnoughts, Culln the Risen seems a little... Schizophrenic. His flamers and assault cannons want to target hordes, while his hunter-killers and claw want to beat up bigger things. ** While he's still a {{W40kKeyword|Character}}, he has over ten wounds, meaning no hiding him behind a wall of thirty Scouts to kamikaze up the field. ** His number of wounds also prohibits him from jumping in a Dreadnought Drop Pod or a Storm Raven, so he's pretty limited to an 8" waddle. ** Compared to a storm cannon + siege-claw + triple missile Leviathan (245pts), for an extra 20pts, you gain +1WS, +1BS, +1A, the Captain aura, and no Relic keyword, meaning you won't pay one CP just for having him in your detachment. *'''Magister Sevrin Loth:''' Chief Librarian. As a Chief Librarian, he can cast two Librarius powers and deny three. He has an innate 4++ invulnerable save, and one Red Scorpion Core unit within 6" in the command phase re-rolls failed wounds against Psykers. He has a master-crafted axe (improved from Dd3 regular force axes) where Psykers that fail a save against it suffer an additional Mortal Wound. ** No longer the god that he was in seventh edition, he's been toned down to reasonable. He sees best use when escorting a headhunter squad of your own choice going after enemy wizards. *'''Casan Sabius:''' New Chapter Master who has inherited the Blade of the Scorpion that's somehow different from Culln's Terminator form; S+1 (Sx2 vs monsters/vehicles) AP-3 Dd3. He has a 2+/4++, Captain aura, and Chapter Master ability. FW has changed his unique rule, where now you just pick a Red Scorpion Core or Character unit within 6" and they gain +1A. ** Unlike OG Culln, this dude wants to smack Monsters and Vehicles. He's not in Terminator armour so you'll need to transport him to get there, but you also have more transport options available to you. </tab> <tab name="Minotaurs"> The {{W40Kkeyword|[[Minotaurs]]}} are said to have "chimeric" gene-seed, but given their melee preference your ''fluffiest bet'' is Black Templars; however, if you field Moloc, Iron Hands is a good choice instead to represent being rock-hard in melee. Whirlwind of Rage should be considered while FW chose Duelists + Stalwart. *'''[[Asterion Moloc]]:''' Chapter Master. The Chapter Master of the Minotaurs is no longer the Marine killer he was before, but he's still a horrifyingly effective character. With seven wounds protected by a 1+/4++ and 4+++ against mortal wounds, he is harder to take down than some vehicles. His Black Spear makes a return at S+2, -3 AP, and 3 Damage. The spear's lasbeam is no longer single-use, meaning he can fire that sexy, sexy S8 -3 AP D3 weapon all he likes. he gives the usual Chapter Master buff and also gives his Minotaur infantry re-rolls to failed charges. Even if your opponent, somehow, makes it through all those saves in a charge, he gets to pile in and get off those attacks, making melee with him under any circumstance risky at best. ** Pairing his re-roll failed charges special rule with the Hungry for Battle Successor Tactic (+1" to charge and advance) gives you a ~66% chance on a successful charge after deep striking. *'''Chaplain Ivanus Enkomi:''' The Minotaur chaplain character. A foot slogging Chaplin with a Grenade launcher, power fist, and Crozius that ignores invuln saves. Do ask yourself when you take him though... did you really WANT to pay 23 points to double the range of the otherwise completely normal frag and krak grenades. Yes, aside from that he boasts an extra attack and an extra wound, compared to normal, so maybe those 23 points have not been spent in vain. *'''Hecaton Aiakos:''' A Character Contemptor Dreadnought - an Elites choice, but can't be your Warlord. Packing 9 wounds and 3+/4++ saves, and receiving -1 damage, he and Moloc apparently both believe that defense is the best offense. Not that either is lacking in that regard. He sports a heavy plasma cannon with all the pain that entails as well as the standard Dreadnought combat weapon. Stampeding Fury allows him to immediately inflict mortal wounds on a unit within 1" of him if he charged. Also worth mentioning is that, as a {{W40kKeyword|RELIC}}, he gives access to the Relic of Ancient Glory stratagem. All this will set you back in points, however, beating out even Huron for sheer points. Additionally, he can never be your Warlord. But he sure kicks ass. Just let him stay around Moloc for the sweet, sweet charge re-rolls and unleash the moo-moo. Note that being a Character he can get a trait while not being Warlord, though it would cost you CP to do so and there might be other candidates, but hey, Sword of the Imperium sounds glorious on him ** Use the WHITE SCARS chapter tactic so Aiakos can fall back and charge and keep dealing out mortal wounds. *'''[[Sergeant Hamath Kraatos]]:''' The FAQ basically tells you to drop this guy from the game, and instead use the model to represent a generic Devastator. </tab> <tab name="Star Phantoms"> The {{W40Kkeyword|[[Star Phantoms]]}} are DEFINITELY nothing like the {{W40Kkeyword|[[Exorcists]]}}, and all rumors you have heard that they are successors to the {{W40Kkeyword|[[Dark Angels]]}} are BLATANTLY FALSE AND HERETICAL PROPAGANDA, PREPARE TO BE PURGED. As their founding chapter is DEFINITELY AND TOTALLY UNKNOWN, treating them as an Unknown Founding chapter makes the most sense for Tactics. *'''[[Captain Zhrukhal Androcles]]: (Legends)''' Captain. Lost his ability to take Devastators as elites and heavy support. Is identical to a vanilla captain statline wise. He comes with Stonefist, which is a named thunder hammer with +1AP, and a combi-melta. has 95pts. </tab> <tab name="Blood Ravens"> The {{W40Kkeyword|[[Blood Ravens]]}} are successors to whom, [[thousand Sons|nobody knows]], so you can do whatever you want. *'''[[Gabriel Angelos]]''': That's right, Gabe's finally made his official debut on the tabletop, sporting his [[Dawn of War III]] look. THE TERMIE FLIP IS BACK BABY, in the form of an ability: '''Leap into the Fray''' - upon successful charge a roll of 4+ deals d3 MWs. He's a Chapter Master in Terminator Armour and an Iron Halo, so he has a 2+/4++ save along with 6" movement and the ability to teleport onto the battlefield. **As for goodies, he comes with his signature Daemon Hammer, ''Godsplitter'', allowing him to choose one of the following 2 profiles in combat: '''Mighty Strikes''' is a standard Thunder Hammer statline, with the addition of dealing an additional Mortal Wound whenever you roll a 6+ on the wound roll. The second profile, '''Sweeping Blows''', grants Gabe +3 attacks on top of his 5 base, at str+2 ap-1 d1 without the -1 penalty to hit, for your GEQ killing needs. Compared to his previous Forge World rules, he, unfortunately, lost his access to grenades. **Naturally, he's best off rolling with Relic Terminators. While utterly genericized from what once was, it at least gives you a squad that actually keeps up with Gabe and can provide some much-needed firepower. **At 150 points, he can be a bit hard to fit into smaller lists. </tab> </tabs> </div></div> ===Troops=== With the new FOCs, it is possible to make a Battle-Forged list without any Troops at all... but you do need them for CP. Troops are usually where one turns for numbers, as in 9E the player with the most models within 3" of an objective can claim it. You have a lot of options for Troops but they're actually decent this edition. Your basic defensive statline is MEQ with T4, W2, Sv3+, making them quite durable against most enemy small-arms; However, there are no shortage of weapons with S5+ and D2, like autocannons, plasma, and 9th edition has made the ever-common heavy bolter D2. *'''[[Tactical Squad]]: CORE, 18pts per model.''' No longer your default choice for Troops tax, Tacs are still viable, but require more forethought compared with Intercessors. Heavy weapons are easier to use now as they get fewer penalties for moving and unlimited split fire exists. This edition encourages you to '''''take them as MSU'''''; less morale vulnerability and multiple units can fit in the same transport. Two five-man units fit inside a Rhino, giving two Serges with Combi-weapons plus two special/heavy weapon guys as opposed to the three a regular ten-man squad have. ** When deciding between Tacticals and Intercessors, you must consider their intended role, as barebones they're your worst Troops choice. The main advantage over Intercessors are the ability to take special/heavy weapons, so ''use them''. They're basically the same price as Intercessors now, so if you just want cheap Troops, ALWAYS take Intercessors; Tacticals are so much worse in shooting and melee that downgrading isn't remotely worth saving a measly 10pts. **Per the Jan 2023 rules update, these guys got better. Why? Their wargear is now all free! Mix and match as you wish with your Tac Squads. 10th Edition is likely their last hurrah, so enjoy it with dusting off your old models from 6th and 7th with Grav and Plasma, Meltas and Multi-Meltas, Missile Launcher Tacs, Heavy Flamers, and Lascannons. Who doesn't want an 18 point Lascannon? This also applies to the squad sarge, including combi weapons. *** ** Tacs can ride in Rhinos, Razorbacks, Drop Pods, and Termites, for Dedicated Transports; Land Raiders, for Heavies; and Stormravens, Stormfangs, Stormwolves, Storm Eagles, and Corvus Blackstars, for Flyers. Firstborn transports tend to be more affordable than their Primaris equivalents (when they exist - there are only Primaris equivalents of the Razorback and Land Raider), which look much more like tanks and mount more guns without really being that much more durable. This means they're far more likely to draw heavy fire, and while this can be an advantage depending on your game plan, it does make Tacs notably better if all you want a cheap, speedy box. Combined with the point above: bring tactical marines if you want to tactically drive tactical heavy weapons in tactical transports to shoot (tactically) your enemies in the face with a tactical melta. For around 1.5 intercessor squads. ** Tacticals generally lose out on stratagems, as many only work with Primaris, and while dropping defensive strats on Troops is usually a waste of points, the lack of Transhuman Physiology might make the difference between holding and losing an objective. One area where Tacticals do have the advantage is mortal wound stratagems; Melta Bomb and Flakk Missile are functionally Tactical only, while Hellfire Shells are Tac or Heavy Intercessor only, and can kick out a surprising amount of damage. ** As a rule of thumb, point rebalances make heavy weapons better choices than special weapons, as even when at a penalty from moving they kick out more damage. The only exception is Assault-type weapons which can shoot after advancing, but since this means your bolters can't fire, it often isn't worth it anyway. <tabs> <tab name="Combi-Weapons"> Whenever a combi-weapon has the same cost as a special weapon, it's strictly better; except for a combi-flamer, when the combi-weapon costs more, it's almost always strictly worse. *'''Combi-Flamer:''' 3.38x the S4 dakka of a bolter hitting your target at 12" (1.69x the dakka of a storm bolter) for less than twice the cost of the base model, but no ability to hit things farther away. No benefit over a flamer if you advance, but if you don't, 1.29x as good as a flamer; ''current'' point costs have a combiflamer dude costing 1.22x a flamer dude. For Overwatch, the output is only 1.1x as good as a flamer, meaning combiflamers are ''less'' efficient at Overwatch than flamers. If you're taking a flamer anyway, or in general have a good plan for ensuring your plan is to engage the enemy at 12" or less, this is a good choice. **If you have +1 to hit ''and'' your 6s to hit explode into 2 hits ''and'' you can re-roll 1s to hit (but you don't have +2 to hit and you can't re-roll all misses), a storm bolter will outperform a combi-flamer (the combi-flamer will only have 1.17 the dakka while costing 1.2x), but that's difficult to arrange - one way to do it is park Crimson Fists next to a Captain and shoot a large unit. *'''Combi-Grav:''' Just no - sure, it costs the same as a grav-gun, but that doesn't fix the crippling range problem the grav half has. If and only if you took the Long-Range Marksmen successor tactic, the grav half can double at 10.5", which means this can be like an overcharged combi-plasma where you downgrade from S8 to S5 in exchange for firing safely. If you ''also'' made the poor choice to issue the Sergeant an expensive melee weapon, this can be a good move, because the combi-grav is generally better than non-overcharged plasma, and you may not want to risk your expensive melee weapon. But why would you do that? *'''Combi-Melta:''' This can be justified if your other guy has a multi-melta or grav-cannon and you want to help murder something heavy. Once you're within 12" anyway to make your multi-melta better, the combi-melta is good against the same targets you want the multi-melta for. *'''Combi-Plasma:''' You can fire this on dual mode without making the plasma less safe now, but it's still a lot of points for what you get, even though it's literally a plasma gun but better. You probably don't want this. Per 2023 rules update, it's free. Take it. *'''Storm Bolter:''' Now you're cooking with charcoal: literally twice as good as a bolter at everything. Not as points efficient as a combi-flamer within 12", but makes your sergeant shoot as hard as two marines, while only costing a fourth more than one. This should be your default choice if you want to make your tacs more expensive, since the primary job of tacticals is sitting on an objective taking potshots. </tab> <tab name="Special Weapons"> *'''Flamer:''' 12" of cheap horde-killing and decent for deterring charges. Unless the rest of your squad is dead, you'll usually get better results sitting in cover with another gun and firing your bolters than advancing and firing this, even if you double up with a combi. Since there's no heavy version for most <Chapters>, this is often all you get if you want flamers. Generally worthless outside of advancing or Overwatch, because the targets against which this will outperform a Grav-Cannon are very uncommon, but is legitimately useful paired with a combi-flamer in the same squad against GEQ. *'''Grav-Gun:''' 18" of MEQ-killing. Same price as the heavy version, but half the shots at best and lacks the range of bolters, so if you're abusing your rapid fire range advantage you might not even be able to fire it anyway. Plus, as Rapid Fire and not Assault you can't even justify it by Advancing to turn a corner and get line of sight on a target. Never, ever take this. *'''Meltagun:''' 12" sucker-punch for Vehicles and Monsters. The only reason to take this is if you're doubling up with a combi-melta on the Sergeant, and even then you'll only get better results if you have to move to get line-of-sight on a target. Just take a multi-melta instead - never take this. ** Within a five-man squad, let's compare the advancing combi-melta + meltagun vs moving multi-melta. Both combinations fire two shots, and suffer -1 to their hit rolls for advancing and firing an assault weapon and moving and firing a heavy weapon respectively. The advancing assault meltas gives you a 19-24" threat range (6" move + d6" advance + 12" range) with a 13-18" potential +2D range, while the moving heavy melta gives a 30" threat range (6" move + 24" range) and the same 18" melta range. *'''Plasma Gun:''' 24" of MEQ-killing. Just 5pts cheaper than the heavy version, but loses blast so it's a worse horde-killer and on average will only break even (for output, meaning it's more points-efficient) against single targets at half range. Changes to Gets Hot mean it's usually a waste of points: safe plasma is outclassed by grav weaponry, and overcharging is a bad idea because without re-rolls you'll blow yourself up in short order and tactical squads just don't put out enough damage to justify a re-roll babysitter. That said, there ''are'' some targets where the plasma gun's one shot, even on safe mode, is more efficient than a bolter's two shots... the problem is that it can't compete with your Heavy choices. Skip this. </tab> <tab name="Heavy Weapons"> *'''Grav-Cannon:''' 30" of premiere MEQ-killing, now just 10pts! It's better than the heavy bolter or a safe plasma cannon at mulching MEQs due to its stats, and far safer than an overcharged plasma cannon without a re-roll babysitter. If you want to kill heavy infantry, this should be your go-to choice. *'''Heavy Bolter:''' A 36" sidegrade to the grav-cannon. Lower AP and flat D2 instead of only versus models with a 3+ save make it better for dealing with poor-save multi-wound models like Daemons or Monsters, but one fewer shot makes it weaker versus MEQs and the extra 6" range often makes no difference as it's beyond your bolter range anyway. The Hellfire Shell strat can chuck out D3 MWs if you hit, and Imperial Fists shooting a Heavy Bolter gives you additional hits on 6s. *'''Lascannon:''' 48" of premiere tank-hunting power, now just 15pts! Forces opponents to spread fire across multiple units to get rid of your tank-busting and gives you a backup if your heavy support gets ganked early on. A great choice if your chapter tactics give you one re-roll to hit (or wound) per time the unit shoots, although still not as good as a multi-melta within 24". *'''Missile launcher:''' 48" of versatility. Worse than lascannons against Monsters and Vehicles, worse than heavy bolters and grav-cannons against ''everything'' (but with more range), but a reliable choice against both. A versatile weapons which gives you options as your unit count dwindles, and so always worth your consideration. **The Flakk Missile stratagem gives you a surprisingly potent AA punch, if you need it. *'''Multi-Melta:''' 24" of devastation. Lacks the range of the lascannon but makes up for it in sheer damage. The 9th edition heavy 2 upgrade and Dd6+2 melta re-write means this is absolutely worth it on your mid-field units in comparison to the lascannon, but necessitates a transport and ''will'' attract massive amounts of fire (making for a great potential DISTRACTION unit!). A great choice for Salamanders (or the successor tactic for re-rolling 1 hit per time the unit shoots), whose free re-roll is more efficient on single high-power rolls than those that rely on volume of fire. *'''Plasma cannon:''' 36" of completely wasted points. Multi-meltas and lascannons will do better against vehicles and grav-cannons will more reliably chew through MEQs if you don't overcharge. Overcharged it's still worse versus Vehicles and without a babysitter you've got an almost 50/50 chance of blowing yourself up if you fire all three shots. Even with babysitters, it's still around an 8% chance and honestly? A babysitter isn't well-spent on a single heavy weapon when they could be buffing four times that in a unit of Devastators or whatever. Avoid. With the 2023 rules updates, it could be great with Dark Angels and Weapons of the Dark Age - it's free! </tab> <tab name="Melee/Pistol Weapons"> Your Sergeant can swap out his pistol for one of these. *'''Astartes Chainsword:''' Auto-include, because it's free and in any context where you'd want to shoot your bolt pistol, you can swing the chainsword ''first''. Without a very, very good reason, this should be what your Sergeant carries. *'''Bolt Pistol:''' In any of the rare circumstances where you'd want to shoot this, you're better off with a chainsword. Hard pass. *'''Grav Pistol:''' If you insist on taking a pistol and you aren't Deathwatch or Blood Angels, this is the best one: a full 12" range means it outperforms half a grav-gun for half the cost of one. But it's less efficient than a combi-melta, so why bother? *'''Hand Flamer:''' If you're Deathwatch or Blood Angels, this is deceptively useful: terrible for the things you want a pistol for compared to just taking a Lighting Claw, but you can take it on top of a real gun and fire it during Overwatch and/or instead of your main gun when within 12" against very soft targets. If you have a tac squad with a grav-cannon you're planning on dropping in a Drop Pod and you want maximum versatility so the squad doesn't mind shooting whatever, having one of these on hand will let you swap to it for murdering GEQ. *'''Inferno Pistol:''' If you're Deathwatch or Blood Angels, this is legit useful on the rare occasion you live long enough to fire it, because it performs as well as a meltagun for half the cost, but in practice you're better off with a Power Fist. *'''Lightning Claw:''' Great at shredding GEQ, but why are you worried about getting better at that? Inferior to a Power Fist against any heavy target for the same cost, and that's what the squad might need help punching, so generally not worth it. *'''Plasma Pistol:''' Inexcusable - a grav pistol but worse in practice. Hard pass. *'''Power Axe/Maul/Sword:''' The Sword is the best of these, but they're all worse than a Lightning Claw and have the same cost, so hard pass. *'''Power Fist:''' If you insist on taking a melee weapon, this should be your go-to: helps your squad against the targets they most need help against while only costing 5 points, rather than paying even more for a Thunder Hammer on a squad that prefers shooting anyway. *'''Thunder Hammer:''' Slightly more efficient than a Fist provided you're hitting a target with the wounds to take the damage and the save is 3+ or worse. </tab> </tabs> *'''[[Intercessor|Intercessor Squad]]: CORE, 18pts per model.