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===HQ Units=== *'''Captain''' - A Captain is a versatile and useful HQ choice, but he's going to need more than just a power weapon or fist to do well. Storm Shield should be strongly considered, and a few of the Relics are worth taking to make him a strong combatant. You can tailor his wargear to fit him into a variety of units, such as Sternguard, Vanguards, Terminators, etc. A good build is giving him Artificer Armor, the Burning Blade and a Storm Shield - 180 points for a pretty cost-effective beat-stick, which can then be paired with support units like a Librarian or a Command Squad with an Apothecary. The Shield Eternal is a great upgrade, especially if you upgrade to a Chapter Master to get more out of Eternal Warrior. Keep in mind that the Shield Eternal's Adamantium Will also works great for a Librarian (covered in the Libby's entry below). Terminator Armor should only be considered if you need Deep Strike, otherwise Artificer Armor is cheaper for the same durability and a Bike gives you Relentless and other valuable benefits. Worth noting that Termie Captains can now grab Relic Blades like normal Captains. Also worth noting is that Terminator Armor comes with a power weapon and a storm bolter included, so if you were going to take those items anyway then it's actually cheaper than Artificer Armor plus those upgrades. **The Biker Captain deserves special mention; Biker Marines are a very nasty build, so it is worth taking a Captain for allowing Bikers as Troops should you want to do so. For a cheap Biker Command Squad leader, give him a Relic Blade and a Bike; you might also consider gearing him for solo work with a Thunder Hammer, Storm Shield, Artificer Armour and other upgrades (amusingly, despite the rationale behind the Storm Shield and the two-handed Relic Blade seeming to interfere with each other, nothing in the rules prevents a model from using both at once). **'''Terminator Captain (Angels of Death):''' Mostly the same as the Codex version, but he also has the option to become Cataphractii for free. Cataphractii has a rule allowing Captains to reroll 1s on invulnerable saves. RAW, it looks like this still holds up if you take a Storm Shield. This makes him more survivable, but a lot less reliable for assault. If you give him Cataphractii, he also gets Slow and Purposeful rather than Relentless. Since S&P affects the whole squad, you can toss him in with your Devastators, Thunderfire Cannons, or any of a bajillion allied units to give them move and shoot shenanigans. Apparently, though, Chapter Masters aren't allowed to wear Cataphractii armor, as the Terminator Captain [[derp|can't be upgraded to a Master]]. ***'''[[Chapter Master Smashfucker|SMASHFUCKER PRIME]]''', Smashfucker in Caraphractii Armour, is even harder to kill than his Chapter Master version due to rerolling his 3++ being better than +1 T in most cases. **'''Chapter Master:''' - Like [[Grey Knights]], the Chapter Master is now a purchased upgrade for a Captain. 40 points gets you the Orbital Strike, an extra wound and an extra attack. With Honor Guard and Command Squads moving to Elites, the only distinction between a Captain and CM is their statline, cost, and Orbital Strike. Due to the number of wargear options and Chapter Tactics, there are a few rather infamous builds for Chapter Masters: ***'''[[MURDERWINGS]]''': Raven Guard Chapter Master with Artificer Armour, Jump Pack, and ''Swiftstrike & Murder''. Consider using this variant of a Chapter Master if you ever need something to rape hordes with an ungodly number of attacks on the charge. Due to the current FAQ, just give MURDERWINGS a basic jump pack since Raven's Fury and a Jump Pack are the same price (and he can only take 1 relic). ***'''[[Chapter Master Smashfucker|SMASHFUCKER]]''': Iron Hands Chapter Master with Artificer Armour, Gorgon's Chain, weapons of your choice, and a Bike. He's the Adamantium Wall to MURDERWINGS's chainsaw-hands; consider using him if you want a warlord that is ''stupidly'' hard to kill. He's not invulnerable, of course; he still dies to the D and a few other things, so don't play recklessly. *'''Librarian''' - A pretty good (if not the best) HQ choice, cheap and a capable force multiplier. Rolling for powers makes it difficult to build a gameplan around a specific ability, but certain disciplines are almost guaranteed to provide useful powers (i.e. Divination's Primaris power) - choose carefully. Unlike the Captain and the Chaplain, he does not come stock with an Invulnerable save - if you need him