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===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>
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