(Jan 2023 Update)''' The bigger boys. Have become the go-to for a high damage output Troop choice with their buffs and Stratagems. Comparing the Rapid Fire version to Tacticals, you get an extra point of AP and 6" of range on their guns and +1A in melee for just 2pts more per model, but critically, if you switch to their assault weapons, you get ''3'' shots out to 24", not 2, and it doesn't matter if you stand still or not. With A2, plus Shock Assault, plus an A3 Sergeant who can be equipped with a power sword, chainsword, power fist, or thunder hammer, they aren't hopeless in a melee. Even basic Intercessors come with a bolt pistol sidearm, so they actually get three S4 AP0 D1 attacks each if they're locked in melee. In addition, one bolt rifle can slap on an auxiliary grenade launcher, buffed to let you fire a grenade up to 30" as an assault weapon instead of a grenade weapon, meaning you can fire a grenade at the same time as using the bolt rifle. **Specifically, what Intercessors are ''best'' at is 5 Assault style rifles on the squad plus a grenade launcher, meaning the whole thing spits out 15 S4 shots and 3.5 S3 ones, and you either leave a chainsword on the sergeant, or kit him out for better melee, depending on your chapter/build/plan. The whole thing is 105 points; in terms of comparing to Tacticals, their most comparable build is ''also'' 105 points, with 3 bolters, a storm bolter, and a grav-cannon, netting you, at 24" (assuming the unit stands still), 10 S4 shots and 4 S5 AP-3 D1-2 shots, making the Tacticals better against harder infantry (like MEQ) if they stand still or are in close range, while Intercessors don't care about moving and are pretty dedicated to murdering chaff. Neither unit is ''great'' at melee, but the Intercessors are better. ***If you're wondering, against GEQs (T3/5+Sv) the tacticals average a total of 4.74 wounds per turn. The Primaris deal 3.70 wounds with bolt rifles or 4.44 wounds with auto bolt rifles, plus an additional 0.78 from launching a frag grenade, for a total of 4.48 and 5.22 respectively. While this reaffirms that if you want to clear chaff you should go Primaris (especially given their drastically improved melee effectiveness), it's a surprise to see that the auto bolters still need the grenade launcher to outcompete the firstborn, and that the bolt rifles lose outright. ***Against enemy MEQs (T4/3+Sv) the shooting mathhammer lands ''decisively'' in the Tacs' favour. For the Primaris, both regular and auto bolt rifles average 1.67 wounds/turn while the stalkers land 2.22, with an additional 0.26 from the frag grenade launcher, meaning your most efficient loadout deals an average of ~2.48 wounds/turn. For the tacs, three regular bolters plus the storm bolter dish out just 1.11 per turn, but the grav-cannon is simply ''monstrous'', dropping a massive 2.96 wounds/turn for a total of 4.07 wounds - and unlike the Primaris, who lose damage output linearly with casualties, the tacs can suffer 80% casualties while losing less than 30% of their damage output. The grav-cannon is so powerful, in fact, that even if shooting at single-wound MEQs, the mathhammer still favours the tacs over the primaris. <tabs> <tab name="Bolt Rifle"> The bolt rifle is the basic small arm, with 30" Rapid Fire 1 S4 AP-1 D1, and is the only one that benefits from Bolter Discipline. The bolt rifle is a surprisingly niche choice this edition; against GEQs it's comfortably outcompeted by the auto bolter, and against multi-wound MEQ and up it's comfortably beaten by the stalker. The only time you'd really pick it is against single-wound MEQs, as the stalker's damage is overkill and so deals lower damage overall. The auto bolt rifle does break even with the bolt rifle on damage but costs more, so is less efficient. </tab> <tab name="Stalker Bolt Rifle"> The stalker bolt rifle has harder hitting rounds, being 36" heavy 1 S4 AP-2 D2. This makes it the pick of choice against other marines and bruisers like Tyranid Warriors, but you're sacrificing both Bolter Discipline and the fact that you'll only benefit from Devastator Doctrine, which only works on Turn 1 unless you're Dark Angels or Deathwatch. Of note is that it's only your best pick against MEQs if they're multi-wound; otherwise, its reduced fire rate means that your DPS is actually lower than either of your other options. </tab> <tab name="Auto Bolt Rifle"> The auto bolt rifle is 24", Assault 3 S4 AP0 D1, giving it increased rate of fire and mobility in exchange for reduced range and armour piercing. Surprisingly, the reduced armour piercing doesn't make a huge difference; its rate of fire gives it the best performance against GEQs, and against MEQs it breaks even with the regular bolt rifle, though both are beaten comfortably by the stalker. </tab> </tabs> *'''[[Intercessor|Assault Intercessor Squad]]: CORE, 17pts per model. (Jan 2023 Update)''' Similar to the guys above, but built for melee rather than ranged combat - naturally, this means they're much worse when actually assaulting, since they can't even carry assault weapons. AP-1 chainswords mean they butcher light Infantry with four attacks on the charge, and an 18" AP-1 bolt pistol can threaten Infantry at medium range as well. The Sergeant can swap his pistol for a plasma pistol or hand flamer, while being able to replace his chainsword with a power sword, thunder hammer, or power fist. Note that unlike their Firstborn cousins they can't take jump packs, so you'll have to make sure they can get into melee first. ** {{W40kKeyword|Black Templars}} love these guys, but {{W40kKeyword|White Scars}} prefer regular Intercessors with auto bolt rifles and a Sergeant kitted for melee. *'''[[Intercessor|Heavy Intercessor Squad]]: CORE, 23pts per model. (Jan 2023 Update)''' The biggest boys in Gravis armour. Gravis makes them very durable, giving them T5 and W3, on top of a higher damage output. ** Quick comparisons: The standard five-man Heavy Intercessor Squad is 140pts, giving you fifteen T5 wounds and five S5 guns. With those points, you can have seven Intercessors (fourteen T4 wounds and seven S4 guns) or eight Tacticals (sixteen T4 wounds and inferior guns, but you can swap bodies for special/heavy weapons to keep the the same pts cost). Per-point, they're less efficient than tacs with a stormbolter/grav-cannon against absolutely everything, and less efficient than light intercessors against everything provided they choose between auto/stalker and frag/krak correctly; however, against T4 and T5 they do have the highest average damage. Given the extra wound and point of toughness, this makes them more viable as damage-dealers as they're likely to stay on the table longer and so get more shots off. ** At T5 and Sv3+, they're extremely durable and likely one of the best objective holders for their points cost (Custodes with storm shields will obviously hold better, but cost staggeringly more). Most armies' S4 anti-chaff will bounce off, while weapons purpose-built for gibbing Tacticals/Primaris tend to be D2 or Dd3, meaning twice the shots to bring them down and plenty of wasted wounds; three D2 wounds will kill three normal Intercessors, but only one Heavy Intercessor. *** Iron Hands, Raven Guard, and Salamanders Heavy Intercessors will be extremely efficient regarding durability as opposed to the other Gravis units. ** S5 weapons and the ability to add one flavour of Primaris heavy bolter means they're well-suited to camping objectives, particularly as per-point they're shitty melee fighters likely to get bogged down in assault. However, don't be afraid to throw them into melee! If your opponent ''knows'' they're shitty brawlers they might not be expecting it, and their stats mean they're great for bogging down enemy units, giving your other units time and space to move. <tabs> <tab name="Heavy Bolt Rifle/Heavy Bolter"> 36" rapid fire 1 S5 AP-1 D1 is a decent balance of all stats, while also affected by Bolter Discipline. If the squad is equipped with heavy bolt rifles, one Heavy Intercessor per five can swap their heavy bolt rifle for a heavy bolter, which is heavy 3 and D2 in comparison. </tab> <tab name="Hellstorm Bolt Rifle/Hellstorm Heavy bolter"> 30" assault 3 S5 AP0 D1. The range and Assault classification makes moving irrelevant unless you're trying to move and advance 5" + d6" towards an objective, thus meaning that the -1 to hit could be worth it. Hellstorm heavy bolters are 30" heavy 4 S5 AP0 D2, and thus can't be fired if you advance to make full use of the hellstorm bolt rifle, but you can always walk or even stand still - 3 shots at AP 0 is better than 2 shots at AP-1 against save 4+ or worse and breaks even against 3+, and while walking the rapid fire competition doesn't get bolter discipline, so all told, the Hellstorm rifle is usually better than the Heavy rifle. Similar logic applies to the heavy weapon choice: going from 3 shots to 4 and AP-1 to AP0 is better against saves 5+ or worse and breaks even against 4+. All of these numbers proceed by 1 under an AP buff, like from the current doctrine: the assault rifle is better than rapid, even while standing still, against 3+ or better, breaking even at 2+, while the heavy hellstorm becomes better at 4+, breaking even at 3+. However, it bears noting that no doctrine applies to both rapid fire and heavy or assault and heavy at the same time. </tab> <tab name="Executor Bolt Rifle/Executor Heavy bolter"> 42" heavy 1 S5 AP-2 D2 is the Fuck Marines option, but you lose accuracy on the move, Bolter Discipline, and fire rate at short ranges (making you more vulnerable to Deep Strikes and units getting close to engage in melee). The executor heavy bolter is a 42" heavy 2 S5 AP-2 D3 monster, with a decent chance at dealing the finishing blow to bigger targets as well as outright killing Terminators. Significantly, this is the only option that lets the entire unit be buffed by a doctrine at once - the whole unit will get better AP on your first turn. </tab> </tabs> *'''[[Infiltrator|Infiltrator Squad]]: CORE, 20pts per model. (Jan 2023 Update)''' The in-between of Scouts and Intercessors, filling the role of Vanguard troops that are excellent at area denial. They're armed with marksman bolt carbines, which are essentially boltguns that auto-wound on unmodified hit rolls of 6. They have Concealed Positions and their Omni-scramblers prevent Deep Strikes within 12" (thus nullifying Deep Strike charges and flamers). One model can be either an Apothecary-Cadet to reduce the damage of the first failed saving throw each turn to 0 (remember, your opponent is free to shoot you with low-damage weapons first to pop this, then switch to high-damage ones) or a Comms Specialist to count as always being in range of a Phobos Captain and/or Lieutenant aura if those models are on the field (still waiting to deep strike, in a transport, etc will still not work). With MEQ resilience, they're better speedbumps than Scouts, and now that Scouts are Elites for some reason, you have no alternatives. Like Intercessors, they can struggle to be more than keep-away units and pregame objective holders, using the Smokescreen stratagem for protection. **The ability to guarantee rerolls on to-hit and to-wound rolls of 1 from anywhere on the board sounds powerful. Unfortunately, the maths simply doesn't bear up; '''there is absolutely no scenario (against infantry) where Infiltrators will outdamage properly-equipped tactical squads or intercessors, even assuming those squads have no reroll support and are forced to suffer movement penalties to their Heavy weapons.''', Against 3+ or 4+ GEQ and single-wound MEQ, auto bolters plus frag grenades dish out more damage than marksman carbines; against MEQ, TEQ and Gravis-EQ stalkers plus kraks do more damage. Tacs with a storm bolter and grav-cannon come out on top in every circumstance except versus GEQs; but if the tacs don't move, they're better than the Infiltrators against those GEQs too. This isn't even damage-per-point, by the way, this is just raw damage - per-point is even worse, even assuming the captain and lieutenant are free (it's not like you wouldn't take them anyway). Unless you're very explicitly taking them for the omni-scramblers or have a way to get exploding 6s (see below), you'll get better results for cheaper from tacs or intercessors. Maybe it does better if paired with the +1 to hit from the Vanguard Spearhead, essentially making it a full re-roll to hit, but even in that case the +1 is doing the [[Lion El'Johnson]] share of the work. **Now we said 'against infantry' for a reason, the auto sixes to wound mean that if your fighting something like an Imperial Knight or Leman Russ. . .You should be using proper anti-tank weapons, but if you have to have infantry dump shots into a tank, then the Infiltrators do a better job of it then other troop choices, but not enough to replace the job of a proper anti tank unit. ***Effects that trigger on 6 to hit stack, e.g. with the Imperial or Crimson Fists chapter tactic a 6 to hit means an auto wound plus a rolled wound. With access to full re-rolls, such as a nearby chapter master (the comms array won't work) or phobos librarian, you can re-roll successes in the hope of more sixes. Ordinarily this is only worth it if you only wound on a 6+ (regardless of re-rolling 1s or all to wound), but if you increase to BS2+ (such as from a Chaplain shouting at the unit, or Crimson Fists shooting at something outnumbering them), it's also worth it on a 5+ to wound unless you can fully re-roll the wounds as well. Stacking +1 to hit, 6s to hit auto-wound, and 6s to hit to generate a hit that rolls to wound is so powerful that it's ''always'' worth re-rolling successes, regardless of the target's to-wound roll. **Their omni-scramblers' deep-strike denial stacks with the default 9" minimum for deep-strikes, meaning you can deploy them up to 21" away from other friendly units and still deny all the space in between. Combined with concealed positions and the reduced map size of 9th edition, this can allow you to deny an astonishingly large portion of the board to your opponent. ***Leaving them this far from your main force ''will'' get your dudes killed, so bear in mind you're paying 24pts/model for a sacrificial unit. However, doing this can give you a huge advantage; holding up a Genestealer charge or whatever for even a single turn can allow them to more than earn their points back by proxy. Your standard Bolt Rifle's range is 30", but most armies' troop guns are 24". For the cost of a single sacrificial squad and with careful deployment, there's a very real chance that your opponent won't be able to shoot the meat of your army on the first couple of turns at all - which can be invaluable if going second. *'''[[Incursor|Incursor Squad]]: CORE, 18pts per model. (Jan 2023 Update)''' The jack-of-all-trades of Vanguard Space Marines, able to infiltrate, provide support at range, and hold their own in melee. Occulus bolt carbines ignore cover and all ranged attacks these guys make (which means the carbines or a grenade) ignore hit/BS modifiers, making them the bane of enemy units that rely on cover saves or hit penalties for durability. Their paired combat knives give them AP-1 in melee this edition, and they can also buy a single Haywire Mine to dissuade enemy charges with d3 mortal wounds (three mortal wounds if it was a Vehicle) 1/game. ** Worse than Assault Intercessors for stabbin' (you don't get +1A from chainswords or the heavy bolt pistol to fire in melee), worse than Intercessors for shootin' (unless you're targeting cover/hit modifying units), and worse than Infiltrators for denyin' (no omni-scramblers). But they are the only one that can do all three jobs at once, [[Tau|so out fight what you can't out shoot]] and[[Ork|out shoot what you can't out fight]]. ===Elites=== The Space Marine Elite slot gets work done and carries essential buffing character units like the Apothecary and Company Ancient, as well as a few exotic Forge World vehicles. Vastly improved with new codex, very powerful units await! ====Infantry Characters==== *'''Ancient:''' A support Aura Character that's important to big blobs. The banner has a 6" aura that adds +1Ld to all {{W40Kkeyword|<Chapter> Core}} units (which means squads where the Sergeant matters ''least'', like Devastators, mind losing him first even less), and if models in such a unit within 6" die ''to an enemy attack'', you get a 4+ chance for them to get off one more round of shooting or one melee attack before removing that model from the battlefield. Out of phase shooting is great, and Marine Infantry dies quite a bit in practice. Remember, this is a ''ranged support'' unit - it'll do a ''lot'' better supporting a gunline than a melee deathball. ** Combining with an Apothecary has been killed off somewhat, with the revival aspect of his Narthecium being moved to a 1CP stratagem unless you take the Chief Apothecary upgrade. ** Combining with plasma spam has been killed off completely, as he can't generate attacks for models who kill themselves (likewise, he can't be used to generate attacks from a Librarian who dies to his own Perils, for example). <tabs> <tab name="Chapter Command - Chapter Ancient"> +1PL and +20pts. Any Infantry blob, be they Deep Striking or waddling, will enjoy having this guy nearby. ''Not available to Blood Angels, you have the Sanguinary Ancient.'' *'''Ability - Chapter Banner:''' During the Command Phase, one <Chapter> Core unit within 6" gains +1 to hit rolls with melee weapons until the start of your next Command Phase. **Unfortunately, this is barely an improvement over a regular Ancient, who you want surrounded by many ranged units, not one melee unit. *'''Trait - Steadfast Example:''' Any <Chapter> Core units within 6" count as having Objective Secured; if they already have it, their models count twice. ** This is the Rites of Battle WT only better, and is the primary reason to take a Chapter Ancient. *'''Relic - Pennant of the Fallen:''' Friendly models that make a melee attack as part of the Astartes Banner ability make two attacks instead of one. **Almost no chapters want this, although there are niche cases, notably Space Wolves, who love getting charged. </tab> <tab name="Company Ancient"> Cheapest base model. As an Elite-choice Marine Character, he has W4 and A3. Comes with a bolt pistol that you can and should swap for a bolter for free, or a different pistol, combi-weapon, or melee weapon. Like other Firstborn Elite Characters, he does not take up an Elite slot if you include a Company Veteran Squad. </tab> <tab name="Primaris Ancient"> Same as a Company Ancient, but with +1W and +1A. Comes with a bolt rifle in addition to the pistol, but his wargear is fixed. 5 points is nice and cheap for making him more resistant to snipers, but his ranged output is ''worse'' than a regular ancient with a storm bolter for the same points. The best reason to take him is if you just want a Company Ancient, but need him to be able to ride a Primaris transport. *Warzone Nachmund has given the Primaris Ancient an extra tool...a power sword they can buy in place of their bolt rifle. At the very least, this can let an ancient fighting alongside assault intercessors or their Death Company equivalents pull their weight in close quarters. </tab> <tab name="Bladeguard Ancient"> See that Primaris Ancient? He now trades his bolt rifle and bolt pistol for a heavy bolt pistol and a second aura giving +1 to hit to all {{W40kKeyword|Bladeguard}} units (including himself) within 6". This guy is the primary reason Bladeguard are so dangerous. </tab> <tab name="Terminator Ancient"> If you want your banner to arrive anywhere on the board, you turn to this guy. As one might expect, the armour gives him +1W and a 2+/5++ save over his power-armoured counterpart, and he is locked into having a power fist and storm bolter. An excellent choice for accompanying Terminators of all sorts out of Deep Strike. </tab> <tab name="Biker Ancient (Legends)"> 88pts nets you M14", +1T, and +1W over your Firstborn Company Ancient (75pts). You also get a twin boltgun, bolt pistol, and chainsword as standard, but you can swap the bolt pistol for a boltgun, combi-weapon, melee weapon, or other pistol. You lose the Command Squad Ability (does not use an Elite slot if a company Veteran Squad is in the same detachment). Like other Bikers, he advances 6" instead of d6". Finally, his Company Banner affects all <Chapter> Infantry and Biker ''models'' (not ''units'', just models) within 6", rather than <Chapter> Core units. Still has the Ancient keyword, so Chapter Ancient upgrade is still a possibility and you don't lose out on abilities like the Biker Apothecary does. * Costing him at 95pts and swapping his 8th edition Company Banner for the 9th edition version that reaches more models seems reasonable to me, but you start veering into homebrew tweaks then. </tab> </tabs> *'''[[Apothecary]]:''' Much different from his 8th edition version. The Narthecium now lets <Chapter> Infantry or Biker ''units'' within 3" ignore lost wounds on a 6 and Combat Restoratives heals one <Chapter> Infantry or Biker ''model'' within 3" up to d3 lost wounds. There is also a Combat Revival stratagem that lets him resurrect one slain {{W40Kkeyword|<Chapter> Infantry}}/{{W40Kkeyword|Biker}} with full wounds, except that he can't bring back Invader ATVs. Combines great with high-end Infantry - bringing a Centurion Devastator back from the dead or healing the linchpin of your army's buff aura can be invaluable. <tabs> <tab name="Chapter Command - Chief Apothecary"> +1PL and +35pts as of the 2021 Munitorum Field Manual Mk II. *'''Ability - Chief Apothecary:''' Can use his healing ability twice per turn. *'''Trait - Selfless Healer:''' Heals three wounds instead of d3, and the Combat Revival stratagem costs 0CP when used on this model. *'''Relic - Acquittal:''' Replaces bearer's bolt pistol or absolvor bolt pistol. 18" pistol 1 S5 AP-3 D2, wounds Infantry on a 2+ and becomes D4 against Infantry. </tab> <tab name="Apothecary"> As an Elite-choice Marine Character, he has W4 and A3. Can't swap out his weapons, so he's stuck with a bolt pistol and chainsword. Like other Firstborn Elite Characters, he does not take up an Elite slot if you include a Company Veteran Squad. </tab> <tab name="Primaris Apothecary"> +5pts for +1W, +1A, no chainsword (so the same A in practice, at 1 worse AP) and improved pistols: the reductor pistol, which is 3" pistol 1 S4 AP-4 D2, and the absolvor pistol, which is 18" pistol 1 S5 AP-1 D2. He's a great choice if you want to go for an all-Primaris army, so you need an Apothecary who can ride with your other boys, and the 5 points makes him more resistant to snipers and lets him contribute a bit more to ranged output - if you need to fire the 3" pistol something has gone badly wrong, but the 18" one will do a lot more than the baseline version's bolt pistol. </tab> <tab name="Biker Apothecary (Legends)"> +5pts for M14", +1T, and +1W, with a twin boltgun, chainsword, and bolt pistol. Very outdated and undercosted for what you get, especially as they retain the old Narthecium rules (heal one Infantry/Biker model within 3" for d3 wounds or revive one Infantry/Biker model on a 4+ with one wound left). Still has the Apothecary keyword, so can be made into a Chief Apothecary. HOWEVER, he does not have the Combat Restoratives ability to use twice, thus negating the Chief Apothecary ability and one-half of the Selfless Healer Warlord Trait. * Recommend bumping to 100pts to keep up with 9th edition inflation and swapping the 8th edition Narthecium for the 9th edition Narthecium and Combat Restorative abilities. </tab> </tabs> *'''Company Champion:''' He can't bodyguard, but he's WS2+ and A4 compared to his Command Squad friends. Honour or Death grants him a 6" Heroic Intervention range ''and'' he can choose ''any'' enemy character unit if he'd rather that than the nearest enemy model. Martial Superiority allows him to fight first while engaged with enemy Characters, meaning he can use a nearby Character to fight a non-Character faster. A bolt pistol and grenades, master-crafted power sword (S+1, AP-3, D2), and combat shield (+1 to armour saves and a 5++ invulnerable save) make up his wargear; it's unclear why Command Squads and Vanguard Veteran Sergeants have access to ''better'' wargear. ** The extended Heroic Intervention range makes him a decent deterrent in a gunline and his innate melee skills and damage output make him ok as part of a death star. ** Neither Company Champions nor any of the Chapter Champion variants can keep up with thunder hammer Company/Vanguard Veterans (in terms of damage output), so their main benefit is a defensive role due to being Characters. ** You have so many Warlord Trait and Relic options that this guy will benefit from. Imperium's Sword and Champion of Humanity traits help him be a beatstick, and the Chapter Champion Martial Exemplar helps him as a supporting unit for melee wrecking balls. As for Relics, where do we begin? Burning Blade and Chapter Champion Blade of Triumph help his damage output, and Armour Indomitus and Shield Eternal help his staying power. <tabs> <tab name="Chapter Command - Chapter Champion"> +1PL and +15pts. Company Champions are ''meh'', but the Chapter Champion is ruthlessly efficient at his job. ''Not available to Black Templars, you have the Emperor's Champion.'' *'''Ability - Chapter Champion:''' Becomes A5 and Ld9, re-rolls failed melee wound rolls against Characters, and enemy melee attacks against him suffer -1 to their hit rolls. **The additional Ld is worthless and the additional A isn't worth 15 points (it's worth about 11-13), so to earn his additional cost back, he has to hit enemy characters in melee or tank some melee hits for you. *'''Trait - Martial Exemplar:''' Any <Chapter> Core or Character units within 6" get to re-roll their charge distances. *'''Relic - Blade of Triumph:''' Replaces bearer's master-crafted power sword with a master-crafted relic blade: S+3, AP-3, D3. </tab> <tab name="Champion"> As an Elite-choice Marine Character, he has four wounds. Like other Firstborn Elite Characters, he does not take up an Elite slot if you include a Company Veteran Squad. 