to be sturdier, Terminator armor gives 2+/5++ with the option of a storm shield. Of special note is The Shield Eternal, due to Adamantium Will combining with his Psychic Hood to let you Deny psychic attacks or Maledictions on 4+ rolls (or 3+ if it's your ML2 Librarian against an ML1 psyker's spell), including the ability to Deny for nearby friendly units. Suck on that, Eldar! Librarians can roll powers from Fulmination, Librarius, Geokinesis, Technomancy, Biomancy, Pyromancy, Daemonology, Divination, Telekinesis, and/or Telepathy. **'''REMINDER''': If you feel daring enough to take a Daemonology power on a Librarian (yes, Librarians can use both [[Grey Knights|Sanctic]] and [[Heresy|Malefic]] powers), that they will roll Perils on any doubles, not just on double sixes. If you really need Banishment/Sanctic, and consider Perils that bad, consider allying with a detachment of Grey Knights or Iron Hands (FNP will help you mitigate problems from Perils). If summoning Daemons is really your thing (and what kind of Chapter would?) (Hello? Yes, this is the Exorcists Chapter, for all your Loyalist daemon-summoning needs!), then consider just playing Chaos Space Marines because allying with Daemons is Come the Apocalypse, and that's not gonna roll well for you. *'''Chaplain''' - A wonderful companion for Assault Marines, Vanguard Veterans, or Bikers, his melee-boosting abilities are quite helpful, and he's pretty damned good himself. If you're not putting him on a Bike or a Jump Pack and don't mind locking into specific Chapter Tactics, consider taking Ortan Cassius instead if you can afford the extra 40 points, or Grimaldus for his particular set of toys. The Crozius Arcanum is just a Power Maul, so he's always S6 AP4. Chaplains ostensibly fit nice into the Black Templars, wherein they will boost a basic squad's fighting ability - and you should expect to get your Templars in close combat or something has gone horribly wrong. *'''Techmarine''' - The Master of the Forge may be done away with, but the Techie now has his statline for a paltry 15-point increase just like the Dark Eldar Haemonculus (it's not even a real increase since the 15pt Power Axe is now folded into his default wargear). Unfortunately, he has a hard time keeping up with the vehicles he's supposed to repair, unless he's, you know, INSIDE of it (or on a bike, which helps his survivability too). Bolster Defenses boosts the cover save of any non-fortification terrain piece by one to a max of 3+ cover, combining nicely with Scout camo cloaks or anything that has Stealth. The conversion beamer upgrade lets you shit out pie-plate death that gets nastier at extreme range. The servo-harness upgrade gives an extra servo-arm (so 2 Specialist Weapons, yay), a flamer and a plasma cutter (12" twin-linked plasma pistol), improving his melee output, repair ability, and short-ranged shooting (if using the flamer and/or plasma cutter during the Shooting phase, you can shoot two different guns, although it remains to be seen if this stacks with Gunslinger, extra short-ranged AP 2 is a real possibility if you want it). Although either Servo option no longer grants extra attacks in of itself, it does make it easier to get extra attacks with other Specialist Weapons, without giving up Shooting the way other Fist 'n Claw builds do. :*'''Servitors''' - Each Servitor taken alongside a Techmarine adds 1 to the Blessings roll for each one that has a servo-arm (which it comes with stock). They are 10 points each, to a maximum of 5 (you won't ever need more than 3 for repair purposes, though). You can trade the servo-arm for a heavy bolter (10 pts), multi-melta (10 pts) or plasma cannon (20 pts), but at BS3 and losing the bonus to repair rolls, it's kinda wasteful. If there's no Techmarine with them, they Mindlock on a roll of 3 or worse and stand there doing nothing, getting shot or punched in their pasty grey faces. *'''Damocles Rhino (Forge World)''' Yes, an HQ vehicle! It doesn't take an HQ slot, but can't fill the mandatory one either. Although the most expensive in terms of real money, point-wise it's one of your cheapest HQs. Armed with nothing but a Storm Bolter and a Searchlight for defense, with no transport capacity, it may not seem like an obvious choice. In fact, the Damocles' true power lies in its incredible support abilities - it allows a single Orbital Bombardment in the same way as a Chapter Master, lets a teleporting unit deep-strike within 12" without scattering, and allows the owning player to modify reserve rolls by plus or minus one. In a Terminator-heavy army, the