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===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 doesn’t degrade until it’s down to six wounds. For firepower, it can take either an incendium cannon that’s basically a twin heavy flamer or a twin ironhail autocannon (48” 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 12” 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.
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