55pts is a bargain and cheap enough that the Chapter Champion upgrade is almost always possible. </tab> <tab name="Biker Champion (Legends)"> 80pts (the biggest gap between Infantry vs Biker Command Squad characters) grants you M14", +1T, +1W, and turbo-boost, alongside a twin boltgun. Retained an 8th edition ability; Superlative Duellist allows you to re-roll hit and wound rolls against Characters in melee. However, he's also retained his 8th edition combat shield (5++ invulnerable only) and master-crafted power sword (SU instead of S+1). * Keep the points the same, but copy-paste his wargear and abilities to the 9th edition version if you want to keep-up. It's a Legends unit anyway, they're more for casual games. </tab> </tabs> *'''[[Judiciar]]:''' The big scary beatstick introduced in Indomitus, they're functionally Primaris Champions but Chaplains-in-training in the fluff. WS2+ W5 A4 and Sv3+(4++ in melee) are respectable Character stats. The executioner relic blade is a relic blade (S+3 AP-3 D2), ''plus'' unmodified wound rolls of 6 inflict an additional mortal wound, like a volkite or sniper weapon; make no mistake, despite this he's less efficient than a Chapter or Company Champion at actual murder. His Tempormortis lets you pick one enemy unit within 3" to always fight last, which is why you take him: park him near your gunline, and even if they're charged, they'll punch the charging unit first. This NASTY tactic is particularly scary with an up-meleed sergeant. ** A very strong defensive Character, the infamous Tempormortis gives a serious debuff to enemy units that get too close. It's a shame the model looks derpy, with the cowboy handkerchief, chunky hourglass<s>, and slutty off-the-shoulder robe</s> Oh come on guys, it's [[blam|not wise]] to slut shame the little Chaplain. ** Sadly and completely without explanation, there's no way to field a Firstborn one of these. In fact, the 9E codex strongly implies they ought to exist. *'''Imperial Space Marine (Legends):''' Now a Character rather than just something you can substitute any Space Marine model for, which has its pros and cons. He's armed with a combi-disintegrator (a combi weapon with a second 18", rapid fire 1, S5, AP-3, Dd6 profile) and a disintegrator pistol (9", pistol 1, S5, AP-3, Dd6), as well as the usual grenades. He's built like an Ancient or Apothecary in terms of statline. Since he's 60pts to boot, there's no really good reason to take him even if you can - he's worse at support than an 90pts Ancient with combi-grav, and he's worse at murdering than Veteran Squads. ====Infantry Squads==== *'''[[Scout Squad]]: CORE.''' Cheaper than Tactical Marines, with the same damage output but a 4+ save and 1 wound. In an effort to curb the Scout spam meta for Marines, [[Derp|they are no longer Troops]]. Concealed Positions allow them to cut off huge swathes of the board from enemy Deep Strikes early in the game and Outflank allows them to Deep Strike near a board edge. Boltguns, bolt pistols, and grenades make up their standard weaponry. The boltgun can be swapped for an Astartes shotgun (an 18" assault 2 boltgun), sniper rifle (36" heavy 1 S4 AP-1 D1, hit rolls of unmodified 6 inflict an additional mortal wound and they can target Characters), or a combat knife (SU AP0 D1, bearer gains +1A). The Sergeant can swap his boltgun/bolt pistol for the typical Sergeant things of melee, pistol, and combi-weapons. One Scout can swap his boltgun for a heavy bolter or missile launcher. Finally, any number of models can have a camo-cloak to give them +2 to their saves in cover instead of +1. They have access to a special dedicated transport, which is actually the best in the codex - the reason you don't normally use it is you're banned from putting anything but Scouts in it, but a Land Speeder Storm is not only 55 points for a heavy bolter and a cerberus launcher (an 18" heavy 1d6 blast bolter), it also lets the Scouts shoot while embarked ''and'' they can disembark after it moves. The problem is the Scouts' lack of compelling guns to make this worthwhile - hands down their best gun is their shotgun, but the Storm hates Advancing. **Since their banishment to the rather-crowded Elites section, don't expect them to be used for speed bumps as much in this edition. They're still cheap, but they don't contribute to Troops taxes. They're not as good at area denial as Infiltrators as they're much less durable, they're not as good at sniping as Eliminators, and their weapons aren't as good as Intercessors. **Scouts with Sniper Rifles are your army's cheapest source of, well, sniping. Just like in Rynn's World, a Scout with a sniper rifle is not going to kill an Ork Warboss, but they might take down the Painboy that supports him. Has good range, a chance for mortal wounds, AP-1 now, and the ability to target Characters freely. ***Well, ''sort of''. A scout sniper who doesn't buy a camo cloak is 16 points, while an Eliminator is 30 - just under twice the cost. The Eliminator's actually-for-sniping round, the Mortis round, has 1 better S, AP, and D than the Scout's sniper rifle, none of which help the Eliminator deal more mortal wounds, but they ''do'' mean he tends to hit harder, and critically, the Eliminator is natively BS2+, meaning his sniper rounds land 25% more often than the Scout's. The Painboy is a reasonable test case - his Sv is so bad the Eliminator's better AP won't even help him, in fact. An Eliminator will still deal, on average, 5/4 wounds per shot fired - more than double the Scout's 4/9 of a wound, and again, for less than twice the cost. Scouts can be more ''numerous'' - you're not putting more than 9 Eliminator Snipers on the table - but they're really less efficient at sniping most targets. **They can still use the flakk missile or hellfire shell stratagems, so they might have a good chance to spring a surprise d3 MWs on an enemy unit. *'''[[Reiver]] Squad: CORE.''' With new and old units taking up the role of Guardsman-munchers, Reivers got revamped with Stratagems to be the loyalist [[Night Lords]] they are described as. They have a -2Ld aura which pairs with the Terror Troops Stratagem to stop the enemy from scoring VP. Reivers come with an AP-2 bolt pistol for MEQ and a basic combat knife to blend GEQ with four attacks or they may swap to a 24" assault 2 bolter for some ranged support, though within 12 inches your probably better using the bolt pistol. Either way, You're likely to grind away most unaugment humanoids. For additional mobility, you can take Grav-Chutes for Deep Striking or Grapnel Launchers for Outflank and ignore vertical movement. Both of these synergise with the Stratagem to return them to reserves during the Movement Phase so they can ambush another unit trying to score points your next turn. *'''Veteran Intercessor Squad: CORE.''' Intercessors with +1A and +1Ld as the Veterans trademark. Like Troop Intercessors, the entire unit has bolt rifles, auto bolt rifles, stalker bolt rifles, or heavy bolt pistol and chainsword. This contrasts with the Bladeguard, who are all-in with melee and are the cheaper choice if you just want more Primaris that can benefit from Veteran Stratagems. **Kitting them for melee is a waste. For the same cost per model, you can take Vanguard Veterans with a lightning claw each that will outperform them in melee against anything. If you're going to take them, bring them as a shooting squad that has a bit of extra melee punch, not as a melee squad that's easily outclassed by better options. **If you're taking a Primaris-only force, then there are worse options for anti-horde melee. With five attacks each on the charge at AP-1, they will happily blend light infantry but may need a Transport to get there. Reivers have enough mobility to move without the Transport, have different options, -1A each and no AP. *'''[[Aggressor]] Squad: CORE.''' Got nerfed by losing their "shoot-twice-if-stationary" rules, but that was absurd from the start. Like all Mk. X Gravis models, Aggressors are T5 and W3 models built for heavy defence and advancing, with powerful short-range dakka as they would need when protecting an objective or your lines. Unlike other Gravis, they also have great close combat power with powerfists. They come stock with two flamers (which Salamanders love) or two boltstorms (18" assault 3 bolters, making them ''ideal'' for Crimson Fists, due to their large amount of bolter dakka coming from a unit of few models) and a frag grenade launcher (18", assault D6, blast bolters). Despite the removal of their rules, the 40 point flame version is still damn good and a better choice with the new 12" range. The Mk. X Gravis-exclusive stratagem gives them +1 to their saves against D1 attacks in one phase, as well as the Primaris-exclusive Gene-Wrought Might (auto-wound on hit rolls of UM6 in melee) and Transhuman Physiology (cannot be wounded on 2+ or 3+). **Shooty and choppy, they're balanced by their inability to get around easily. All other units in your army can either Deep Strike, Infiltrate, fly 12", bike 14", or ride Dedicated Transports like Rhinos, Drop Pods, and Impulsors. Aggressors may only ride ~300 pts Repulsors, so you'll have to either rely on Chapter-specific gimmicks or plant them somewhere and be on the defensive. ** Assault Centurions comparison: Aggressors are cheaper and take up less transport space, that's pretty much it. Assault Centurions can pump out more S4 shooting (two flamers + hurricane bolter, provided they don't advance), ignore cover when shooting, hit harder and more often (Centurions hit on a 3+ with A3 S10 AP-4 D3 and Aggressors hit on a 4+ with A3 S8 AP-3 D2), and are more durable (Centurions W4 and Sv2+ vs Aggressors W3 and Sv3+). Regarding Transports, both units can only embark in the chunky Heavy Support tanks (Land Raiders and Repulsors). On the other hand, Aggressors are Core, making them easier to buff. ** Terminator comparison: Aggressors pump out more S4 attacks (18" 6+d6 attacks with boltstorm or 12" 2d6 attacks with flamestorm vs four 24" attacks with storm bolters) and have +1T and +1A. Terminators are cheaper, have Deep Strike, are Sv2+/5++, and access to the Fury of the First Stratagem (models gain +1 to their hit rolls for one phase). Like Centurions, both can only be transported in Heavy Support tanks. *'''[[Bladeguard Veteran]] Squad: CORE.''' The 1st Company are properly inducting Primaris now. W3 and A3, toting storm shields for +1 to their armour saves and a 4++ invulnerable and master-crafted power swords (S+1 AP-3 D2). They also have heavy bolter pistols (18" pistol 1 S4 AP-1 D1), and the Sergeant can swap that for a plasma pistol or neo-volkite pistol (15" pistol 2 S5 AP0 D1, wound rolls of unmodified 6 inflict an additional mortal wound) - the neo-volkite is basically an autoinclude if you're taking the unit, as it significantly more than doubles the sergeant's limited dakka. Unless you're White Scars, in which case you'll never stop moving long enough to pull the trigger. ** Unlike Terminators or Vanguard Veterans, these guys can't Deep Strike on their own, and unlike Company Veterans, can't come in in a Drop Pod or bodyguard your Characters. Treat them as Assault Terminators without Deep Strike and you can't go wrong. *'''Centurion Assault Squad:''' Power armour inside power armour. With S5, T5, and W4, these choppy Space Marines are hard to shift. Coming stock with two flamers, siege drills (Sx2 AP-4 D3, ''no hit roll penalty''), and the Assault Launcher keyword. Any model can swap their flamer for meltaguns and swap their Assault Launchers for a hurricane bolter (a rapid fire ''6'' boltgun). The Sergeant's Omniscope grants the entire squad ignores cover, so they're quite noticeably better under Crimson Fists than Imperial Fists. ** Getting them up the field practically requires a Land Raider, although they're ''relatively'' durable, so if they hug cover, they might be able to hoof it somewhere. For long-range shooting focused marine armies though, Assault Centurions make a strong counter-charge unit. Because of having two flamers each, the minimum a squad can put out is 6d6 of auto-hitting overwatch surprise or tearing apart big blobs of Infantry. ** Bolter Discipline doesn't affect them, as they are specifically excluded from firing twice when stationary (excluded from bolter discipline, they still fire twice at half range, as per normal Rapid Fire weapons). **Deathwatch have both a Flyer Transport option (Corvus Blackstar) and a Stratagem that allows them to Teleport in the same manner as Terminators (which makes them a deep striking melta unit.). *'''[[Honour Guard]] (Legends):''' Two bodyguards for your Characters, they're best suited to guarding Characters who want to get stuck-in with melee. With a unit size of only two, they don't take up a lot of room in a Transport. Ld9 and Sv2+, but still only WS3+, W2, and A2 means their unit size is the main reason to take them. Their Honour Guard rule means that on a 2+, any wounds lost by your Characters within 3" turn into mortal wounds against an Honour Guard model. They can take boltguns AND power weapons of your choice, including [[Awesome|relic blades]] if you're willing to shell out the points. *'''Company Veterans: CORE.''' One of three Firstborn Veteran Squads, these are your Character babysitters. They don't use an Elite slot if your detachment has a {{W40Kkeyword|<Chapter> Captain}}, and {{W40Kkeyword|<Chapter> Characters}} with nine-or-less wounds within 3" cannot be targeted by enemy ranged attacks. A unit size of 2-5 models and the most flexible unit available to your Marines; they can swap any of their weapons for melee weapons or storm shields, their bolt pistol for a special pistol, and their boltgun for a combi-weapon. Veterans (but not the Sergeant) also have the option of swapping their boltgun for a special weapon. Special and combi-weapons are all 10pts, except the 5pt flamer, so you might as well get the combi-weapon for the boltgun option. If the unit has five models, one can swap their boltgun for a heavy weapon, which might be the only way in the game to carry a heavy weapon and a storm shield at the same time. **They deliberately pay more for their special/combiweapons than Sternguard do, in order to ensure Sternguard have a place, but they pay Vanguard Veteran prices for melee weapons, pistols, and storm shields, probably under the assumption their lack of jump packs and intrinsic cost of 1 more point per dude will prevent them from taking over the Vanguard spot. They also pay the standard price all your infantry does for the heavy weapons. The net effect is that their ''best'' use is their intended one, guaranteeing your characters immunity to snipers until they die, and thankfully they can take storm shields for super cheap, and their small size really helps them fit on transports. ** A great unit to have, and only made better by not using an Elite slot if you have a Captain. Storm shields and special weapons turn you into tougher Sternguard if you were taking those for special weapons anyway. **For the points, you ''should not'' take flamers or plasma, as the combi versions cost the same. *'''Company Veterans on Bikes (Legends):''' Similar to their footslogging counterparts, but with M14" and +1T. ''These models are only W2, so they've not benefitted from the +1W 9th edition has granted everyone else''. Turbo-Boost gives them a 6" advance instead of d6", and their Command Squad Bodyguard is different as well; on a 2+, any wounds lost by your <Chapter> Characters within 3" turn into mortal wounds against a Biker Veteran model. ** A Biker is 30pts, an Outrider is 45pts, and these guys are 34pts. An additional 14pts gets you a storm shield and combi-weapon though, so it's best to think of these guys as a tough (T5, Sv2+/4++) and mobile special weapon shooting unit. ** Five Company Veterans on Bikes with a storm bolter is 185pts and puts out 40 bolter shots at 24" range. A five-man Tactical Squad at 12" (or 24" if they remained stationary) is 10 shots for 65pts. *'''Sternguard Veteran Squad: CORE.''' With the special ammunition gone, the Sternguard now walk up the field with their beefy special issue boltgun (30" rapid fire 1 S4 AP-2 D1). They also get the standard Veteran +1A and +1Ld over a normal Marine, so they can deal some decent retaliatory damage when they're inevitably charged. Any model can swap their SIB for a combi-weapon, the Sergeant can swap any of his weapons for a pistol or melee weapon (excluding thunder hammer), and 0-2 models can swap their SIB for a special weapon for literally no reason, heavy weapon, or heavy flamer. **In an effort to deal with the fact that outside of the 0-2 heavy flamers/weapons most of their choices make them Company Vets only worse, but heavy weapons make them Devastator Squads only worse, GW's done some bizarre fiddling with the points values each unit pays for their respective weapons. As a result, a Company Vet with a Flamer is 25 points and a Combiflamer 30, while a Sternguard with Combiflamer is 25. ** When comparing SIBs and storm bolters, the storm bolter is better against Sv4+ or worse, while the SIB is better against 3+ or better or against anything more than 24" but no more than 30" away. **Even after the movement penalty, multi-meltas and grav-cannons are so good they completely sideline SIBs, but remember, if you're trying to field those, you're a Devastator Squad but worse. Against very weak chaff, you can do better, but you don't want SIBs against that. That means the primary reason to field Sternguard Vets is combiflamer spam: 25 points per combiflamer is just about the best you can field for mowing down chaff within 12" (in fact, you don't even really want two guys with heavy flamers - the extra S and AP is offset by both the combiflamer's better rate of fire and cheaper cost). As a corollary, the sergeant should usually have a chainsword, but if you ''really'' want to spring for a better melee weapon on him, grab a lightning claw, as it's best against the units you'll usually deploy these guys against. *'''Vanguard Veteran Squad: CORE.''' Better Assault Marines. When properly loaded out and taken in numbers, they can get enemy models engaged in CC and kill them first turn (the easiest way to accomplish a turn one Deep Strike charge is by making many attempts at it, after all). They can take almost any melee weapon or pistol available (see the Wargear section for a breakdown), and their Sergeant also has the option of taking a relic blade (S+3 AP-3 D2). **The most cost-effective chaff blender for them, in general, is a lightning claw paired with a chainsword, for 3A base, 4 with Shock Assault, one more on the sergeant, plus an extra S4 AP-1 hit - the reason to take the chainsword over the bolt pistol isn't so much the AP-1 as that you want to ''avoid'' killing the closest chaff members before you charge, as that may make the charge harder. **While there ''are'' targets for which power fists on the base squad are best - e.g. TEQs or Land Raiders - targets for which Thunder Hammers are best are very common, due to how often you'll be hitting something with 2+/4++ or simply a 3+ or worse save. **Though expensive, a Vanguard Squad can be a superior alternative to taking Assault Terminators with the same weapons; same amount of A, S, and D, Deep Strike and 4++ invulnerable (with storm shields), and you can mix-and-match weapons, usually letting you outperform for efficiency. Vanguards get M12", Fly, and are 37pts with hammers and shields, 28 with claws and shields, or 24 with claws and chainswords (or 27 with two claws, but this is worse against ''everything''); Assault Terminators are ''43'' with hammers and shields (M5, but W3), ''33'' with claws (M5/W3/Sv2+/4++). In fact, Vanguard Veterans are the best reason in general ''not'' to take Assault Terminators. Relic Terminators have a niche build at 39 points for a chainfist and claw which can situationally outperform Vanguard Vets, but their preferred targets are on the rarer side. ***The above cost assumes jump packs - if you're using a Drop Pod to get them into melee turn 1, they cost 2 less each but the Pod costs 70, making a set of 10 dudes end up costing 50 points more (5 more per dude). Notably, terminators ''can't'' ride a Drop Pod, so the option is simply off the table. * '''{{W40kKeyword|[[Legion of the Damned]]}} (Legends):''' A Deep-Striking, ranged Infantry unit. 9th edition has left them behind somewhat, as they are still W1. They're durable in other ways though, with Sv3+/3++ and Ld10. They did get updated with Bolter Discipline, ATSKNF, and Shock Assault, as well as keeping Deep Strike. The all come with boltguns, bolt pistols, and grenades. One Legionnaire can swap their boltgun for a flamer, meltagun, or plasma gun, and one other Legionnaire can swap their boltgun for a heavy flamer or multi-melta. The Sergeant also has a limited selection of optional wargear, being able to swap their bolt pistol for a plasma pistol or storm bolter and their boltgun for a chainsword, power weapon, or powerfist. **Unfortunately the LotD are one of the most point inefficient units in 9th edition, at 25pts each. This is a shame considering their bitchin' models. Only ever use these guys in a fun environment, as competitive ones will laugh at these guys. *'''[[Terminator Squad]]: CORE.''' 9th edition has been kind, giving them an extra wound and no points increase. Coming stock with a storm bolter and power sword (Sergeant) or powerfist (Terminator), these guys can spit out a lot of bolts and then punch whatever's left. One-in-five can replace their storm bolter with an assault cannon or heavy flamer, or take a cyclone missile