Damocles is one of the best choices you can make. Also, don't buy it. The Damocles is by far the easiest and cheapest Rhino variant to convert with whatever crap you might have lying around. Special mention to Anton Narvaez (see below) and this thing. Synergizes beautifully together both on the table and in the fluff. *'''Space Marine Command Tanks (Warhammer World Exclusive)''' - The new Warhammer World tanks both take up 1 Force Org slot, so you can have an HQ AND both of these awesome tanks! Also, can be used with Blood Angels, Dark Angels, and Space Wolves due to the Designer's note in the White Dwarf containing their rules. Their exclusivity is made up for by being able to give Marines some serious anti-whatever tools and other support. Compared to the stock equivalents, for 115 points you lose a little Transport capacity on the Rhinos, but gain an incredible laundry list of Special Rules, a better gun on the Raider to replace its Heavy Bolter, a better gun on the Rhino to make it a Razorback-Lite, and a fire magnet like no other. Your enemy WILL do everything in his power to blow your Rhino off the board before it gets to fire its Orbital Bombardment. **'''Rhino Primaris''' - Gives access to another source for a one-use 7" Blast Orbital Strike, and has a fancy Servo-skull hub which can either grant a unit within 12" Snap-shots (including overwatch) at full Ballistic Skill (Giving that OP Invisibility the middle finger), restore a nearby vehicle's hull point on a 2+, or give said unit Fearless. Also, you can co-ordinate Reinforcements by selecting a unit held in reserves to automatically come on. **'''Land Raider Excelsior''' - Comes with a Grav-cannon and Grav-amp for those re-rolls to wound and immobilize and lascannon sponsons. Also has a 6+ Invuln and ignores Crew Shaken/Stunned results. Also can grant a single unit in 12" (which can be boosted to 18" for 10 points) one of a huge selection of special rules for the turn (Counter-Attack, Fearless, Hit & Run, Interceptor, Preferred Enemy, Skyfire, Split Fire, or Tank Hunter), and gets +1 BS if a Rhino Primaris is within 24". ====Special Characters==== Space Marine players also have access to a variety of special characters, most of which change how the whole army works. They're all fairly expensive, and, as such, should be viewed as force multipliers to be taken with specific synergistic units, rather than stand-alone beatsticks. ====='''Ultramarines'''===== *'''[[Cato Sicarius]]''' - A somewhat expensive "utility" Captain. He comes with Artificer Armour, a Power Sword with a special trick (see below), natural Feel no Pain 5+ and a Plasma Pistol; he gives to one Ultramarines ''Tactical'' squad (who doesn't need to be in his detachment, but does need to be friendly Ultramarines) either Counter-Attack, Infiltrate, Scout, or Tank Hunters. Also gives you a +1 to Reserve Rolls, and his Warlord Trait allows friendly Space Marine units from his detachment to use his Ld for Morale Tests if he is the Warlord. He now has Furious Charge as standard, which is an improvement and a setback, as now he can't give it to his unit, but has it for himself all game. Cato is pretty average in close combat, being a bit tougher than most Space Marine characters (2+ armor, Feel No Pain) and having the option to replace his normal number of attacks with a single Instant Death attack at +2 S. But, other than that, he's just got 4 power sword attacks. He's got a nice laundry list of utility, great durability, and fair combat prowess. He also has the benefit of being the Captain of the 2nd Company so 99% of Smurf players are already using his gold Company Heraldry on their models and therefore he could be taken in all Ultramarine armies, unless it's one of the 3 Ultramarine armies in the world that isn't painted as the 2nd Company. By the way, his loadout is the default loadout for 4th Edition Captains, so he is somewhat nostalgic. And he is a glory whore, really. **'''Redemption Calls (Apocalypse)''' - Like Mac Daddy, Sicarius gets a boost to his finest hour when within 18" of necron big vehicles/monsters by jumping his WS/BS to [[Mary Sue|10]] and giving him a free Vortex Grenade. This is marginally better than the Herculean feat, mostly because it gives him a re-roll on his plasma pistol shot, but even against most Necron opponents, he was already hitting on 3s so the WS boost is essentially only getting -1 on hits against him. The Vortex Grenade is what makes it special, as it will make that superheavy go "poof". *'''[[Varro Tigurius]]''' - Tigurius is a pretty expensive Librarian (costing 40 more pts than a level 2 Lib in Terminator Armour with Storm Shield) who only has Power Armor (though, unlike a generic Librarian, he has three wounds instead of two). What he lacks in durability, however, he makes up in sheer psychic might: he is a Mastery Level 3 psyker with access to all the BRB disciplines, and can also re-roll any roll on the dice when he generates powers, making him much more likely to get a set of powers that you want. Also, he allows his Detachment to re-roll any reserves roll, even successful ones. But his special equipment is what makes him really stand out: the '''Hood of Hellfire''' is a Psychic Hood that also allows him to re-roll any failed psychic test (which is amazing in 7th edition), and the Rod of Tigurius is a Master Crafted Psychic Staff with Soul Blaze (which is not as awesome, but still pretty useful, especially if you pick Biomancy). Finally, if you make him your Warlord then you get his fixed Warlord Trait, meaning that once in '''each''' shooting phase, he grants Rending on all shooting attacks to one unit within 12" taken from his Chapter, which is pretty darn sweet. It may be best to keep him behind the lines where he can place numerous blessings on your units (especially the Warlord Trait, which can be nasty when paired with Devastators or Centurion Devastators) and improve reserve rolls, as his baseline stats are relatively fragile - in this role, he is the perfect example of a Supporting HQ. However, Biomancy powers can turn him into a combat beast quite readily, ''potentially'' being S9 AP2 T7 A6 (7 on the charge) I7 Eternal Warrior and FNP 4+. *'''[[Ortan Cassius]]''' - Special character Chaplain with '''T6''' and '''Feel No Pain'''. He's also packing a combi-flamer with the boltgun being Master-Crafted and Poisoned (2+), while still carrying a bolt pistol and crozius for the +1 Attack. If you're planning on taking a Chaplain and don't mind taking Ultramarines Chapter Tactics, it might as well be this guy, as he's only 10 points more than a Chaplain in Terminator Armor and way tougher to kill. He and his unit now cause Fear thanks to his Warlord Trait. Make a unit consisting of only him and Calgar or a vanilla Chapter Master for some majority toughness dickery. *'''[[Torias Telion]]''' - Curiously now made into an HQ choice now and is one of the cheapest named HQs, though he can only be stuck in with Scouts (Sadly, it's unlikely we'll be seeing [[Naaman]] ever again). Telion gives you a 2 shot Sniper Rifle that always scores precision shots. He can also forfeit his shooting (aww) to allow one model in his squad to shoot at BS 6 (say, a scout with a missile launcher). Useful for putting pressure on your opponent and picking off specialists with sniper fire, which he will do least once in a game on average (problem, hidden Power Fists?). Also worth noting that he gives free Stealth to his unit. So combined with the Techmarine-ruin-camo cloak strategy (see Scouts), or even hidden in regular area terrain, his [[Troll|2+]] [[Tau|cover save]] makes him tough to flush out. Also gets "Storm of Fire" as his warlord trait, which allows him to give any Ultramarine withing 12" Rending. Combine with 3 Thunderfire cannons for maximum tears. *'''[[Antaro Chronus]]''' - Even though he's technically an upgrade to a tank, he's now another budget HQ for the Ultras to buy. He makes it BS 5, gives it IWND, and ignores shaken and stunned results. Great, for a shooty tank, and since he's now an HQ and an FA/HS (Because Rhinos/Razorbacks are Fast Attack now) slot all in one, you can now spend those points you'd have spent on another HQ on bolstering the tank or maybe more troops. The new Codex gave him a free extra wound, so now he can't become insta-dead the moment his tank blows up. But with a generally mediocre statline plus a bolt pistol, a servo-arm, and frag/krak grenades as his only weapons, he's pretty much worthless without his tank. Hilariously, one could heavily exploit RAW/RAI and not have Chronus "in his tank." The rules only state that when you add him, you have to buy a tank and give it the Special Rules in the book, but it does not say Chronus is [[Troll|actually in the tank]]. This will lead to him [[Just as Planned|teleporting]] the moment his tank blows up though. *'''Captain Centos (100th Store Anniversary)''' - In celebration for opening 100 stores worldwide (or at least having 100 running), GeeDubs decided to re-build an old Space Marine captain sculpt. Though he has no points cost listed, he is essentially an Ultramarines Captain with a Fist. He also enables the