launcher (read; twin missile launcher) in addition to their storm bolter (the sergeant can't do this, but counts as one for letting someone else do this). Powerfists can also be swapped for chainfists, giving you more anti-Vehicle power and just better AP against W3+ targets (Sx2 AP-4 Dd3, becomes D3 against Vehicles), so since the swap is free, you should usually do it. They can also take a teleport homer, which lets the unit (if you combat squad them, pick one of the two to keep the homer), once per game, spend its movement phase deep striking either into your deployment zone or within 3" of a friendly chapter model. **Unfortunately, the Sergeant functionally costs more than his squad members, because he has to buy his power sword for the same cost the others pay for their power fists. As a result, the squad is ''less'' cost effective than if you build it from Relic Terminators, simply because the cost works out to be identical if you make a 5-man one, but you can swap the sergeant's weapon for a superior lightning claw for free, even with no other changes. As a result, you should only field this unit if you want at least one of an assault cannon, missile launcher, or teleport homer - with just a heavy flamer or storm bolters and no homer, relics will do the same job better. **They have their best use arriving on the board via Deep Strike or Transport as close to a target as possible. A five-man squad with the basic loadout should be able to spit 20 bolter shots at a target while being tough enough to weather most return fire. **Terminators still have to worry about high-AP weaponry, but since very few weapons have anything better than AP-4 they'll almost always be able to use their 5++ invulnerable instead. At the same time, the addition of W3 to their profile outright triples their survivability against massed small arms fire and doubles against the now abundant D2 weapons designed to kill Marines. **The heavy flamer punishes counter-charges if you spend a CP on Overwatch, has the benefit of auto-hitting, and can now be fired out of Deep Strike thanks to its new 12" range. The assault cannon is good for shredding lightly armoured infantry and can even possibly chip away at light vehicles if you have nothing better to shoot at. The Cyclone Missile Launcher now arrives at a decent 25 points and vastly supplements all-rounder firepower. In fact, because the CML dude shoots, on average, ''11'' S4 shots in light fire mode, he'll often outperform the assault cannon against its preferred targets. *'''Terminator Assault Squad: CORE.''' Can take a homer like their non-assault cousins for 1/game spending their movement phase deep striking into their own deployment or within 3" of a friendly, and comes in two flavors, both of which have to be compared directly to Vanguard Veterans with Jump Packs, who can't take a homer but have superior mobility in general and superior weapon choices. **Dual lightning claws makes them immediately better than the same loadout on relic terminators, who cost more and can't take a homer. Compared to Vanguard Vets, it's 33 points for 2+/5++ W3 Mv5 for these guys or 27 points for 3+ W2 Mv12 (Fly), so you can pay more for superior durability and inferior mobility, or not, depending on your plan. Vanguard Vets can also take a Storm Shield instead of their second claw, raising their cost to 28 points each in exchange for losing 1 attack and becoming 2+/4++. It's +5 points for the squad to have a homer, which is +1 point per dude MSU but also gets you a higher average A for the unit thanks to the sergeant, or +0.5 points per dude for 10-man. Remember, the Vets also have grenades, giving them negligibly more ranged dakka. **TH/SS is ''43'' points for 1+/4++ W3 Mv5, while Vanguard Vets are ''37'' for 2+/4++ W2 Mv12 (Fly), meaning their durabilities are much closer than with the TLC loadout. Remember, the Vets also have grenades, giving them negligibly more ranged dakka. *'''Relic Terminator Squad: CORE.''' Replaces the Tartaros and Cataphractii. [[Derp|Boiled down the uniqueness of two ''vastly different'' variants of terminator armour into merely a Terminator Squad with different wargear options]]. Relic Terminators are a mix of Terminators and Assault Terminators in terms of weapons. All models (''including the sergeant'', who starts with one rather than a power sword) can ''individually'' replace their powerfist with a lightning claw or chainfist, which is why despite costing a point more base than Assault Termis, they're baseline better than normal Termis, as they're not forced to buy power fists. They can also all ''individually'' swap their storm bolters for lightning claws, letting you field them with two lightning claws on everyone (which is stupid - assault termis do this better) or a lightning claw and a fist of either type, which has weird efficiencies against various targets compared to tlc assault termis, so you might want to experiment with it. Their 1/5 heavy weapons dude can take a heavy flamer or reaper autocannon (36" Heavy 4 S7 AP-2 D1, which doesn't look very good, but it's ''cheap'', costing only as much as the heavy flamer), but also any 1 in 5, even the sergeant, can take a grenade hardness for 12" Assault d6 S4 AP-1 D1 Blast, which is fairly expensive at the same cost as a heavy flamer, but can be strapped to your sergeant or heavy weapons dude as you like, ensuring you lose it last, and can be included in an all-melee unit to give them more than no guns. The serge can replace his storm bolter with a plasma blaster (18" assault 2 S7 AP-3 D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the user) or a volkite charger (20" heavy 2 S5 AP0 D2, wound rolls of unmodified 6 inflict an additional mortal wound). As both of these cost 5 points ''and'' a storm bolter, the charger is generally the better option of the two, as you won't usually be advancing with this unit ''anyway'', and you don't want to risk overcharging and killing your sergeant off. **If you go Space Wolves, Deathwatch, or Dark Angels, then Relic Terminators are by and large outmatched in terms of Chapter-exclusive units that do the same or similar weapon-mixing thing for a cheaper price tag. Those Chapters need to consider this unit ''much'' more carefully. *'''[[Servitors]]:''' Now they can be taken independently of a Techmarine, but they don't take up an Elite slot if your army includes one. You could use them as a cheap way of adding more plasma cannons to your force, but when not near a Techmarine, they have WS5+, BS5+, Ld6, and Sv4+. They'll have trouble actually hitting things, die from anything more dangerous than a mean look, are likely to be lost to morale checks, and they don't even get the benefits of Chapter Tactics. Having a Techmarine nearby mitigates their flaws a little by boosting them to WS4+, BS4+, and Ld9. **If you have a Techmarine anyway, it could be worth taking them as cheap fire support that also helps fill out detachments. Four Servitors with two heavy bolters is 40pts (50pts with plasma). Servitors are essentially worse, cheap Devs that use no slots. For them to be able to make back their points, though, they ''need'' that boost to BS. **9th edition opinion; because these guys have the {{W40kKeyword|Infantry}} keyword, they can perform Actions. 30pts is a low, low price for some extra VP while your actual units are hurting stuff instead of typing on a keyboard. ====Dreadnoughts and Invictor Warsuit==== The Dreadnought is one of the best non-HQ single model unit in the Space Marine line-up. It's a {{W40Kkeyword|Core Vehicle}} so can take all the buffs in addition to Techmarine Babysitting. 9th also made Duty Eternal into a passive ability, so always taking -1 damage makes them tanky for the firepower they bring. Most Dreadnaughts are buffed by HQs and provides the same security any other bubble wrap could. And speaking of buffs, remember that the Wisdom of the Ancients Stratagem gives it a Captain's or Lieutenant's re-rolling aura for a turn. Also, per the new "Big Guns Never Tire" as a Vehicle you now get to fire your weapons in melee. Sure it's at a -1, but your flamer weapons don't care about that. *'''[[Dreadnought]]: Core.''' The default Dreadnought. Standard loadout is assault cannon and Dreadnought fist (Sx2 (12) AP-3 D3) + storm bolter. Also has the Smokescreen keyword. You can replace the storm bolter with a heavy flamer if you plan on getting close, which is more favourable now that Dreadnoughts have lost Bolter Discipline. The assault cannon is replaceable with a twin lascannon, multi-melta, or heavy plasma cannon (a plasma cannon that only deals 1 MW upon an unmodified hit roll of 1 instead of killing the user, ''and'' is D2 base, D3 when overcharging). The fist + bolter can be replaced with a missile launcher. **Legend options include replacing the assault cannon for twin heavy flamer, twin heavy bolter, or twin autocannon (48", heavy 4, S7, AP-1, D2). The fist + bolter can also be replaced with twin autocannon. ***The Riflenought setup with two dual autocannons spews out eight S7, AP-1, D2 shots per turn. Great for tearing up 2W models in particular or throwing some decent hurt at most targets from long range. *'''[[Dreadnought#Castraferrum_Pattern|Venerable Dreadnought]]: Core.''' A Venerable Dreadnought is the same as a regular one, but is WS2+, BS2+, and has a 6+++ FNP. For 15pts more, just get this one. **the Twin Lascannon and Missile allows for the best anti-tank making sure the hits counts. *'''[[Dreadnought#Contemptor_Pattern|Contemptor Dreadnought]]: Core.''' Compared to the regular Dreadnought, you sacrifice the flexible weapon options and Smokescreen for +2M, +1S, +1W, and a 5++ invulnerable save. This is for 30pts extra. Generally speaking, the Contemptor is a goddamn steal for what he costs now. Only has a fixed loadout of Kheres assault cannon (an S7 assault cannon) or multi-melta, and fist + storm bolter. *'''[[Dreadnought#Castraferrum_Pattern|Ironclad Dreadnought]]: Core.''' Ironclad Dreadnoughts are much more melee-oriented than the other Dreadnought types as they re-roll hit rolls of 1 if they have two melee weapons, and T8 helps them stick around to get there. It switches out its gun arm for a Seismic hammer (Sx2 AP-4 '''D5''', -1 to hit rolls) and melta gun. The hammer can ''and should'' be replaced with a Dreadnought chainfist (same stats, but D2d3 or D6 against Vehicles, but no penalty to hit rolls, which means it's just plain better - it hits at 4/3 the accuracy and 4/5 the damage of the hammer, which comes out to 16/15 total, which is more than 1, and they cost 0 points apiece). The bolter and/or meltagun can be replaced with heavy flamers (''always'' replace the storm bolter with a heavy flamer, but you should usually keep the meltagun), and the fist + bolter arm can be replaced with a hurricane bolter (doing this loses their re-roll of hit rolls of 1 in melee, however). They can also take two hunter-killer missiles and the Assault Launcher keyword. **If course, if you plan on keeping close to a Captain or Chaplain (such as riding a Stormraven with them and another squad), the second CCW becomes redundant, and the heavy flamer you're losing is also usually worse than a hurricane bolter. **Ludicrously strong against high-wound targets without invulnerable saves such as tanks, Tyranid monsters, etc. It can easily earn its points back in a single melee phase, but it is limited by the 6" move. **Unbelievably good with the Iron Hands stratagem for Dreadnought characters, leave this chad in your gunlines nearly un-targetable and have him heroically intervene into any big nasties that try and rush your lines. *'''[[Dreadnought#Redemptor_Pattern|Redemptor Dreadnought]]: Core.''' The vanilla dread's Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the Redemptor Dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armour-melting Macro Plasma Incinerator, ''and'' the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armour potential might be better handled by specialized units like Devastators, Hellblasters, or Predator variants. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is 3+d3 damage compared to the normal Dreadnought CCW's 3D. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes. **Equip it with a Plasma incinerator, use the Wisdom of the Ancients stratagem, and a big unit of Hellblasters, and you can re-roll all those overcharges that might blow you to high heaven. *'''[[Dreadnought#Brutalis_Pattern|Brutalis Dreadnought]]: Core.''' The primaris answer to the Furioso. While it comes stock with the same fists as the Redemptor, the real draw are the talons, which provide either double the attacks at AP-3 to rip apart armored mobs or the absolutely brutal strike with Sx2 AP-3 Dd3+3 that can re-roll to wound, ideal for tearing apart tanks. Don't mistake it only for melee, as it comes with a Twin Icarus Ironhail Heavy Stubber array for AA firepower like the Redemptor's missiles as well as the arm-mounted Twin Bolt Rifles and two Heavy Rifles that you can replace with Multi-Meltas for something more suited for blowing up tanks. *'''[[Dreadnought#Deredeo_Pattern|Deredeo Dreadnought]] (FW, -1CP):''' The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armour save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 3 more wounds and {{W40kKeyword|smoke launchers}}. For guns, you have the Anvilus Autocannons (8 36" autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (6 overcharged plasma cannon but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 Lascannon with Reliable D3+d3 damage) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support. **Raven Guard, Salamanders and Dark Angels Chapter Tactics make Deredeos substantially better - RG increases its survivability, Salamanders provides a source of rerolls to make sure those giant fuck off lascannons deal damage or that the plasma carronade doesn't damage the Deredeo and Dark Angels +1 to hit makes more of your shots land and the Plasma Carronade coupled with Weapons of the Dark Age is terrifying. *'''[[Dreadnought#Contemptor_Pattern|Relic Contemptor Dreadnoughts]] (FW, -1CP): Core.''' Take a normal Contemptor Give it a slew of Heresy era tools courtesy of forge world and a CP. For your convenience, they're all listed below; you can take any two you like, unlike the base Contemptor, which is forced into 1 melee option and has only a Kheres and a Multi-melta to choose from for its main gun. **Never take it with just a base combat weapon and kheres/multi-melta. Its statline and abilities are identical to the regular Contemptor, except it costs 1 CP to bring. If you're going to pay a CP for access to more options, then use those options - generally, that means you want two of the same gun. <tabs> <tab name="Ranged Weapons"> *'''Heavy Plasma Cannon (0pts)''': The cheap Anti-TEQ option. *'''Conversion Beam Cannon (5pts)''': The new Heavy [[Conversion Beamer]] is a single-shot weapon that starts at heavy D3, S6, AP-1, D2, Blast. It also gains +1S, +1AP, and +1D each 24" between the target and the firer, maxing out at S8, AP-3, D4 between 48" and 72". At the full range, this will hit like a reliable lascannon. **Against the infantry targets you have a serious chance at one-shotting, it's tied with the new twin volkite culverin the second cheapest gun behind the heavy plasma cannon. Against GEQs, you'll do a lot of damage even at short range, but not enough to outperform the Kheres, and you'll face similar scaling problems at any range, largely because as your ability to guarantee the "splatter" improves, your splatter's actual value gets worse. This weapon actually becomes the best when used against hard targets at the range - at 48" or more away, the only 6+ wounds target it's not your best choice against is T5 or T6, where the twin autocannons take over - but without the range, it's just not going to earn its keep. **Think of this as the Swiss Army Knife of Dreadnought weapons. While there are dedicated weapons that handle their specialty better than the C-Cannon does, the fact that this can be used against almost any target and still be relatively effective is worth a mention. The movement restriction is an issue, though. *'''Twin Volkite Culverin (5pts)''': 45" heavy 8 S6 AP0 D2, unmodified wound rolls of 6 inflict an additional MW. Has direct competition with the twin heavy bolter and twin autocannon for being flat D2, with this gun having the advantages of weight of fire, lowest cost, and potential mortal wounds; this is often the best gun this dread can take. *'''Kheres-Pattern Assault Cannon (10pts)''': At S7 compared to a regular assault cannons S6, this weapon only shines more against T6 targets. That being said, any other S7+ weapon available to this model will be more suited against those kind of multi-wound Sv3+/2+ targets. However, this is still an assault cannon, so go shred those infantry models. *'''Multi-Melta (10pts)''': Take a pair of these to fuck up heavies, or for 5pts more and no CP, 3 Multi-Melta Attack bikes. *'''Twin Heavy Bolter (15pts)''': Plus 5 points than a Kheres, in exchange for S5 instead of S7, Damage 2, and 12" more range. The kicker is D2, which widens the gap between the two weapons, allowing you to mow down MEQs as easily as the KAC mows down GEQs. *'''Twin Autocannon (15pts)''': Only better than the twin heavy bolter against T6 targets. Only take if you're taking two with the cyclone missile launcher to turn this unit into a stable fire-support unit. *'''Twin Lascannon (25pts)''': Pop vehicles open without having to get into melta range. Has fantastic range, but is crippled by its staggering cost; usually underperforms compared to multimeltas. </tab> <tab name="Melee Weapons"> *'''Dreadnought Combat Weapon (0pts)''': Sx2 AP-3 D3. A fine and reliable smasher. *'''Dreadnought Chainfist (5pts)''': Sx2 AP-4 D2d3, becomes '''D6''' against Vehicles. A straight upgrade over the DCW, with two successful attacks wiping out most Vehicles. </tab> <tab name="Melee Guns"> *'''Storm Bolter (0pts)''': Take if you have a fist and don't want to spend more points. *'''Contemptor Plasma Blaster (5pts)''': An 18" assault 2 plasma gun that only does one MW instead of destroying you on a um hit roll of 1. *'''Graviton Blaster (5pts)''': An 18" assault 2 grav-gun. Functionally the plasma blaster but worse, since they're the same price. *'''Heavy Flamer (5pts)''': Really solid choice since you're allowed to fire ranged weapons in melee. </tab> <tab name="Torso Weapons"> *'''Cyclone Missile Launcher (25pts)''': A twin missile launcher, sort of (due to the blast rules, worse than 2 missile launchers against units of size 6-10). Basically mandatory, since you paid a CP to field this thing anyway, and it makes it better at murdering everything. </tab> </tabs> *'''[[Dreadnought#Leviathan_Pattern|Leviathan Dreadnoughts]] (FW):''' '''I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHEMA OF LIFE, HATRED, AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN TO THE BIGGEST OF TITANS.''' ''Ahem'', enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual ''Titans'', packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a 2+/5++ save profile and a whopping 14 wounds. **Received a slight downgrade by dropping to WS3+ and BS3+. <tabs> <tab name="Ranged Weapons"> *'''Cyclonic Melta Lance:''' 18" heavy d6 S9 AP-4 Dd6, blast, melta means it works a bit worse than a twin multi-melta in general, but can cope with shooting hordes better if you need to. *'''Grav-Flux Bombard:''' 24" heavy 2d3 S8 AP-3 D2, blast and +1D against targets with Sv3+ or better. Most likely the best weapon you have against Marines; the D2 will one-shot any of the basic ones, with the D3 also letting you massacre Gravis and Terminator models, thus giving you more utility than the storm cannon. *'''Storm Cannon:''' 36" heavy 8 S7 AP-1 D2. A shorter-range quad autocannon, but you also have the reliability not available from the other two. Both the other options have variable shots and are modified depending upon range or target Sv, but the storm cannon is always consistent. Reliable. Safe. You don't have to worry about where the storm cannon has been with its friends on the weekends. You can trust the storm cannon. </tab> <tab name="Melee Weapons"> *'''Siege Claw and Meltagun:''' Sx2 (14) AP-3 D3, +1A with this weapon (5 + Shock Assault for one). Can be remembered as a Dreadnought Combat Weapon with +1A, but no longer re-rolls wound rolls against Infantry. **One of these punches for A*D=15, 18 with Shock Assault. *'''Siege Drill and Meltagun:''' Sx2 (14) AP-4 D2d3, becomes '''D6''' against Vehicles. Not as much of an upgrade due to losing the +1A, but still rips Vehicles a new one and synergises better with the unswappable meltagun. **One of these punches for A*D roughly 16, 20 with Shock Assault, so it's just usually a better choice between the two fist options, due to the superior AP and D. </tab> <tab name="Torso Weapons"> *'''Two Heavy Flamers:''' Your classic overwatch option. 2d6 automatically hitting shots will deter a lot of charging infantry. *'''Two Volkite Calivers:''' Together, 30" heavy 8 S5 AP0 D2, inflict an additional MW on a um wound roll of 6. Much more range than the flamers, and a volley from this will hurt MEQs ''more'' - in fact, the D2 alone would make that true, even before the mortal wound output. *'''0-3 Hunter-Killer Missiles:''' 5pts each and never a bad choice. </tab> </tabs> *'''[[Invictor Tactical Warsuit]]:''' The Scout Dreadnought. Dreadnought lite; all the bulk, half the <s>calories</s> points. T6 and W13 help keep it on the board, and it doesnโt degrade until itโs down to six wounds. For firepower, it can take either an incendium cannon thatโs basically a twin heavy flamer or a twin ironhail autocannon (48โ heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard fragstorm grenade launcher (18" assault d6 S4 AP0 D1, blast), twin ironhail heavy stubbers (36" heavy 8 S4 AP-1 D1), and a heavy bolter. The only real way to take on Vehicles (or, say, the occasional Bloodthirster) is with its invictor fist, which does four attacks at Sx2 (14) AP-3 D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors. ** Note that against any target capable of taking two damage at once - e.g. MEQs - the autocannon will deal ''more'' net damage, landing 4 D2 hits on average, for a total of 8, while the incendium cannon will only land 7. That's before accounting for the fact that the autocannon hits at S7, not S5. In melee, of course, the autocannon drops to landing 6 net damage, while the incendium stays at 7, although if you plan to stay in melee that long, remember you can't shoot your fragstorm while engaged. ** Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12โ of some enemy Infantry. Further, this unit packs a mean punch on the charge or when charged, and careful positioning will hamper Monsters and Vehicles running towards your Infantry, which is just another reason to get it as close to the enemy as possible. For this reason, assume it will get destroyed by turn 3. **You could also give it the autocannons and use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. Autocannon synergises nicely with rest of the Invictor's weapons, with the heavy stubbers and heavy bolter having 36" range. ===Dedicated Transports=== *'''[[Rhino]]:''' The old [[METAL BOXES]], you know it, you love it. T7 W10 Sv3+ and Smokescreen makes them fairly survivable, not that you can spam Smokescreen. Transports ten firstborn. 1-2 storm bolters mean that you can output a lot of anti-infantry dakka (up to eight shots at 12 inches), and an optional hunter-killer can deal the finishing blow to an enemy heavy. The loss of the self-repair rule is hurting somewhat. ** As a modelling note, NEVER buy the Rhino kit. Buying the Razorback kit gives you the same parts and an additional sprue for turrets and it costs the same. You can switch out the top hatch as you please if you don't glue it down. *'''[[Razorback]]:''' As above, but only transports six Marines, switching the transport capacity for the ability to carry usually two heavy weapons (it can add on a storm bolter and/or hunter-killer, just like a Rhino). Heavily weaponised transports proved strong in 8th, being cheap and not taking up a real force organisation slot. Costs a ''lot'' more than a Rhino, be aware. **'''Twin Heavy Bolter:''' Because it's the same cost as a Twin Assault Cannon, i.e. free, a complete waste of your time: the TAC has the same or better performance against everything outside of things that get better saves against D1, which isn't common enough to warrant the THB over the TAC. 110 points, the default option. With the advent of D2 heavy bolters and W2 Marines, this is the clear option you want against Marines. **'''Twin Assault Cannon:''' 24" Heavy 12 S6 AP-1 D1 will murder GEQ, MEQ, and light vehicles, like Land Speeders, a treat. **'''Twin Lascannon:''' The infamous Laserback. This is one of the Marines' more cost-effective anti-tank options, able to deposit its cargo, then dig in and start picking at heavies. **'''Multi-Melta<sup>Forge World, Legends</sup>:''' If you can convince your opponent to let you field this, far and away the best choice - will more or less match the TLC at 24" and outperform it at 12". *'''[[Land Speeder#Land Speeder Storm|Land Speeder Storm]]:''' Dedicated transport for five Scout models, for ''5 points less'' than a normal Land Speeder and with an additional gun. Open-topped so embarked Scouts can shoot out of it, although they count as having moved/advanced/fallen back if their ride did, and can only shoot pistols while the Vehicle is engaged, even if they have an ability stating otherwise (suck it, Dark Angels). Doesn't get Concealed Positions but ''does'' get Outflank, and has an 18" move, so it can easily re-locate. Starts with a cerberus launcher (heavy d6 bolter shots at 18") and a heavy bolter. Insanely cheap at only 55 points, comparable to a heavy bolter attack bike in cost but broadly superior in performance, if you want to field one on its own. *'''[[Drop Pod]]:''' Grants a power armour unit Deep Strike at the cost of 70pts. More importantly, the pod and contents can arrive on turns 1-3 regardless of mission rules, and neither pod nor contents count against how many units you can have in reserve (however, there's no rule making them immune to rules about ''points'' in reserve, so you still can't null deploy). Tactical Marines can use it to capture objectives and hamper enemy movement. Both this model and models disembarking must be at least 9" away from enemy models on the turn it arrives. It comes with a storm bolter that you can swap for a deathwind launcher (12" Heavy d6 S5 AP0 D1, blast). **Because the pods ignore unit limits in reserve, you're encouraged to go MSU with their contents. ** It has been FAQed that the opened doors count as part of the model, so it can also be used to make a sizable anti-deepstrike zone before itโs shot off the board (if your opponent put enough thought into it). **Keep the storm bolter; it'll actually be useful after the first turn it arrives and guarantees you four shots instead of the d6 that the deathwind gets you. ** Some ideas of what players often pack these with. Remember they have space for ten dudes, so you can mix and match two squads of five. *** Sternguard or Company Vets - The classic kamikaze melta units. Company vets with storm shields and special weapons are generally better for this role due to their survivability, but Sternguard have special issue bolters and heavy flamer access. *** Tactical Squad - A potential late-game objective capper that you can plop anywhere. *** Devastator Squad - Want to kill that enemy super-heavy? Four multi-meltas that arrive within melta range. *** Characters - Any additional Characters would just be icing on the cake. Ancients let your guys shoot again before they're inevitably wiped from the board next turn, Apothecaries keep them fighting for longer, Champions provide some deterrence with a 6" Heroic Intervention, Captain and Lieutenant auras, Librarian powers, you get it now. Just don't go for anything you can't use after disembarking, like Chaplain prayers or the Chapter Master re-roll. *'''[[Drop Pod#Lucius Pattern Dreadnought Drop Pod|Dreadnought Drop Pod]] (FW):''' It's a Drop Pod for Dreadnoughts, specifically those with W9 or less (everything that's not a Deredeo, Leviathan, or Redemptor). A good, relatively cheap option for delivering Dreads right into multi-melta range. ** Similar to above, this unit can still block enemy movement, line of sight, and Deep Strike. If you can get your hands on the Forgeworld model, its footprint is slightly bigger. ** It can turn an Ironclad from a risky, high-damage-low-speed bullet magnet to an unstoppable rape machine if used against tightly packed armies and tanks, especially with charge re-rolls. *'''[[Tunneling Transport Vehicles#Termite|Termite Assault Drill]] (FW):''' A Drop Pod-Land Raider hybrid, it has a respectable transport capacity of 12 (not terminator, jump pack, or primaris), the ability to Deep Strike, and several effective weapon systems. A heavy 5 melta gun, two storm bolters (which can be replaced with two heavy flamers or two twin volkite chargers (20" heavy 4 S5 AP0 D2, UM wound rolls of 6 inflict an additional mortal wound)), and a melee weapon. Said weapon is an anti-Vehicle drill, at Sx2 AP-4 Dd3+3, rising to d3+6 against Vehicles. Don't think of using it as a battering ram like you would with a Dreadnought though, it has 3-d3-1 attacks (plus Shock Attack) as it degrades. At 180pts, this thing is CHEAP this edition. ** On the subject of weapons, volkites are the way to go most of the time due to the range and fire output. Heavy flamers are shorter range but hit hard. Storm bolters let you have a few S4 shots at 24" for free, but why bother? ** The termite's melee capabilities are decent, though this is more for protection than anything. That being said, the drill makes for a nasty anti-tank melee weapon. *'''[[Impulsor]]:''' The inbred spawn of a Razorback and a Repulsor. ''This is your only Primaris-capable Dedicated Transport.'' Has +1W over a Rhino and can be upgraded with a 5++, but swaps Smokescreen for Repulsor Field. Comes stock with two storm bolters with the option of taking an ironhail heavy stubber and swapping the storm bolters for fragstorm grenade launchers. M14" combined with the ability to disembark a unit after moving that itself can't charge makes the Impulsor one of the quicker transports. It has a transport capacity of 6 and can't carry {{W40Kkeyword|JUMP PACK}} or {{W40Kkeyword|GRAVIS}} models, so it's only good for moving MSU squads + characters. This can be a cheap transport to get Intercessors with Assault weapons (''not'' Assault Intercessors, due to the ban on charging after you use its special rule) to wipe an objective, move Assault Hellblasters into position, or zipping Bladeguards at your enemy (they'll be sad they can't charge, but they're durable enough to wait outside their transport in the name of mobility). Often times your list can't afford to buy a heavy tank as a transport and you will have to make do with what you can get. It can take the following upgrades: <tabs> <tab name="Shield Dome"> A 5++ invulnerable save. Generally, this is the one you want, as it makes this bizarre vehicle unusually tough (smart opponents will simply shoot its cargo, so hurl it into melee ASAP). </tab> <tab name="Ironhail Skytalon Array"> Two more heavy stubbers that get +1 to hit aircraft. Combined with the pintle-mounted stubber, you now have 12 shots at 36" range. </tab> <tab name="Bellicatus Missile Launcher"> Yep, it's a missile launcher with the addition of anti-air. Could technically work as an adaptable weapon, but taking other weapon teams and tanks would be better. </tab> <tab name="Orbital Comms Array"> The orbital bombardment you know and love from the Damocles Rhino. Now completely different from the stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. This bombardment does not involve ballistic skill, which means your opponent will have to go through 11 wounds to stop you from using the mortal wounds. This demands that your opponent potentially waste firepower on your otherwise expendable transport while your Hellblasters take far less damage. </tab> <tab name="Fragstorm grenade launchers"> For free you can swap out the two storm bolters for a pair of these. They have: exactly the same profile of the storm bolters but 18" assault d6 blast instead of 24" rapid fire 2. That leads to a curious bit of math: against targets with 5 or fewer models that are within 12" or ''all'' targets >18" and <=24" away the storm bolters will ''on average'' shoot more shots. However, the fragstorm will outperform at >12" and <18" and against units with 11+ members (against units within 12" and with 6-10 members, both weapons will perform the same in general). Finally, the fragstorm is fireable after advancing, while the storm bolter is fireable while engaged; the latter is actually the more likely to come up, because both your Assault Vehicle special rule and the vehicle's other weapons will strongly discourage you from Advancing with it. Ultimately it's up to you which you take, but the storm bolters have a good chance of being better for you. </tab> </tabs> ===Flyers=== *'''[[Stormhawk]] Interceptor:''' The anti-Aircraft Aircraft. Comes stock with two assault cannons, a las-talon (twin lascannon with half the range), and a skyhammer missile launcher (60" heavy 3 S7 AP-1 Dd3, +1 to hit rolls against Aircraft). The las-talon can be swapped with an Icarus storm cannon (heavy 3 autocannons that functionally become heavy 6 and gain +1 to hit rolls against Aircraft) for more anti-flying. The skyhammer can be swapped for two heavy bolters (anti-infantry) or a typhoon launcher (flexible, nearly as good as two missile launchers). Cannot hover, but does get +1 to saves when shot at by other Aircraft. ** The skyhammer-Icarus combo makes this a fairly respectable Aircraft hunter, with the assault cannons throwing out enough lead to dink one or two wounds off the target. *'''Xiphon-Pattern Interceptor (FW):''' A high-speed interceptor, the Xiphon is a heavily-armed flyer [[Original character, do not steal|that channels a strong Battlestar Galactica vibe]], and - unlike every other Space Marine aircraft - actually looks like it belongs in the air. While it will generally act like a Stormhawk, it loses the bonus save against Aircraft in exchange for +2W, and its weapons loadout is entirely static: it sports 4 lascannons and a Xiphon Missile Launcher, which is like the Stormhawk's Skyhammer but better: 60" heavy 3 S7 AP-2 D3, +1 to hit rolls against Aircraft makes it have 1 better AP and what works out to very slightly better than 1 better D. It's 235 points, while the least dissimilar Stormhawk is 230 for 2 assault cannons, nearly 2 missile launchers, and nearly 2 lascannons, meaning the Xiphon is usually better at murdering a heavy target, but the Stormhawk is wildly better at murdering hordes. ** 235 points is steep for a flyer, but you're getting the functional equivalent of a flying lascannon Predator with an extra Xiphon battery, and it puts colleagues like the IG Vendetta to shame. Has no options for anti horde, but it's a specialized anti-air/anti-armour killer. *'''[[Stormtalon]] Gunship:''' Became the cheapest Aircraft and is a general-use hover jet. As standard, it has a skyhammer missile launcher (see above) and a twin assault cannon, meaning baseline you pay 20 points less than a Stormhawk to trade the bonus to saves vs Aircraft for Hover Jet but also you're lacking a gun (at a 20 point difference the missing gun is the Icarus Stormcannon). The skyhammer can be replaced with two heavy bolters or nearly two missile launchers (which will keep up the comparison, since a Stormhawk can do the same), or two lascannons, which is where the comparison gets weirder. A tlc Stormtalon is 185 points for two lascannons and two assault cannons, while the closest Stormhawk is 210 for a ''snubnosed'' pair of lascannons, two assault cannons, and its skyhammer (which can itself be swapped out for more points, of course). *'''[[Stormraven]] Gunship:''' A flying Land Raider with all the utility, offense, and cost that comes along with it. T7 means S4 weapons can wound it on a 5+ compared to the Raider's T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it's much faster and has -1 to be hit when zipping around or it can switch to hover mode for controlled movement. It's also more expensive than a Land Raider, depending on what you arm it with. Comes stock with a twin assault cannon, twin missile launcher, and two stormstrike launchers (72" Heavy 1 S8 AP-3 D3). Can swap the assault cannons for a twin lascannon or twin heavy plasma cannon (marine mulchers). Can swap the typhoon missile launcher for a twin multi-melta (reminder that this is '''four''' shots in this edition) or twin heavy bolter. It can also strap on a couple of hurricane bolters (+30pts). It has the same {{W40Kkeyword|Machine Spirit}} as a Land Raider. Can carry 12 {{W40Kkeyword|Infantry}} (and can carry Jump, Terminator, and Centurions, but they take extra space) and 1 Dreadnought that has 12 or less wounds; simply put, it cannot carry Redemptor or Leviathan Dreadnoughts. **[[derp|How it is a Centurion can fit through the doors but Primaris can't is a mystery, as Primaris are ''smaller''; a Thunderhawk Gunship proves this as it can carry both, and Primaris take up ''less'' space.]] ** With a 45" max normal move (up to 65" if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There are no restrictions on disembarking from it, so you don't even have to drop to hover if you don't want to. **While all vehicles are more expensive this edition, the big bird can eat up a massive amount of points. 310 points base can be a large chunk of your army, and is over 20% of a 1,500 point game. ** Be aware that some armies have dangerous AA fire or even AA melee (Fly Monsters, Jetbikes, Battlesuits, etc). Your Stormraven carries a huge "shoot me!" sign right above its cockpit, so most players will try to get it down as early as possible. This will most likely also kill some of the passengers. *'''[[Storm Eagle]] Gunship (FW, -1CP):''' Same airframe as the Fire Raptor but same purpose as the Stormraven (i.e. its statline is a Stormraven with +4W, and due to the Fire Raptor's broken stat math, ''three'' of the extra stat points happen before degrading, and the fourth wound shows up in the most-degraded section of its statline), this model focuses on transport capacity: instead of carrying 12 infantry and a dread, it carries 20 infantry. It comes stock with a vengeance launcher (a 48" heavy 2d6 assault cannon with blast). Its wings can carry 4 hellstrikes, which have the same profile as the Stormraven's 2 stormstrikes and are 72" Eliminator las-fusils ''except'' that they can +1 to hit and +1d3D against {{WH40Kkeyword|aircraft}}, or 4 lascannons for an up-charge. Its nose can carry a twin heavy bolter or typhoon missile launcher (both free, so the typhoon is generally better), or a twin multi-melta for an up-charge. Since it can't take a hurricane bolter at all, the net result is that it's better at carrying anti-heavy weapons than a Stormraven, but the Stormraven can be kitted out better for murdering hordes. ** In comparison, the Storm Raven is 15 points cheaper, carries a Dreadnought, and has more diverse weapon options. The Storm Eagle is tougher (+4W) and carries more Infantry. It also has a much better model. *'''[[Fire Raptor]] Gunship (FW, -1CP):''' If the Storm Raven is a flying Land Raider, this is your flying Dakka Pred. T7 W18 Sv3+, with a twin avenger bolt cannon (60" heavy 10 S6 AP-2 D2), two twin autocannons (together 48" heavy 8 S7 AP-1 D2), and two twin hellstrike launchers (together 72" heavy 4 S8 AP-3 D3, +1 to hit rolls and +d3 damage against Aircraft). The autocannons can be replaced with eight heavy bolters (together 36" heavy 24 S5 AP-1 D2) and the hellstrikes can be replaced with four lascannons. This thing is the flying middle finger against MEQs, spitting out 18-34 D2 shots on top of 4 D3 or D1d6 shots. Has the Machine Spirit and Relic keywords, and all the abilities and limits those keywords entail. ** Arguably the best Aircraft (point for point) Marines have access to, and undoubtedly the best anti-horde unit, but expensive as fuck. Seriously, at 340pts with twin autocannons, this thing is as expensive as a Storm Raven. The quad heavy bolter option will cost you another 60pts on top of that. *'''[[Caestus Assault Ram]] (FW Legends):''' A flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a number of thematically powerful weapons and abilities. The Caestus is quite survivable with T7 W14 Sv2+ and -1 to hit, this is your true flying Land Raider. Armed with two firefury missile batteries (36" heavy 2d3 S6 AP-2 D1, blast) and a twin magna-melta (24" heavy 2d3 S8 AP-4 Dd6, blast, melta). ** Coming into 9th, it's lost its melee weapon, the ability to charge enemy units, and the ability to take Terminators for only one transport slot. It's pretty garbage now, has nothing special that can't be fulfilled by a model that is still in production, and at 320pts it costs the exact same as a Stormraven. ===Fast Attack=== Rocket jumpers, deadly riders, and all kinds of zoomers, here you find units boasting great mobility but also lots of dakka and not just fast blades. The changes to Combat Doctrines make these units more relevant as game progression draws you to close range. Plenty of points reductions here, notably on bikes of all shapes and sizes, making them very useful fast and tough units. *'''[[Assault Squad]]: CORE.''' Pistol and chainsword Space Marines. Jump Packs are optional, but to not take them is silly. For +1pt per model, you could take Vanguard Veterans who are A2 and can bring power weapons to a fight. The reason you'd ''ever'' take them is numbers and to not suck up an Elite slot. They can be made into a pseudo-special weapon squad, with up to two Assault Marines able to swap their bolt pistol for a plasma pistol or both weapons for a flamer. The Sergeant can swap their bolt pistol for another pistol or melee weapon or their chainsword for a melee weapon, and also has access to a combat shield to grant them +1 to armour saves and a 5++ invulnerable save. One in five models can also take the eviscerator, a whopping great big S+3, AP-4, D2, suffer -1-to hit rolls chainsword, which should be given to the Sergeant ''if you buy it'' since he's A2 and it's an expensive item, but since it's a power fist that trades S8 for AP-4 for the same price, it's not a choice you'll often make. ** While Assault marines can't die in your Vanguards' stead like a Devastator squad's boltgun marines can, they can be used to screen the Vanguards from overwatch and be a unit the enemy ''has'' to deal with or get their forces tied up. Arguments can be made about how Warhammer is now a shooty game, but since when did space knights with jump packs and chainswords stop being cool? ** Since you won't miss either their shooting or their melee, consider using them to perform actions. *'''[[Inceptor]] Squad: CORE.''' What you get when an Assault Gravis marine wields a Devastator marine in each hand. With Deep Strike, M10", T5, W3, and two assault bolters (18", assault 3, S5, AP-1, D1) or two plasma exterminators (18", assault d3, S7, AP-3, D1, blast and +1S and +1D but hit rolls of 1 kill the bearer). You no longer have the mortal-wounds-after-charging gimmick, which has been relegated to a Stratagem. ** Three plasma Inceptors shoot even more plasma than Hellblasters. Remember though, that because each is dual wielding, you have to resolve their shots one weapon at a time; if the first weapon kills the wielder, the second weapon doesn't fire. *'''[[Suppressor]] Squad: CORE.''' Lighter Inceptors with heavier autocannons. You are NOT Gravis, so you're only T4 and W2, but you have Deep Strike, M12", and the Smokescreen keyword. Accelerator autocannons are a monstrous 48", heavy 3, S7, AP-1, D2 and their Suppressing Fire rule means that enemy Infantry units that are ''hit'' by this weapon cannot fire Overwatch, making them good support for your melee units now that many [[Mordia|factions]] [[Imperial Fists|overwatch]] [[Tau|on a 5+]]. ** You'll love having these guys against a Tau gunline as they can fire overwatch with every unit nearby otherwise. *'''[[Bike Squad|Scout Bike]] Squad: CORE.''' Scout bikes initially seem disappointing compared to normal Bikers due to the loss of durability (Sv4+ and only W2), but the sheer number of weapons they carry can make quite an impact at close range. Every rider comes loaded for bear, with a twin bolter, combat knife (SU AP0 D1, +1A), shotgun (18" Assault 2 S4 AP0 D1), and bolt pistol, plus the usual grenades. For each model this means four S4 shots at 24", and six at 18". Any of them can swap the twin bolter for a grenade launcher (30" and assault-type grenades) for free. The Sergeant can drop his bolt pistol for a boltgun, other pistol, combi-weapon, or melee weapon. **This loadout means Scout Bikes are much better offensively and much worse defensively than Bike Squads: a unit of 3 bikes will usually be rocking 3 grenade launchers and 3 shotguns (so it can always advance into position), 3 combat knives, and a combi-flamer, chainsword, or lightning claw. Bike Squads are simply incapable of carrying that many S3-4 attacks in a 3-man squad if you combine shooting with melee. *'''[[Bike Squad]]: CORE.''' The White Scar trademark unit. A large benefit from Bolter Discipline, and M14" T5 W3 Sv3+. As stock, each model has a twin boltgun and a bolt pistol. Bikers can swap the bolt pistol for a chainsword (which means all of them will if they're not one of the two guys allowed to carry real guns) and the Sergeant can swap his bolt pistol for a combi-weapon, melee weapon, or other pistol. Two Bikers can swap their pistols for special weapons, which is the primary reason to field bike squads, so always so this. The Squad can also have an Attack Bike with a heavy bolter or multi-melta. ** Building around MSU, the melee build has been outclassed since Primaris Outriders got created. Combi-weapon Sergeant and complementing special weapon Bikers are the best use of this unit, with the triple-flamer or triple-melta and multi-melta Attack Bike being excellent at killing what they want to kill. *'''[[Bike Squad|Attack Bike Squad]]: CORE.''' 50 points for a heavy bolter + twin boltgun or 60 points for a multi-melta + twin boltgun is a pretty good deal. Downside is you can't advance and shoot any of your guns (unless you're Scars). T5 and W4, with a long move distance of 14". Frankly, anybody can use these guys well. **60 points for a storm bolter and multimelta is intrinsically competing with a Land Speeder Tornado (90 points for an assault cannon and multimelta makes it an Invader ATV but better), but being core makes this one a lot easier to buff. **For 45pts for an Eradicator and 60pts for a melta-armed Attack Bike, you get +9"M and 1W (and half the rate of fire for the mm eradicator, but the same rate of fire for the other 2/3 of the unit). Fast Attack is also a less competitive slot for most armies, so you can take them and three Heavy Supports without taking another detachment. **Scars can spend a CP on two different strats for advance and shoot, but the generic one, "Hunter Fusilade" works better since it turns MMs Assault, and WS don't suffer penalty to Assault. 