use of the Tactical Doctrine once per game in an Ultras detachment/formation. Not that shabby, but at least he looks nice. *'''Anton Narvaez (Forge World)''': Marines Errant commander, though new to his position, only recently promoted from the position of a ship captain, and his stats tell, spotting -1 WS compared to the regular cap. He comes with a power weapon, bolt pistol, MC plasma gun and 3+ invuln instead of 4+ (with 50% chance to lose it each time it fails). He also has Scout and Move Through Cover USR’s. Can select D3 units of Tacticals, Devastators, Sternguard, or himself and any Command Squad he has with him to Deep Strike via teleportation rolling 3 dice drop highest for scatter if they don't get a 'hit'. Overall a nice and cheap tactical HQ. Also insanely useful for a minimum chance of scatter deepstrike assassination squad using him and a command squad equipped with plasma/melta/grav death. *'''Mordaci Blaylock (Forge World)''': Novamarines terminator-captain with master-crafted and shredding chainfist and storm bolter (WTF?). He can make his terminator squad choose to fail or pass any morale test and he and his squad are immune to pinning tests, makes terminators scoring and… that’s all, although he has a static Warlord Trait of Champion of Humanity. He cost 30 pts. more than vanilla captain with his wargear, so, take him only if you have a lot of termies, Though if you are, why aren't your playing Dark Angels? *'''Tarnus Vale (Forge World)''': Fire Angels captain with… WHAT? Plasma pistol and chainsword? What the fuck? Why 165 points? He got nerfed in the update, But then you realize that he has Stubborn and Tank Hunters... as does any Transport he's in... which [[Antaro Chronus|can also use his Ballistic Skill]]. In addition all of your Razorbacks, Rhinos and Land Raiders get 5+ Invulnerable saves against Glancing Hits, nice but not broken. *'''Chaplain-Dreadnought Titus (Forge World)''': [[Howling Griffons]] dreadnought with +1 attack, which can reroll failed to hit roll in CC, and make everyone within 12” fearless. ====='''Iron Hands'''===== *'''Vaylund Cal (Forge World)''': Sons of Medusa Master of the Forge with iron halo, thunder hammer, servo-harness, and monstrous creature stat line. Being an Iron Hand he gets FnP 6+ and It Will Not Die and +1 to Repair rolls. While expensive as hell, he could put a lot of hurt in close combat and extremely hard to kill for his T6. For further expense, he can give Devastator squads in the army Toughness 5 for 50 points per squad (flat, not per model), but don't expect it to save you against plasma firepower. ====='''Imperial Fists'''===== *'''[[Darnath Lysander]]''' - One of the toughest kids on the block. Lysander is a Space Marine Captain, but has Eternal Warrior, 4 wounds, Terminator armor, a Storm Shield and a S10 MC Thunder Hammer. His utility has mostly been lost from previous editions, but the destructive power of Lysander is undeniable as nobody else can deliver strength 10 close combat attacks and take the equivalent in return. It is worth noting that Lysander also allows all friendly Imperial Fists within 12" to reroll Morale, Fear [[Derp|(for that 0.0% chance you have to roll for fear as a Space Marine player...)]], and Pinning checks, including himself, which ensures your battle line remains intact and friendly units are always on hand to respond to any changes in the field. Seriously though, his unwieldy initiative and 3 attacks mean he won't be clearing tarpits very well, but in a challenge he has been proven one of the greatest character slayers in the game. He can go toe-to-toe with Calgar, Moloc, Ghazghkull, or Abaddon with a good chance of winning. Also now has Feel no Pain if he is the Warlord! Just to make sure he can't die EVER. Put him in an Assault Terminators squad and watch the carnage. *'''[[Pedro Kantor]]''' - While Pedro boasts the same statline as a regular Chapter Master, his viability is assured not by smashfacing, but by the numerous support special rules he carries. First up is the ability to confer [[Awesome|Objective Secured to Sternguard Veterans]], which allows these flexible units a greater degree of use on the field, holding down any objectives they might have cleared rather than waiting on a troops choice to move in and pick it up. In addition, all friendly units in his detachment get the Preferred Enemy (Orks) special rule, and any same-detachment models within 12" gain +1 attack, amplifying the combat potential of all your specialists such as Vanguard Vets, Terminators, and Honor Guard, or simply making your gunline a much