180 points and you have a potent deterrent with a massive threat range, though having multiple strats that do the same thing does let you get around 'can't use a strat more then once a phase' [[Awesome|so multiple bikes can advance and shoot]]. ''*throat singing intensifies*'' **Invader ATVs have double the wounds and chops at just 1.4x(255) the price, but Attack bikes are CORE and not Gay. *'''[[Bike Squad#Primaris Outriders|Outrider Squad]]: CORE.''' The chadmarines now have bikes. These bikes are incredibly durable and have plenty of firepower, with T5, W4, and twin bolt rifles (30" rapid fire 2 S4 AP-1 D1), heavy bolt pistols (18" pistol 1 S4 AP-1 D1), ''and'' a chainsword. Bolter Discipline and Biker means these guys have the firepower of four Intercessors on the move. However, these guys are made to capitalize on melee by gaining +2A per model on the charge thanks for their Devastating Charge rule. A2 base, +1A from Shock Assault, +1A from chainswords, +2A from Devastating Charge. At 45pts per model, they certainly act as a durable light infantry muncher. ** These guy will do well with shooting, but you'll get the most out of them with melee. Blood Angels and Black Templars love them; White Scars and Dark Angels think they're pretty ok. *'''[[Invader ATV]] Squad:''' A Primaris Attack Bike Squad, but not CORE because fuck the new guys. T5 and whopping W8, with twin auto bolt rifles (24", assault 6, S4, AP0, D1) and is 80pts for the onslaught gatling cannon (24", heavy 8, S5, AP-1, D1) or 85pts for the multi-melta (but 90 points gets you an asscannon/mm land speeder tornado, which is better, so stick to the onslaught; 80 gets you a heavy bolter/asscannon land speeder, which is at least situationally worse than the ATV). One of the few non-Vehicle models in the game with explodes. ** For a single multi-melta, the Attack Bike does a similar job but for 25pts less. Three melta Attack Bikes will set you back 180pts, which is similar to two melta Invader ATVs for 170pts. You'll get more melta firepower from the Bikes but the ATV has a total 16W, however dead bikes can be brought back by your Chief Apothecary unlike the ATV. *'''[[Land Speeder]]s:''' Land Speeders are tougher and more manoeuvrable Attack Bikes. An 18" move lets you place them where you want, with T6, W6, and Sv3+ giving them pretty good survivability against small-arms fire. All models have a pintle heavy bolter or multi-melta as their basic weaponry. Their speed and cheapness makes them good objective grabbers, but they have a high model profile with their flying base so they're very visible. Unlike other Marine Fly Vehicles, enemy ranged attacks against them don't have -1 to their hit rolls. <tabs> <tab name="Land Speeder"> The bare-bone boat. They're the only ones that have the Data-Link Telemetry rule to make up for their lack of weapons; friendly <Chapter> Whirlwind models that attack one enemy unit within 18" of this Land Speeder with Blast weapons gain +1 to their hit rolls. </tab> <tab name="Land Speeder Tornadoes"> Swaps the Data-Link for an assault cannon or heavy flamer. Very anti-infantry, they have the speed and weaponry to seriously put the pain on something in the Devastator Doctrine turn one with lots of AP-2 shots. </tab> <tab name="Land Speeder Typhoons"> Most expensive variant with a twin missile launcher for a flexible anti-GEQ and anti-tank weapons platform. Best kept at distance and used to complement the firepower of more dedicated AT units. </tab> <tab name="Land Speeder Tempest (FW)"> A Land Speeder with +1W. Each comes with an assault cannon and a tempest launcher; 36" heavy 2d6, S4, AP-1, D1, blast or 36", heavy 2, S8, AP-3, Dd6). </tab> <tab name="Javelin Attack Speeder" (FW)> One of the two OG Speeders from the Heresy and the only one with rules. 16", T6, W9, Sv3+ makes them pretty strong, as well as the standard WS3+. Martial Legacy and Relic limits how many you can take, though. The most heavily-armed Speeder you have, with a heavy bolter and javelin missile launcher (functionally a triple-linked missile launcher). You can swap the heavy bolter for a multi-melta and the javelin missile launcher for a twin lascannon, as well as having the option for two hunter-killer missiles. </tab> </tabs> *'''[[Storm Speeder]]:''' What happens when you turn a Land Speeder into a flying light tank. Defensively they're T6, W10, Sv3+, but they suffer from a degrading statline, with loses in M and BS. They have no Keywords for stratagems and no special rules. <tabs> <tab name="Storm Speeder Hailstrike"> Heavily armed with anti-Infantry weaponry, likely to eliminate a platoon of Guardsmen or Tyranids that think they're safe behind obscuring terrain. Two fragstorm launchers (18", assault d6, S4, AP0, D1, blast), an onslaught gatling cannon (24", heavy 8, S5, AP-1, D1), and twin ironhail stubber (36", heavy 8, S4, AP-1, D1). The cheapest of the bunch, and competes with the Invader ATV. This vehicle has an edge in durability and firepower. </tab> <tab name="Storm Speeder Thunderstrike"> The anti-aircraft variant but also does very well against terrestrial Infantry and Vehicles. ''Has a base BS of 2+ thanks to the targeting computers, unlike the other Storm Speeders''. Stormfury missiles (48", heavy 1, S10, AP-3, Dd6), thunderstrike las-talon (36", heavy 2, S9, AP-3, Dd6), and a turreted twin icarus rocket pod (24", heavy 2d3, S7, AP-1, D2, blast and gains +1 to hit Aircraft units). Can multi-task at attacking mobs and tanks or focus down flyers. </tab> <tab name="Storm Speeder Hammerstrike"> The short-range tank-hunter. A melta destroyer (a heavy 3 multi-melta), hammerstrike missile launcher (36", heavy 2, S8, AP-3, D3), and two krakstrom grenade launchers (18", assault 1, S6, AP-1, Dd3). Costs as much as a Predator, but being in Fast Attack gives you a bit of freedom. Before you start saying "the Predator can take 48" lascannons and this only has multi-meltas", this Vehicle moves more than half-again the distance and has almost more firepower than a Predator Annihilator. If you happen to want a Predator for that purpose but have filled your heavy slots already, you will certainly be well served taking this unit in its place. In a pinch it might even serve as a TEQ hunter. </tab> </tabs> *'''[[Drop Pod#Deathstorm Drop Pod|Deathstorm Drop Pod]] (FW):''' A Drop Pod full of automated guns; it can choose either missiles (18", heavy 2, S8, AP-2, Dd6) or cannons (18" heavy 6, S6, AP-1, D1). In either case, it must make one full shooting attack against every eligible unit (those in range, with line of sight, and no Characters unless they're the closest unit). One of the few Marine units that is BS4+ though. When it fires overwatch, it makes two attacks (so four missile attacks or twelve cannon attacks) against the charging unit. ** This is really good against a wide range of armies, especially MSU (the more times this thing gets to shoot the better) and gun-lines where an entire army is packed closely together. Combine this with iron hands and you have an interesting little distraction for the enemy that's the same price as an Aggressor Squad. Something to think about. Having the Drop Pod assault rule have fun plonking one down onto an objective and keep blasting away until destroyed. ===Heavy Support=== *'''[[Devastator Squad]]<sup>{{W40Kkeyword|core}}</sup>:''' Due to everyone getting Split Fire, you can feel free to mix and match weapons however you like; that said, it's still a good idea to use weapons with similar ranges in case you need to focus your shots on a single opponent. The Sergeant's signum will let one of them hit on a 2+. Finally, an Armourium Cherub can be taken to, once per game, give one model in the squad a second shooting phase. Needless to say, you should always take the cherub. These cover-camping queens should enjoy the extra wound more than other Firstborn. ** Combine the Cherub and Signum. On turn one, in the Devastator Doctrine, use the Signum on a key gun (e.g. lascannon), and then use the Cherub to get the extra shot. The Signum will apply for the whole phase, meaning two powerful shots at BS2+ and with an additional -1AP. ** Drop pods are a particularly interesting choice for devastators, ensuring your expensive dudes can't be shot off the field immediately if you go second. This also reduces the threat from return deep-strikes, as open doors count toward denial range. <tabs> <tab name="Heavy Bolter"> The venerable Heavy Bolter is in an odd spot this edition. Against light or heavy infantry you'll generally get better results from the Grav-Cannon due to better fire rate and AP, and mortal wounds from Hellfire Shells are nice but you can do that from ANY (infantry) Heavy Bolter in your army so they're a bit wasted here. Their niche is poorly-armoured multiwound units like daemons or monsters, but it's often better to deal with these via plasma anyway. </tab> <tab name="Heavy Flamer"> An interesting pick for Blood Angels. Deployed regularly the 12" range means wasted points, but from a drop-pod they'll cook entire units of infantry and there isn't much your opponent can do to stop it but deploy cautiously. Plus, they don't care about moving due to automatically hitting targets, so they're a bit more mobile once deployed. But for the same points you could take Grav-Cannons, which have greater range, AP, and improved damage versus heavies, though fewer hits on average. Hence, these are ideal as the ''second'' half of the Drop Pod carrying your multimelta devs (or the occupants of the second pod), allowing the heavy flamers to clear away bubble wrap first or transport contents second. </tab> <tab name="Multi-Melta"> The classic Meltapod is as effective as ever. Though tempting to drop turn one for doctrine benefits, consider delaying; sensible opponents will respect the meltapod and adopt a cautious formation with plenty of bubble-wrap for their heavies, and a cautious advance improves your map control. It's not like you ''need'' the AP boost. Always take the pod if you go melta; 12/24" range makes them unsuitable for gunlines and at 38 points a dude, they're far too expensive to risk losing before they can attack. </tab> <tab name="Grav-Cannon"> A strong pick this edition, with a steep points discount. Unlike tactical squads, they're not an automatic pick over Plasma Cannons as devastators have enough firepower to justify re-roll babysitters, but having ''twice'' the rate of fire for ''fewer'' points still means gravy is usually the tastier choice. If you want to deploy beyond auras, they're safer than overcharged Plasma and crack infantry better than safe Plasma. Grav Cannons are a much better choice for offensive drop pods, as safe plasma isn't efficient and so they need to bring re-roll auras with them. This means a max of 4 Plasma Cannons in one pod compared to 8 Grav Cannons, and a loss of aura characters from your main force. </tab> <tab name="Missile Launcher"> Despite being second-best against everything, Launchers are a great option. As the game goes on gaps will emerge in your offensive options as anti-infantry and anti-tank units are killed off, and Launchers can plug either of these roles admirably. Launchers also have surprising survivability; as 'second-rate' weapons they're often overlooked as your opponent seeks to remove more obvious hard counters like the various cannons, and their range makes them well-suited to a backline. </tab> <tab name="Lascannon"> Lascannons are a double-edged sword. While extremely effective against vehicles, they're one of the pricier options and single shots make them inefficient against blobs. As 9th edition's smaller boards reduce the chance of outranging enemies and they'll inevitably draw heavy fire, they need ablative wounds more than most, further driving up their cost. A solid choice against heavy enemies - but not likely to contribute beyond turn 3 either due to death, or having exhausted efficient targets. </tab> <tab name="Plasma Cannon"> Unlike tactical squads, Plasma Cannons are a viable choice for devastators as they can carry enough guns to justify a dedicated re-roll babysitter. When supported, overcharged plasma cannons are a lot like multimeltas with better range for cheaper, but slightly worse AP and ''much'' worse damage; S8 lets them bully vehicles and near-guarantees wounds on T3-4 if re-rolling 1s, which combined with d3 Blast shots means they aren't wasted shooting infantry. Plasma Cannons cost more than Plasma Guns for better range without losing rate of fire, Blast, and ''less'' accuracy on the move, so don't Drop Pod these guys if you ship them - plasma sternguard is how Space Marines do drop plasma. The other downside is that there's a ''much'' higher base investment to get results than other weapons; a Captain is mandatory, while the improvement from 2+ to re-rollable 2+ against T3-4 infantry is so significant that it *begs* for a Lieutenant. Ancients have no synergy - plasma overcharging won't trigger them - but overcharging means you should consider grabbing a Chief Apothecary for the warlord trait to avoid spending cps bringing them back. Since this many points invested will draw an absurd amount of firepower, you'll ''then'' need ablative wounds to avoid it being wasted, and since the auras are there anyway you might as well make them more efficient with multiple squads, and a few Infiltrators to give a deepstrike-denial bubble wouldn't go amiss either... basically, you ''do'' get increasing returns the more you commit, but the buy-in price is very high, so think it over carefully. </tab> </tabs> *'''[[Hellblaster]] Squad<sup>{{W40Kkeyword|core}}</sup>:''' Plasma incinerators are 30" Rapid Fire 1 S7 AP-4 D1, with the same boost and risk as other plasma weapons if supercharged. The assault version is -6" of range and -1S, but shoots three times, meaning it's got a better rate of fire from just over 15" to 24", and critically, even when both weapons are in range to shoot at max rate, the assault weapon does half again as much damage (3 rather than 2 or 6 rather than 4), meaning that even against a T8 target, the assault variant murders better than the rapid fire. The heavy version's base damage is 2, supercharging to 3, and fires once. **Due to the changes to how modifiers interact with Gets Hot and reduced access to re-roll auras, Hellblasters have gone from a potent but somewhat overcosted fire magnet in 8th to a ''very'' overcosted one in 9th. This efficiency is harmed even further by the extra wound the firstborn have gained as Hellblasters now ''need'' to make the riskier overcharge to have a chance of killing their targets with any given shot unless using the Heavy Incinerator. The unfortunate truth is that they just aren't in a good place this edition; if you want to kill vehicles you should be fielding the guys below, and if you want to crack heavy infantry you're better served by grav-cannon Devastators, which are not only cheaper but actually outperform the Hellblasters against marines. ** A squad of five in an Impulsor with a Captain for safer overcharging or a Librarian with supporting powers makes for a powerful and mobile shooting squad. Null Zone is particularly deadly if there's a group or two of Hellblasters in range of the Librarian's unfortunate targets, considering their AP-4. ** Don't get too excited about Combat Doctrines. You're already AP-4, so going to AP-5 only affects Sv2+ models which almost always have an invulnerable save. (Along with Sv3+ models with Armour of Contempt, which is... most armies you'll face.) *'''[[Eradicator]] Squad<sup>{{W40Kkeyword|core}}</sup>:''' A blatant rip-off of Eldar Fire dragons, but Primaris-ified. You now have a Primaris squad with melta weapons and Gravis armour. M5" T5 Sv3+ W3 means they're slow and strong. Gravis prevents them from hopping into a cheap Impulsor as well, so they're either hoofing it or getting into an expensive Repulsor. No matter what weapons they have, their Total Obliteration rule allows them to pick a unit each turn and fire twice if every model in that unit targets it and the unit hasn't advanced. Their melta rifles are effectively 24" meltaguns, but the entire squad can (and always will) swap them for heavy melta rifles (24" Heavy 1 S8 AP-4 Dd6+2, becomes Dd6+4 against a target within half range). One in three models can (and always will) swap his gun with a multi-melta for that can still double-tap, meaning it quadruple taps when it fires twice. ** Received an ever-so-slight price increase to 45pts per model in the 2021 FAQ. Still under-costed for what they can spit out. Expect [[rage|copious anger]] from your opponent when you eat a significant chunk of their Stompa in one turn with six infantry models. ** 270 points gets you 6 models carrying two multimeltas, which will get you 16 S8 AP-4 shots within 12", 8 at d6+2 and 8 at d6+4. Even on the move, half of those will land, which is hits*damage 52 (36 at long range). The assault version across the same six also moving is 12 total shots at d6+2, of which 8 will hit, for hits*damage 44 (28 at long range). Stick to the heavy version. **White Scars love these things, especially in their default assault loadout. Being able to naruto run around the battlefield and fire their melta rifles without penalty makes up for their lackluster range and movement; being T5 and W3 also means they share a similar statline to the bikes WS players should already be bringing, making them less of an obvious target. *'''Devastator Centurion Squad:''' Ridiculously ultra-heavy Marines with the firepower of a tank; people either [[skub|hate or love them]]. They are slower and easier to kill individually than a tank, but have all the advantages of being Infantry; smaller size, gaining cover in certain terrain (like forests), can go to the second floor of buildings, etc. This unit can be the cornerstone of an army, but they don't have Core Keyword which somewhat reduces their appeal. Stock weaponry is a grav-cannon and a hurricane bolter, with the single cannon able to swap for two heavy bolters or two lascannons, and the bolters able to swap for a Centurion missile launcher (36", assault d3, S8, AP-2, Dd3, blast). Decimator Protocols allow them to move and fire heavy weapons without penalty and the Sergeant's Omniscope gives the entire team ignores cover if he's still alive. You can mix-and-match weapons within the team and combat-squad them to let you have one anti-tank and one anti-infantry squad in one Heavy Support slot. **Try to keep them out of close combat, though. Although they're strong and tough and have a fair number of attacks, (especially with Shock Assault), they donโt have any melee weapon. Contrary to appearances, [[wat|those big hands are not power fists]]. Any specialized melee unit will tarpit you. You can always retreat, but you lose a turn of shooting then unless you're Ultramarines. Mind your positioning! *'''[[Eliminator]] Squad<sup>{{W40Kkeyword|core}}</sup>:''' The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters or Gravis models. They have BS2+ and Camo-Cloaks that give them +2 to their saves for being in cover instead of +1. Their bolt sniper rifle gets three different ammo options, all of which ignore Look Out, Sir: Executioners (36" heavy 1 S5 AP-1 D1, +1 to hit rolls and ignores cover), Hyperfrag (36" heavy d3 S5 AP0 D1, blast), and Mortis (36" heavy 1 S5 AP-2 D2, wound rolls of unmodified 6 inflict an additional mortal wound). Eliminators can swap their bolt sniper rifles for a las-fusil for anti-light vehicle and anti-TEQ duties (36" heavy 1 S8 AP-3 D3) and the Sergeant can swap for an instigator bolt carbine (24" assault 1 S4 AP-1 D2, can target Characters). If the squad includes a Sergeant with instigator bolt carbine, the unit can move after shooting if they are not within engagement range of an enemy unit, allowing for move-shoot-move shenanigans which isn't a huge issue as you're only going down to BS3+. ** Regarding bolt sniper rifles, you can pretty much ignore hyperfrags if you're not firing overwatch. Executioner rounds will be for the pesky units that rely on cover, like Scouts, Eliminators, Eldar Rangers, and Ratlings. Mortis will be your go-to for taking the heads off Characters though. *'''[[Desolation Squad]]<sup>{{W40Kkeyword|core}}</sup>:''' Finishing the list of heavy weapons on specific squads is a squad full of super-missile launchers, complete with a Signum to help their accuracy. On top of the big missiles on top, their impractically-designed guns have Castellan Launchers for some minor crowd control with Heavy d3 S4 AP-1 blasts that can ignore cover. <tabs> <tab name="Superfrag Launcher"> Heavy d3+3 S4 AP-1 blasts. Much better suited for blowing up hordes, a niche none of the prior Heavy Support Primaris squads offered. While you have plenty of gunlines to work with, this might free up your squads to aim their bolters towards more worthwhile targets. </tab> <tab name="Superkrak Launcher"> Heavy 1 S8 AP-3 Dd3+3. Though this does provide something well-suited for popping tanks, you also have things like the utterly busted Eradicators. </tab> <tab name="Vengor Launcher"> Exclusive to the sergeant, this Heavy d6 S8 AP-1 D2 missile is better-suited for taking on MEQs. </tab> </tabs> *'''[[Thunderfire Cannon]]:''' Buy one Cannon, get a Techmarine free... ish, at 120pts for the pair. If the Techmarine moves further than 3" away from the Cannon, the Cannon is destroyed in a fit of extreme separation anxiety. If the Techmarine remains within 3" however, he cannot be targeted. The Thunderfire Cannon is a BS2+, T6, W4, Sv2+ model firing with a 60", heavy 4d3, S4, AP0, D1, blast weapon that does not require line-of-sight and will make quick work of GEQ units. You have the Thunderfire-unique Tremor Shells stratagem (1CP, -1 to wound rolls, enemy non-fly and non-Titanic units hit halve their move distance and suffer -2" to advance and charge distances). The Techmarine does not have the Techmarine keyword so cannot be a Master of the Forge, but can still heal nearby Vehicles like a regular Techmarine. He ''can't'' grant a nearby vehicle +1 to ranged hits, though, unlike a real Techmarine. ** He's a good support unit to have, being a pseudo-Techmarine that doesn't eat a HQ slot that comes with a decent support gun and a good support stratagem. Set him up with some Firestrike Turrets or Rapiers, and he'll be happy. ** Remember the Techmarine has guns too, so don't forget to shoot them. *'''Firestrike Servo-Turret:''' An interesting new model which may be encroaching upon the Tarantula Turret. It looks like a static turret, but still has M3" [[Fluff|due to its grav-plates]]. T5 and W5 makes it reasonably tough against small arms fire, but incredibly weak against actual anti-tank. Crewed by a novitiate Techmarine, granting the model BS2+ and Sv2+, but nothing else that a Techmarine has (repair, weapons, keywords). Weaponry includes a twin las-talon (24" Heavy 4 S9 AP-3 Dd6) or a twin accelerator autocannon (48" Heavy 6 S7 AP-1 D2). ** The las-talon is rather short-ranged and its main targets (tanks) will almost always have longer-ranged weaponry. The autocannons fix the range issue, but they're also on Suppressors who are more manoeuvrable and also shut down enemy overwatch. *'''[[Predator Tank]]:''' '''''The''''' classic Marine battle tank, to the point where it's an absolute crime that they don't benefit from the CORE tag. Not as up-armoured as they used to be back in the days of armour value, at T7 and W11 (only +1W over a Rhino). Comes in two flavours, Annihilator (twin lascannon) and Destructor (48" heavy 2d3 S7 AP-1 D3) for 10 points more. Either way, additional optional weaponry includes two sponson heavy bolters or two sponson lascannons, with a pintle storm bolter and hunter-killer missile. ** Always take sponsons if you're going to take either Predator - otherwise, it'll be a Razorback but worse. ** Let's look at units that can have four lascannons. An Annihilator with sponson lascannons is 170pts and a six-man quad-lascannon Devastator Squad is 168pts. Both platforms have their strengths and weaknesses, with the Predator being a single large unit with near-immunity against small-arms and the Devastators being able to use cover and terrain to their benefit. Alternatives include a couple of lascannon Razorbacks (240pts) or going all the way to a Land Raider (285pts), but the painful truth is that even after a points bump, Eradicators are your go-to choice for tank-hunting due to their sheer effectiveness and point-efficiency. ** It can be hard to find good targets for the Destructor. Against MEQs, the Destructor's gun acts like an overpriced twin heavy bolter with a random (and lower on average) number of shots, dealing 4*3 instead of 6*2, which is really 33% less damage because the extra wounds don't spill over. Heavy bolters are already a little obsolete this edition thanks to Grav-Cannon buffs, and when you're paying main gun prices for what's basically two even worse heavy bolters, it's probably worth looking elsewhere if you want to hunt MEQs. If you want to hunt tanks, see the Annihilator entry. *** However, the Destructor does have a surprising niche this edition, as weapons that guarantee 3 damage have a solid role hunting super-heavy infantry. A random number of shots doesn't help, and a measly -1 AP value is disappointing, but remember - your opponent only needs to fail a single save to lose a model. If your local meta features a lot of bikers, Terminators and/or Gravis specialists, the Destructor can be a deceptively potent addition to your army. *'''[[Vindicator]]:''' Actually up-armoured, that huge dozer blade isn't just for show! T8 and W11 is a respectable battle tank statline, on par with the Leman Russ. The Vindicator Siege Shield is a +10pt upgrade that grants the model +1 to armour saves against ranged attacks. Finally, the demolisher cannon is a 24" heavy d6 S10 AP-3 Dd6 blast weapon. Short-ranged, but it hits hard once it gets there; S10 means that it will wound everything on a 3+ or better. ** The Vindicator has one less wound and better BS than an Imperial Guard Leman Russ Demolisher Cannon at 15 fewer points, but the IG Demolisher gets Grinding Advance, making it a lot more dangerous if it can get into range. The stupidity of the fluff aside, theyโre better against high-toughness multi-wound models, which almost every army has at least one unit of (Nobs, Wraithguard, Crisis Suits, Terminators & Primaris Marines, Ogryns), so one Vindicator can find a home in lots of local metas and is actually a cost-effective way of getting the demolisher on the field. *'''Vindicator Laser Destroyer (FW):''' This thing has the same stats as a Vindicator, but brings to the battlefield the unique laser volley cannon. Both profiles have 36" and heavy 3, but the similarities end there. The volley fire is S9 AP-3 Dd3+3, and the overcharge profile becomes S10 AP-4 and a whopping D6. Similar to overcharged plasma, this model suffers one mortal wound on a hit roll of unmodified one ''unless'' it remained stationary; then it can safely overcharge without fear. That means its two profiles deal 15 and 18 damage, respectively, on average, while a real Vindicator deals 12.25 base (at the better S but worse AP of this thing's profiles), up to 14 or 21 with Blast, and its rate of fire is always, on average, better, at 3.5 - all for substantially fewer points, so you should probably just skip this one. *'''[[Whirlwind]]:''' The classic Marine artillery has two gun options, both of which are 72" range, blast, and does not need line-of-sight. Castellan is you anti-swarm, with heavy 2d6, S6, AP0, D1, and Vengeance being your anti-MEQ, with heavy 2d3, S7, AP-1, D2, and a cost of +10pts. Don't forget to combine with a Land Speeders Data-Link Telemetry to gain +1 to your hit rolls. ** You have to choose which gun to take when you build the list. Which is better is strictly a question of wounds; Castellan is better against 1-wound models, while Vengeance is better against 2+. If you were taking a Vengeance, look at the Scorpius below. *'''Whirlwind Scorpius (FW):''' Costs 1CP to take, but is worth it if you're going to take a Whirlwind Vengeance. No longer has the fire-twice rule from 7th edition, but the Scorpius multi-launcher is 48" heavy 3d3 S6 AP-2 D2, blast and does not need line-of-sight. Outclasses the Vengeance in most regards against Marines, but in general, just a worst choice against anything than a Sicaran Arcus, if you're paying the CP anyway. *'''Whirlwind Hyperios (FW Legends):''' The OG Marine anti-air artillery. The Stalker and Hunter rendered it obsolete, by being a cheaper GW model and being better at anti-air. 9th edition has given the hyperios launcher a new lease of life, with 48", heavy 2d3, S7, AP-2, D1. Like other Whirlwinds, it comes with blast and ignores line-of-sight. It gains +2 to hit rolls and becomes D2 against Aircraft. 2d3, BS2+ autocannon shots will do reasonable damage against enemy aircraft. *'''[[Hunter]]:''' Fires a surface-to-air missile instead of the flak attacks of the Stalker and Hyperios. 60", heavy 1, S9, AP-3, Dd6, gains +2 to hit rolls and becomes Dd6+6 against Aircraft. Two of these ought to be taking out an Aircraft each turn. *'''[[Stalker]]:''' The volume-of-fire AA option. Two icarus storm cannons, each firing at 48", heavy 3, S7, AP-1, D2. Against Aircraft, you make two hit rolls instead of one and gain +1 to hit rolls. That's twelve BS2+ (i.e. 10 will hit) autocannon attacks if both guns target one Aircraft, so better against the lighter Flyers. ** Of course, much of the previous is very rosy sounding. If everything goes right - twelve hits, twelve wounds, twelve failed saves - you do ''24'' damage. However, that's only if you're extremely lucky and firing at Aircraft, but many Flyers are T7, meaning you only wound half the time. The AP means you will only get through their armour save roughly half the time. You will do 4-6 damage the majority of the time. Still, as cheap as chips for a vehicle this tough. *'''[[Land Raider]]:''' The mass transport and massive tank of the Firstborn. With the Vehicle changes, in addition to ignoring the heavy weapon penalty, it now also a horrible idea to try to tarpit them as they can still shoot. All Land Raiders can carry Terminators (two transport slots), Jump Pack models (two transport slots), and Centurions (three transport slots). They can all be equipped with a storm bolter and hunter-killer missile, and all ''but'' the Helios can take an additional multi-melta. ** Gentle reminder of the Land Raider Excelsior (Legends) in the HQ slot. Ten transport capacity, Sv2+/5++, Captains Rite of Battle Aura, two twin lascannons, and a grav-cannon. Has 8th edition Smoke Launcher and Machine Spirit rules, but I don't think anyone will begrudge you using them as Keywords in 9th edition style. <tabs> <tab name="Land Raider"> Carries ten models. An effective all-rounder with anti-vehicle capability, 8th edition introducing unlimited splitfire benefited this Land Raider the most. Capable of using its lascannons to pop a vehicle and then following up with the heavy bolters to wipe out a MEQ squad. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a trio of Assault Centurions and a Character or a 5-man squad of Assault Terminators. With T8, 16 wounds, and a 2+ armour save it'll be a tough nut to crack even with anti-armour weaponry. </tab> <tab name="Crusader"> Carries sixteen models. As ever, the Hurricane Bolters will shred any infantry within 12" - you have twenty-four bolter shots supplemented by another 12 assault cannon shots. The Assault Launchers also help in regards to transporting and supporting its cargo, as it gives access to the stratagem. Its transport capacity makes it your best choice for transporting Terminators, Crusader squads, and other larger units. * Also, all those guns can fire without penalty, even if you're moving at maximum speed. Somewhere, a Black Templar wipes a manly tear away as he remembers the words "defensive weapons." * Now that Chapter Tactics apply to every Space Marine unit, Imperial and Crimson Fists could have a double hurricane bolters with an additional hit on a 6. Enjoy your [[Awesome|20 bolter HITS on rapid fire range]]! </tab> <tab name="Redeemer"> Carries twelve models. Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot. While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Can easily cockblock a charging unit with 2d6 automatic flamestorm shots, and no-one is going to risk charging it to tie it up in melee. Enjoying another price drop and 12" Flamestorm cannons! * The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth putting your Land Raider in the open. </tab> <tab name="Proteus (FW)"> The Proteus has two sponson twin lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter option (there's also an option for a single heavy bolter, but why would you even use that). But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport capacity to 6, but it prevents anyone from deep striking within 12" of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armour instead to give it a 5+ invulnerable save. * A Proteus with twin heavy bolters is 285pts, the exact same as the vanilla LR. However, the Proteus costs 1CP to take due to Martial Legacy, so get the most out of it and grab one of the two unique wargear items. </tab> <tab name="Achilles (FW)"> The rage-inducing and expensive Achilles is back in a big way in 9th ed. A low cost of 320pts with volkite and 360pts with melta, T8, W16, Sv2+/5++ for good measure makes this model insanely tough. The Achilles is armed with a hull-mounted quad launcher with two ammo types; shatter shells (24", heavy 4, S8, AP-2, D3) and thunderfire shells (60", heavy 4d3, S4, AP0, D1, blast and does not require line of sight). Sponson options are two twin volkite culverins (45", heavy 8, S6, AP0, D2, wound rolls of unmodified 6 inflict an additional MW) or two twin multi-meltas. Both sponsons are frankly solid options and do quite well against their desired targets. You have the option for a storm bolter and a hunter-killer missile but NOT the single multi-melta like most other LR's get access to. The only area it lacks is its transport capacity of 6, with Jump Pack and Terminator models taking up two spaces. Centurion and Wulfen models are mentioned, but no unit with those keywords is small enough to fit in, and Primaris aren't allowed as per usual. Good for a Character and a MSU Infantry unit, but don't expect much more. Since it can take Terminators this is one of the heaviest options a deathwing army can take that's not a Spartan. </tab> <tab name="Prometheus (FW Legends)"> Carries ten models with the usual Jump Pack, Terminator, Wulfen models taking up two and Centurions taking up three spaces. Its only stock weapons are two QUAD heavy bolters, so 24 D2 attacks will delete Marines on a hitherto-undreamt of scale. Optional storm bolter, hunter-killer, and multi-melta available. FW still somewhat took it out back and kneecapped it, as it no longer gives CP support and doesn't grant ignores cover, making it functionally a differently-armed vanilla Land Raider as it also doesn't cost a CP to take due to the lack of Martial Legacy. </tab> <tab name="Helios (FW Legends)"> Carries six models, so effectively no Centurions or Wulfen. Like the regular version, this model also has twin lascannons, but it brings along a Helios Launcher instead of twin heavy bolters. 48", heavy d3, S7, AP-2, D2, blast with +1 to hit rolls against Aircraft make this a rather crap AA-weapon, especially at 260pts. You have to ask yourself if you wouldn't be served better by a quad las Predator and Stalker or Hunter (280-285pts for both). </tab> </tabs> *'''[[Repulsor Tank]]:''' The Primaris flying Land Raider, drop kicked into the Heavy Support slot with the new codex and trading a little armour for absurd more firepower. Holds 10 Primaris Marines (models with Gravis armour count as two) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. Has a dizzying array of weaponry. Main guns are a heavy onslaught gatling cannon (30", heavy 12, S6, AP-1, D1) which can be swapped for a twin las-talon (24" twin lascannon) and a twin heavy bolter that can be swapped for a twin lascannon. Secondary weapons are... Well, fucking confusing to keep track of, so see below. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has access to the Repulsor Field stratagem for some shenanigans. *** Ironhail heavy stubber (36", heavy 4, S4, AP-1, D1), swappable for onslaught gatling cannon (24", heavy 8, S5, AP-1, D1). Also an option for an additional ironhail heavy stubber. *** Icarus ironhail heavy stubber (36", heavy 4, S4, AP-1, D1, +1 to hit rolls against Aircraft), swappable for a fragstorm grenade launcher (18", assault d6, S4, AP0, D1, blast), icarus rocket pod (24", heavy d3, S7, AP-1, D2), or krakstorm grenade launcher (18", assault 1, S6, AP-1, Dd3). *** Two storm bolters, swappable for two fragstorm grenade launchers. *** Auto launchers (grants the Smokescreen keyword), swappable for two fragstorm grenade launchers. ** If you're just looking for lots of lascannons or horde-clearing weaponry, there are definitely cheaper (if somewhat slower) means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armour setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armour firepower at its farthest range. At that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. ** Defensively, it's nearly identical to a Land Raider; although its armour is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field strat (-2 from any charge rolls). The optional Auto Launchers will grant access to the Smokescreen stratagem, giving an extra -1 to hit on opponent shooting rolls. ** In terms of pure output, for anti-tank take the las-talon and twin lascannon, for anti-horde take the heavy onslaught Gatling cannon and twin heavy bolter, and for balanced take the heavy onslaught Gatling cannon and twin lascannon. *'''[[Repulsor Tank#Repulsor Executioner|Repulsor Executioner]]:''' Jury's out on this one. Capacity of six with some big guns, thankfully less complicated to list here than the Repulsor. Fixed guns are a heavy onslaught gatling cannon (30", heavy 12, S6, AP-1, D1), twin heavy bolter, twin icarus ironhail heavy stubber (36", heavy 8, S4, AP-1, D1, +1 to hit rolls against Aircraft), two storm bolters, and two fragstorm grenade launchers (18", assault d6, S4, AP0, D1, blast). You have an option of two main guns; the macro plasma incinerator is the largest Marine plasma weapon, at 36", heavy d6, S8, AP-2, D2, blast, may gain +1S and +1D but hit rolls of one inflict one mortal wound against this model) and the heavy laser destroyer is one of the larger Marine las weapons (72", heavy 2, S12, AP-4, Dd3+3). Both main weapons gain +1 to hit rolls, thanks to this models Aquilon Optics rule. ** Whenever you make such an investment on big units, you must consider everything you are paying for. While the heavy laser destroyer is a very potent weapon that will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. However, taking the Plasma loadout saves points and requires closer positioning of the tank, thus placing it in more danger. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a six-man Primaris Infantry unit on top of Repulsor Fields. This writer regards the Executioner as a very gun-laden Infantry Fighting Vehicle (IFV), not a true Main Battle Tank (MBT). You can take an MBT's weapons loadout, and that may certainly be necessary at times, but this tank's true calling is in direct support of infantry. ** Counter opinion: You're paying a massive number of points for a large unit without an invulnerable save. W16 can be stripped off by a lucky volley from some Hellblasters, or anything that will kill eight Marines. Combined with the medium range and transport duties this thing should be doing, there is just too much risk. The model is cool and there are definitely some niche uses for it, but you can get an Impulsor and a Gladiator Valiant for the same points for mostly the same job. ** Counter counter opinion: If you're playing Iron Hands and don't mind sparing the CP, stick a Master of the Forge with the Ironstone Relic and the Adept of the Omnissiah Warlord Trait near one of these and have your best trollface ready for [[Not as Planned|when the other player realises he's now going to have to treat this like a Knight]]. *'''Gladiator Tank:''' The Primaris Predator. Up-guns the Predator with +1T and +1W, making it slightly more durable, but its price comes at the cost of having more guns. Two loadouts are in the mid - short-range arena, which should reward aggressive playstyles under the new vehicle rules, however, durability may still be a concern. All have the same options, of picking an Auto Launcher (Smokescreen keyword), ironhail heavy stubber (36", heavy 4, S4, AP-1, D1), and icarus rocket pod (24", heavy d3, S7, AP-1, D2). <tabs> <tab name="Valiant"> Close-range tank-hunting. Twin las-talon (24" quad lascannon) and two multi-meltas give it a lot of firepower with the same range. It is expensive, but it has eight shots at Dd6 or more. Well worth taking the auto-launchers to scoot forward 10", use the stratagem for the -1 to hit rolls, then scoot forward again and start blasting. However, 250pts is only 35pts less than standard Land Raider, which is far tougher and delivers its four Dd6 shots at twice the range (so what you are saying is "for more points you can have half the shots but from further away"). </tab> <tab name="Reaper"> Mid-range anti-infantry. Twin heavy onslaught gatling cannon (30", heavy 24, S6, AP-1, D1) and two tempest bolters (30", rapid fire 4, S4, AP-1, D1). That's roughly enough to kill an MSU MEQ squad and will easily mulch larger GEQ blobs. Effectiveness peaks when you get to within 15" of a target to double the number of attacks with its tempest bolters. 230pts and like the Valiant, a Land Raider Crusader does a similar job except it trades quality of shots for toughness and transport capacity. </tab> <tab name="Lancer"> The cheapest, with long-range precision anti-tank fire. Heavy laser destroyer (72", heavy 2, S10, AP-3, Dd3+3) with Aquilon Optics for +1 to hit rolls and two storm bolters or two fragstorm grenade launchers. The pointless 200pts option, get the Valiant for 400% more firepower for 25% more points (albeit at 33% of the range). </tab> </tabs> *'''[https://www.warhammer-community.com/wp-content/uploads/2022/06/dgaIUEhxTojLsvsi.pdf Kratos]<sup>HH</sup>:''' The first new tank from the HH reboot, this is an absolute beast with W18 and 2+ save. As with the old FW tanks, this also has Martial Legacy and thus requires CP to even be fielded. This thing is quite figuratively armed to the teeth, as aside from its main cannon and coaxial autocannon it has a set of 2 sponson-mounted Heavy Bolters, Lascannons, Heavy Flamers, or Volkite Calivers as well as the option for a pintle-mounted combi-weapon, Twin Boltgun (likely to differentiate from the misleading name of combi-bolter), Heavy Bolter, Heavy Flamer, Multi-Melta, or Havoc Launcher. <tabs> <tab name="Kratos Battlecannon"> The most flexible weapon also just happens to be the one you start off with. The cannon comes with two profiles: The Armor Penetrating round (36" Heavy 1 S14 AP-5 D6+d3) to obliterate monsters and punch holes in tanks and the High Explosive rounds (36" Heavy 3+d6 S7 AP-2 D3 Blast) to wipe out any mobs in the way. While it won't absolutely demolish other heavy battletanks nor wipe whole mobs of nids, this gives you plenty to work with. </tab> <tab name="Melta Blast-gun"> Oddly, the melta cannon is actually a lot weaker than the Kratos cannon. However, at Heavy 4 S8 AP-4 Dd6 with the typical damage boost at half-range, this does have more potential to take down tanks in one turn. </tab> <tab name="Volkite Cardanelle"> Longer range at 45". The volkite cannon is the closest you get to a rapid-fire cannon, with S7 AP-1 D2 and +2 MWs per natural 6 to wound. This puts at a decent position to wipe out GEQs and holds a decent chance against MEQs, though actual marines and Sisters will be the least affected due to Armour of Contempt. </tab> </tabs> *'''[[Sicaran Battle Tank]]<sup>FW</sup>:''' A series of Relic tanks, having an improved rhino chassis with W14 and Sv2+. The downside is they have a Martial Legacy, so they cost 1CP to even bring. In addition to its main gun and a single Heavy Bolter, you can grab 2 sponson-mounted Heavy Bolters or 2 Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter, if you crave more dakka. <tabs> <tab name="Sicaran Battle Tank"> The Sicaran has transitioned smoothly into 8th and 9th ed. It's armed with a nasty accelerator autocannon (48", Heavy 6, S7, AP-2, D3) but unfortunately lost its ability to ignore hit modifiers. </tab> <tab name="Sicaran Venator"> The Venator trades the regular Sicaran's quantity of consistent shots for vehicle annihilation; 48", heavy 3, S12, AP-3, Dd6, rising to D6 if the tank remained stationary. finish off whatever survives with the hunter-killer or the sponson lascannons. </tab> <tab name="Sicaran Punisher"> The Punisher says "fuck GEQ's"; 36", heavy 18, S6, AP-1, D1. Enjoy making Orks and Tyranids and Tau and Guard and Eldar cry. </tab> <tab name="Sicaran Arcus"> Another Sicaran variant, acting like a bigger Whirlwind Scorpius, this one is armed with a multi-launcher; 48", heavy 2d6, S6, AP-1, D2, blast and ignores LOS. If you're taking an Arcus over a Scorpius, you're already ahead in terms of points efficiency for what you're buying, but since you've paid a CP for this thing, make sure to kit out the sponsons, too. </tab> <tab name="Sicaran Omega"> Its Omega Plasma Array has two modes; in its normal mode (36", heavy 6, S8, AP-3, D2) it can easily wipe MEQs. It has the standard Imperial plasma overcharge (+1S, +1D, suffer one mortal wound on hit rolls of UM1) which allows it to melta light armour and TEQ's as well as support against the heavier Vehicles. If you are taking the HB sponsons consider the Deredeo with plasma arms and Aiolos as they are the same points for very similar firepower but with the Deredeo being more survivable. </tab> </tabs> *'''[[Rapier Armoured Carrier|Rapier Carrier]]<sup>FW</sup>:''' A heavy weapon platform that comes with one bolter Marine babysitting it who doesn't actually exist for almost all rules purposes - except that he genuinely occupies table space, meaning you can position him to make the Carrier more awkward to charge, as other models can't actually stand on top of him. T5, W5, and Sv3+ make it somewhat like a Centurion. Give it one of the weapon options below. <tabs> <tab name="Quad Heavy Bolter"> It's four heavy bolters welded together. 