less juicy target for a charge. In terms of equipment and rules, Pedro suffers from the lack of Eternal Warrior, making him very vulnerable to S8+ weapons; this of course is evident in close combat, where his powerfist is more of a hindrance than a boon. In the 7th edition codex, though, he suddenly remembered that he's a Chapter Master with access to all his chapter's armoury, and so grabbed a suit of Artificer Armour for that delicious 2+ save that makes a world of difference. Also, he has Feel no Pain if he is the Warlord, meaning he can now tank "small" (up to Plasma Guns/Cannons) arms fire a bit. Alternatively, Pedro can sit just outside of close combat, as one of his main strengths is Dorn's Arrow, a unique 4-shot storm bolter with an AP of 4 which allows Pedro to suppress light units and deal quite a few casualties to any less-than-MEQ unit in the open (obviously working perfectly with a fusillade of Kraken bolts from a Sternguard unit). This is topped by the Chapter Master's standard Orbital Bombardment, allowing him to deliver a nasty payload on any unit you see fit. Interestingly enough, he is also extremely cheap: a Chapter Master with Power Fist and Artificer Armour is only 10 points less, and wouldn't have his multiple buffs nor Dorn's Arrow. ** Pedro can do something very, very unique in 7th edition. He allows you to run a unbound army list with all the OP/fluffy fun that entails while also giving you objective secured, namely on your Sternguard. Let me tell you, having seen it done, this may be one of the most rage inducing armies there are. Forget five riptides, an army of sternguard with combi-meltas or combi-gravs will eat it for lunch. With the right mix of combi-weapons and special ammo, you can kill nearly anything with high efficiency unless it's a 4+ or better unit hiding in cover (and even then...). The most bitter, bitter pill, is that the squads have Objective Secured so even trying to play to the objectives won't help all that much. **'''PS:''' As of the 7E Codex, Pedro's attack aura now ''stacks'' with other sources of bonus attacks. That means you can run Pedro in a unit of Honor Guard with the Standard of the Emperor Ascendant and give all units within 12" +2 attacks. Counter-charging Sternguard with 5A each? Now who's the [[Black Templars|punchy sons of Dorn]]? To double up on this cheese, the Standard of the Emperor Ascendant stacks with the Chapter Banner. If he, an Honour Guard unit with a Chapter Banner, and a Command Squad flying the Standard of the Emperor Ascendant are all near something, it gets +3A, including dreadnoughts. Coupled with the decreased cost of power swords on vanguard veterans, +3A means they each get a total of 7A on the charge (2A base, +1 for 2CCW, +1 for charging, +1 for Kantor, +1 for Chapter Banner, +1 for SotEA).. and their Heroic Intervention's boost to multi-charging might suddenly begin looking useful if two (or even three) enemy MEQ units are standing close enough to each other. ====='''Black Templars'''===== *'''High Marshal [[Helbrecht]]''' - Helbrecht is the High Marshal (Chapter Master) of the Black Templars. He has the stats of a regular chapter master with artificer armor, a combi-melta, a master-crafted power sword that gives him d3 bonus attacks on the charge, and the Imperium's Sword Warlord trait, who significantly improved in the 7th edition codex, giving him and his squad Furious Charge, instead of a one-use only ability. Ignore his lack of an Orbital Bombardment; Helbrecht should never be standing still, so he wouldn't be able to use it anyway. His wargear isn't anything special, but he's pretty point efficient for what you get. With the bonus from his sword he can get an ungodly [[Eversor|seven attacks on a charge]], plus whatever rage bonus he might get, meaning he's likely to [[Rip and Tear|eat most of a squad]]. His special rule, Crusade of Wrath, grants him and all other Black Templars Hatred and Fleet for one assault phase, making for a [[WAAAGH|truly horrific army-wide charge]]. His sword is only AP3 so he'll still get bogged down by 2+ saves. Also, due to the rules for Hatred, units already locked in close combat will not get the bonus from it when he uses Crusade of Wrath, so don't expect it to break your units out of tarpits they're already stuck in. **'''Note:''' Due to GW's 'unique' codex writing skills, Helbrechts charge bonus will RAW ignore his chapter tactics, however if RAI are to be applied and your opponent isn't a [[Powergamer| dick]] then you ''should'' get 1+d3 attacks on the charge as the sword of high marshals only