85pts for this vs 130pts for a heavy bolter Devastator Squad, or 90 for a t.a.c Firestrike makes this the most efficient choice for that loadout. The Devastator Squad has twice the W and the ability to use Fortifications and Transports, while this model with its higher T can ignore small arms fire more easily. The Firestrike has a better BS and Sv, but firing half the shots at 2 more S is inferior, even with the higher BS. </tab> <tab name="Quad Launcher"> Comes with two firing modes. Shatter shells (a.k.a. fuck TEQ's) are 24" heavy 4 S8 AP-2 D3. Thunderfire shells are 60" heavy 4d3 S4 AP0 D1, blast and ignores LoS. At 120pts, it costs the exact same as a Thunderfire Cannon and its Thunderfire shells even have the exact same profile, making it worse, since its BS is worse. The differences are that this unit gains a second weapon profile and the Thunderfire cannon is tougher (+1W, +1T, Sv2+) and comes with a Techmarine baked into the cost instead of an extra bolter. The other obvious comparison is to a Devastator Squad carrying missile launchers - a full squad runs 150 points to the 120 you're paying here. Against a hard target, Shatter mode is slightly more efficient than the Devastator Squad's krak missiles, while against a soft one, it depends on target unit size just how much worse this is, but suffice to stay the Devastator Squad's frag missiles will outperform you, by a lot. In other words, stick to the Devastator Squad. </tab> <tab name="Laser Destroyer"> The other expensive option clocking in at also 120pts. 36" heavy 3 S10 AP-4 Dd3+3 makes this the anti-Monster/Vehicle Rapier, easily outperforming a quadruple lascannon Devastator Squad for points efficiency. On the other hand, it can't compete with a quadruple multimelta Devastator Squad, even when it takes a movement penalty ''and'' fails to get into melta range. </tab> <tab name="Graviton Cannon"> The big daddy of the man-portable grav-cannon, and the other cheap option. 36" heavy d6 S6 AP-3 D2, blast and becomes D3 against targets with Sv3+ or better. This deals 7 damage base, up to 8 and 12 with blast, or 10.5, 12, and 18 against targets with good saves, all for 85 points. By contrast, grav-cannon devastators (which are at S5, don't forget), deal 17 base (after accounting for the one BS2+ dude), up to ''34'' against good saves, for 130 points, which means the Carrier absolutely has to shoot a unit of size 11+ to pull ahead, so you should probably skip this. </tab> </tabs> *'''[[Mortis Dreadnought]]<sup>FW Legends</sup>:''' Your go-to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double up on weapons the regular dread can't. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. *'''Deimos Pattern Relic Predator (FW Legends):''' Take a Predator, give it an extra wound, and slap the Relic keywords and Martial Legacy rules on it. The huge difference is the access to turret weapons and the ability to also take sponson heavy flamers. <tabs> <tab name="Plasma Destroyer"> Plasma Destroyers fill in the usual plasma niche, but it's garbage. 36", heavy d3, S7, AP-4, D1, blast, it's the same as the plasma cannon on a Dreadnought. It can opt to gain +1S and +1D for the usual suffer-MW-on-hit-roll-of-UM1, but that's not going to happen because frankly you're not going to take this weapon. </tab> <tab name="Infernus Cannon"> Have you ever looked jealously at the Blood Angel Baal Predator? No, me either. 18", heavy 2d6, S6, AP-1, D1, auto hits means you can do shots of Tyranid and Ork players tears during the game. Don't forget, Deimos Predators can also take sponson heavy flamers. * Could see potential use with Salamanders, depending on upcoming stratagems that survived from 8th and if it can benefit from Vulkans aura or maximum-attacks-with-flame-weapons Warlord Trait. </tab> <tab name="Magna-Melta Cannon"> The mac-daddy of melta weaponry. 36", heavy 2d3, S8, AP-4, Dd6, blast, +2D if within 18". This is most likely better anti-tank than the Annihilators twin lascannons. </tab> <tab name="Conversion-Beam Cannon"> The weapon that gets better with distance. Starting at 0-24", it is heavy d3, S6, AP-1, D2, blast. It gains +1S, +1AP, and +1D for every 24" further up to 72" (0-24", 25-48", and 49-72"). A good anti-tank addition to a gunline, but possibly not as solid as the las Predator. </tab> </tabs> ===Fortifications=== Not often seen, Marines in 8th have tended towards static gun lines like Primarch + Devastators. Fortifications are not a serious part of any meta right now. *'''[[Hammerfall Bunker]]''': Its appearance and functionality suggests [[Derp|it's a turret, not a bunker]]. Armed with a hammerfall missile launcher that fires superkrak (72", heavy 2, S10, AP-2, Dd6) or superfrag (72", heavy 2d6, S6, AP0, D1, blast) missiles. It's equipped with either a hammerfall heavy bolter array or hammerfall heavy flamer array. This means each turn, it makes one heavy bolter or heavy flamer attack against ALL enemy units within range. When firing overwatch, it effectively shoots within two heavy bolters or two heavy flamers. *'''[[Imperial_Ordnance#Tarantula_Sentry_Gun|Tarantula Sentry Guns]] (FW):''' 40pts for the twin heavy bolter and 50pts for the twin lascannon. There has been a change in the targeting rules, so you can choose the nearest infantry or nearest vehicle regardless of your gun (more useful for the HB variant that may want to hit a light vehicle occasionally). *'''[[Imperial_Ordnance#Tarantula_Sentry_Gun|Tarantula Air Defence Battery]] (FW Legends):''' Now 40pts each, their weapon has had a slight change. 48", heavy d6, S7, AP-1, D1, becomes D2 against Aircraft. Similar to other Tarantulas, they must target the nearest Fly unit, then the nearest unit if one is not available. Due to retards writing rules, this unit must target Assault Marines before an Aircraft, as it specifies Fly units and not Aircraft in its Target Priority. *'''[[Castellum Stronghold]] (FW Legends):''' In case you want to play an army comprised of buildings instead of tanks and soldiers. '''Starting''' at 600pts, this model consists of one Bunker (T8, W20, Sv3+) and three Annexes (T8, W12, Sv3+). This fortification grants Light Cover, Heavy Cover, Obscuring, and Defensible. 30 models can embark in the Bunker and 15 can shoot out of it, and 12 models can embark in each Annex while 10 can shoot out of it. After a fortification model is destroyed, roll a d6 before models disembark. On a 6, each unit suffers d3 mortal wounds, and the now-destroyed fortification model counts as Difficult Terrain, Exposed Position, and Unstable Position. **The Bunker has two weapon slots and each Annex has one slot. You don't have to take them, but weapon options are twin lascannon (+40pts), twin heavy bolter (+30pts), twin heavy flamer (+30pts), twin assault cannon (+40pts), multi-melta (+25pts), and castellum air defence missiles (+45pts, 48", heavy 2d3, S8, AP-2, D3, +2 to hit rolls against Aircraft). **The Bunker also has three unique options; castellum battle cannon (+40pts, 72", heavy d6, S9, AP-3, D3, blast), castellum Icarus quad lascannon (+85pts, 96", heavy 4, S9, AP-3, Dd6, +2 to hit rolls against Aircraft), and communication relay (+10pts, +1CP if your Warlord is embarked, so make them a cheap one with a long-range gun instead of a punchy-orientated one). **If there are no units embarked in the buildings, each weapon must target the nearest enemy unit or the nearest enemy Aircraft unit. ===Lords of War=== Well, well, well... The superheavies have seen some changes. For the most part they are all now T8, but their prices have been reduced by half in some cases. Further, fielding these units will heavy tax your command points as they are relics and require super heavy detachments. As a reminder, every model in this list will greatly benefit from being Iron Hands with a babysitting Master of the Forge; Chapter Tactics 6+++ FNP and Vehicles double their wounds for the purposes of choosing which stats they have, and the Warlord will heal them 3W per turn. *'''Land Raider Variants (Chapter Approved 2017, open play only):''' What happens when Games Workshop meets Build-A-Bear Workshop. It has the typical Land Raider stats and keywords that are common to all official variants. (TC) refers to transport capacity and is modified depending on sponson and hull weaponry. Example; (TC -5) means subtract five from the current capacity. **''Primary Sponsons and Initial TC:'' Pick one from the following list. It also determines the starting transport capacity, with all other options being modifiers. Two twin lascannons (TC 10), two flamestorm cannons (TC 12), or two hurricane bolters (TC 16). **''Secondary Sponsons:'' Two lascannons (TC -5), two heavy bolters (TC -5), two heavy flamers (TC -5), nothing (TC no effect). **''Hull Weapons:'' Twin lascannon (TC -5), twin heavy bolter (TC no effect), twin assault cannon (TC no effect). **''Pintle Weapons:'' None of the following affect your Land Raiders TC and you can have any of them you like in any combination. Storm bolter, hunter-killer missile, or multi-melta. **''Abilities:'' If you don't have any lascannons, you have the Frag Launcher keyword. If you have three or more single or twin lascannons, you gain the power overload rule (three or more hit rolls of 1 with lascannons in the same phase inflicts six mortal wounds on the Land Raider). *'''Land Raider Terminus Ultra (Legends):''' Now that the Smurfs have stopped being selfish pricks, this unit is available to all Chapters. Inexplicably in the Lords of War section, its statline is no different from other Land Raiders, but it will do a spectacular job of wrecking vehicles thanks to its ''eight lascannon shots per turn''. Three hit rolls of 1 in one turn will cause you to take 6 mortal wounds, but the chances of that are so small that it's unlikely to be an issue. Even if it does happen, it won't be enough to decrease your base stats until you drop to 8 wounds or below, and with the toughness and armour save that comes with being a Land Raider variant that's probably not going to be an issue. Just be sure to watch out for massed Infantry. *'''[[Spartan Assault Tank|Spartan]] (FW):''' The Spartan has always been a bigger and nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, and Sv2+. It comes stock with hull-mounted twin heavy bolters (which can be replaced with twin heavy flamers), two sponson-mounted quad lascannons, and anything trying to attack it in melee will have to deal with its crushing tracks, which "swing" at SU, AP-2, Dd3, but it's best not to rely on that since it's only WS5+ and A6/d6/d3. If the eight lascannons don't tickle your pickle, they can be swapped for laser destroyers that strike at 36", heavy 3, S10, AP-4, Dd3+3. The shorter range doesn't hurt it a whole bunch, since it's a transport and should be heading towards the enemy anyway. If you crave even more dakka, you can add a pintle-mounted heavy bolter, storm bolter, heavy flamer, or multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, Jump Pack Infantry, and Centurions, but not Primaris. If it explodes after losing its last wound on a roll of 6, it deals d6 mortal wounds to units with d6+6" before any embarked models disembark. *'''[[Typhon Heavy Siege Tank|Typhon]] (FW):''' The Vindicator's big brother on steroids is a fierce siege engine, taking the Spartan chassis but dropping the transport capacity and weaponry. As stock, the dreadhammer siege cannon is its only gun, but it drops a 24" heavy 2d6 S10 AP-4 D3 blast attack, making it ''worse'' offensively than a pair of Vindicators, while costing more. The dreadhammer can put a serious hurt on just about anything it's pointed at. In addition to the main gun, it can grab two sponson-mounted lascannons or heavy bolters, and can also take a pintle-mounted heavy bolter, heavy flamer, multi-melta, or storm bolter for extra dakka. Avoid this. *'''[[Cerberus Heavy Tank Destroyer|Cerberus]] (FW):''' An insane Titan-class laser weapon mounted also based on the Spartan chassis. It's exactly the same as the Typhon above, but swaps the dreadhammer siege cannon for a neutron pulse array kicks out 48" heavy 4 S14 AP-4 D2d3, that become D6 if it remains stationary. The longer range and special rule of this gun means it doesn't mind sitting well back from the front line. *'''[[Fellblade]] (FW):''' The Baneblade's exponentially meaner cousin and the king of the battlefield. If you get first turn with a Fellblade in your army and your positioning is good, you WILL win. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S8, T8, W26, and Sv2+. Its enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells slap heavy infantry with 72", heavy 2d6, S8, AP-3, D2 (FAQ on 7th Jan 2021 reduced the damage), blast shots and AE shells are 72", heavy 2, S14, AP-4, D6 to cripple tanks. As for secondary weapons, it has a hull-mounted demolisher cannon (24", heavy d6, S10, AP-3, and Dd6) and sponson-mounted quad lascannons that can be swapped for laser destroyers (36", heavy 3, S10, AP-4, Dd3+3). It also has the usual Marine Lord of War pintle options with a storm bolter, heavy bolter, heavy flamer, or multi-melta. Finally, it's crushing tracks attack in melee with SU, AP-2, Dd3, but they only hit on a 5+ and you get less attacks as you get crippled. ** It's debateable if the AE shells or HE shells are better against Vehicles and Monsters. The AE shells are high S and D, but you only make two hit rolls and Captain Aura's no longer allow them to re-roll hit rolls of 1 since they lack the core keyword. AE shells will be better off against T7 or below models (Carnifex's, Eldar and Tau Vehicles, Imperium Transports, etc) since the S14 wounds them on a 2+, but against T8 models (Leman Russ, Wraithknights, Wraithlords, etc) the sheer amount of attacks from the HE shells that wound on a 4+ will be better than two attacks that wound on a 3+. *'''[[Falchion]] (FW):''' A Fellblade variant which shares the same statline, keywords, and sponson/pintle weapons, but swaps the demolisher cannon and Fellblade accelerator cannon for the twin Falchion volcano cannon; 120", heavy 2d3, S14, AP-5, D6, re-roll failed wound rolls against Titanic units. ** The Imperial Guard Shadowsword has a much better volcano cannon (heavy 3d3, S16, and D2d6), so you do rely on your sponsons to take up the anti-tank slack. The stock Shadowsword is 470pts vs the Falchions 600pts, and the Catachan <Regiment> Doctrine (re-roll one die used when determining the number of attacks made with a Vehicle weapon) is one of the best Vehicle rules in the game, although it's pretty challenging putting a Doctrine bonus on a Lord of War now. *'''[[Mastodon]] (FW):''' If the Spartan is a Land Raider with the dial turned up to 11, the Mastodon has broken the dial off and eaten it. One of the few T9 models in the game, with W30 and Sv2+, as well as two Void Shields that grant it a 5++ while they're still active. Each Void Shield has three "shield points" and each failed saving throw knocks off one shield point for each point of damage, in a similar way to wounding normally. Any excess damage is '''not''' carried over to the other Void Shield or the model itself (e.g, a lascannon that rolls a five for damage against a full Void Shield knocks off all three shield points, but the remaining two damage is not carried over to the other shield or the model itself). Once a Void Shield is gone, it does not return, but any remaining Void Shields with less than three shield points at the start of your Command Phase is returned to having three shield points. As for weapons, it has two heavy flamers, two lascannons, and crushing tracks. It also has two unique weapons: a skyreaper battery (48" heavy 8 S7 AP-2 D2, gains +1 to hit rolls and becomes D4 if the target is an Aircraft) and the siege melta array (24" heavy 6 S8 AP-4 Dd6, becomes Dd6+2 against a target within 12"). It also carries a whopping forty models, with Terminators, Jump Pack, and Wulfen models counting as two, Centurions counting as three, and can also carry ''up to two Dreadnoughts which count as ten models each''. It still cannot take Primaris, and cannot take Deredeo or Leviathan Dreadnoughts, but any other Dread is fair game, regardless of Wounds, unlike a Dread Drop Pod. *'''[[Thunderhawk]] Gunship (FW):''' The standard air support and transportation workhouse of the Space Marines, in the fluff anyway, since this monstrous flyer will cost you an arm and a leg (in both points and real $). It has a big M20-50" stat, and the Airborne, Hard To Hit, Hover Jet, and Supersonic rule from the Codex Flyers. T8, W30, and Sv2+ also makes it one of the toughest Aircraft in the Imperium, if not the game. Weaponry is two lascannons and four twin heavy bolters, on top of the Thunderhawk heavy cannon (48", heavy 2d6, S8, AP-2, Dd3+2, blast) and Thunderhawk cluster bombs (pick a unit this model moved over, roll 6d6 if you picked a Monster or Vehicle or 1d6 for each model in a unit up to 18d6, and each 4+ causes one mortal wound). The cannon can be swapped for a turbo-laser destructor to wreck tougher Vehicles with 96", heavy 3, S16, AP-5, D6, and the bombs can be swapped for a hellstrike missile battery so you don't have to move over your target to hit them with 72", heavy 4, S8, AP-3, D3, and against Aircraft it becomes Dd3+3 and gains +1 to hit rolls. As for Transport, '''it can carry thirty FIRSTBORN AND PRIMARIS models!''' Wulfen, Terminator, Mk X Gravis, and Firstborn Jump Pack models count as two, Centurion, Firstborn Bikers, and Primaris Jump Pack count as three, and Primaris Bikers take up a whopping four. For a Small Price of 800 Points!. *'''[[Thunderhawk]] Transporter (FW Legends):''' A Thunderhawk variant designed for airlifting tanks. This unusual vehicle shares the statline of the Thunderhawk, but only carriers the hellstrike missile battery and four twin heavy bolters. In addition to fifteen models with the same restrictions as the Thunderhawk above, it can carry two Rhino-based Vehicles (Rhino, Razorback, Predator, Hunter, Stalker, Whirlwind, Whirlwind Scorpius, Vindicator, Vindicator Laser Destroyer) or one Land Raider (any flavour), Sicarius (any flavour), Spartan, Typhon, or Cerberus. Any embarked models do not count towards the fifteen-model transport capacity. These vehicles act exactly like other passengers and are subject to the usual restrictions for embarking and disembarking, meaning they can detach while in Supersonic mode at the end of the Movement Phase. It's much cheaper than the Thunderhawk Gunship, but its usefulness is somewhat questionable, cool as it may be. *'''[[Stormbird|Sokar Pattern Stormbird]] (FW):''' The largest Flyer Forge World offers to the Marines, but still dwarfed next to the Tau Manta. T8, W40, and Sv2+, with two Void Shields (see the Mastodon unit entry). It can carry half a Marine company, with a fifty-model capacity. Like the Thunderhawk, it can split those between Firstborn and Primaris models with the same restrictions according to armour type. Unlike the Thunderhawk, it can carry one Rhino which counts as twenty-five models (models embarked in the Rhino do not count towards the fifty-model capacity). Carries a hellstrike missile battery (72", heavy 4, S8, AP-3, D3, and against Aircraft it becomes Dd3+3 and gains +1 to hit rolls), three twin heavy bolters, and four twin lascannons. *'''[[Astraeus Super-Heavy Tank|Astraeus]] (FW):''' Your Titanic grav-tank and a common sight on the competitive scene. T8, W30, and Sv2+ with two Void Shields (see the Mastodon unit entry) are your main defensive stats. Fly gives you vulnerability against certain weapons but the Repulsor Field gives you the stratagem for defence against charges. The main gun is the twin macro-accelerator cannon, with a mean 72", heavy 12, S8, AP-2, D3 statline. Secondary weapons are two Astraeus las-rippers (36", heavy 2, S9, AP-3, Dd6) that can be swapped for two plasma eradicators (36", heavy d6, S7, AP-4, D2, blast and can gain +1S and +1D but hit rolls of unmodified 1 inflict a mortal wound against the Astraeus). Tertiary/defensive guns include a twin heavy bolter (swappable for a twin lascannon), storm bolter, and one ironhail heavy stubber (with the option to take a second). ** Compared to the Fellblade, its main gun is almost strictly better under mathhammer due to the high number of S8 and D3 shots. Against a Knight the Fellblade's AE mode barely does 6 damage, with a fair chance of doing 0, vs the Astraeus' more consistent 6-9 damage. The TMAC is also a better version of the Fellblade's HE mode; guaranteed 12 shots vs 2d6 with one less AP and blast. Very effective against light/medium Vehicles (especially the usually flimsier Aircraft), as well as W3 Infantry such as Gravis and Terminator Marines, Tyranid Warriors, and Custodes. The secondary armament is only inferior with the eight Lascannons and Demolisher Cannon of the Fellblade outgunning the Accelerator Cannon itself when combined. It's a mixed picture in melee, with the Repulsor Field stratagem making the Astraeus harder to engage and hit but it lacks the option to mount any flamer for point defence; the Fellblade can mount up to three heavy flamers which will inflict significant overwatch casualties on attacking Infantry as well as crushing tracks to deal some damage back. The Void Shield gives it an important defensive tool that the Fellblade and most superheavy tanks lack so it ends up out-living the Fellblade in the long run by effectively having ~29 wounds. Most importantly, it's much cheaper than the Fellblade since it's not a Relic you don't have to pay the CP tax.
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