takes 'the normal +1 bonus attack from charging' so he still gets another one for rage (that sounds RAW to me?). *'''Chaplain [[Grimaldus]]''' - Another Black Templars character, he is basically a standard Chaplain with +1 W and A, a MC Plasma Pistol and IWND. He also projects the Zealot Rule in a 6" area, giving it to any Black Templars unit in it, while his servitors also project the FnP special rule to any Black Templars unit within 6" of him. He's not a frontline dueling character, but he works well if used with Helbrecht to make your Crusader Squads enter BEAST MODE. **'''Note:''' FnP termies are incredible, and if your opponent allows you to play Grimaldus and his retinue as being able to join a squad (like the space wolves and their ability to join fenresian units to a squad that has the 'owner' in it), and makes termies survivable enough to need '''27''' marines to wound '''ONCE'''. *'''Emperor's Champion''' - The third Black Templars character. For 140 points you get a Captain with reduced BS (meh), W and A and unique equipment and rules that make him one of the best Character hunters in the game. First things first, The Black Sword is a S+2 AP2 Master crafted melee weapon that '''is not''' Unwieldy/Specialist/Two-Handed, so he gets +1 Attack for two weapons and strikes at initiative. Secondly, he has a 2+/4++ armor, making him pretty sturdy. Lastly, he must always issue or accept challenges when possible...which is not as bad as it sounds, considering that during a challenge [[Sigismund|he re-rolls failed To Hit rolls and inflicts Instant Death on any roll of 6 to wound]]. Bring it on! **As a side note, the Emperor's Champion can be taken in the GSF's Strike Force Command section, alongside another character. If you have a big assaulty unit in your list, it might just be worth it to add Helbrecht for Furious Charge/Hatred/Fleet, then throw in the Emperor's Champion to handle challenges. Remember, this is damned expensive. ***As a side, side note, If your Templars are [[heresy | okay]] with some Inquisition, then you can put a xenos inquisitor with all the grenades, making his ap2 initiative sword instant death to all Toughness 4 and below, making him able to take on [[cheese | every]] space marine character that does not have eternal warrior. ====='''Raven Guard'''===== *'''[[Kayvaan Shrike]]''' - A Space Marine Captain (now Chapter Master as of Kauyon, but GW didn't bother giving him rules to reflect his new rank) with a Jump Pack and two master-crafted ''rending'' lightning claws. His special rule '''See, But Remain Unseen''' gives Infiltrate and Stealth, but only allows him to join Jump Infantry ''before'' deployment; thanks to a FAQ entry, he can legally join your Jump Infantry (which would otherwise be illegal, as Infiltrate would block him from joining them) and grants the unit Infiltrate when he does. Shrike is all about striking at the right time and place: he can infiltrate a Vanguard Vet squad near an opponent's weak point in their front line, or on a flank to wreak havoc in their back field. He is not designed to go toe-to-toe with Abaddon: he exploits weakness in the true Raven Guard way and he actually synergizes really well with the rest of his army and gets the most from their Chapter Tactics. Go hunt some skimmers, Long Fangs, or the like while your Scouts pick up other threats, and then cut back in and slaughter their front line from behind the moment your line connects. **'''Beacon of Hope (Apocalypse):''' A lesser version of the same rule that [[Azrael]] gets for his Finest Hour, but can be activated on the turn (or turn after) he arrives from reserve. Granting friendly Imperial Guard units within 24" Fearless & Counter-attack. While Fearless can be useful considering the huge amount of casualties involved in Apocalypse games, it requires you to be teamed up with Guard and so doesn't give any further benefit to Shrike's finest hour unfortunately. *'''Shadow Captain Solaq (Strike Force Solaq)''' - A limited-edition Captain with a Power Sword and a Plasma Pistol. Adding onto that, he also has a unique relic (the ridiculous face-bird) that forces anyone firing at him to test Leadership or else they can only fire snap-shots at him. This pretty much makes him a good match for Guard Tau as he manages to deny most of their shenanigans...until they begin throwing down Markerlights. *'''Shadow Captain Korvydae (Forge World)''': One of the few non-Badab War Forgeworld characters, he is a Captain with Artificer Armour, Thunder Hammer, Jump Pack, and Melta Bombs. Costing 5 points '''LESS''' than a normal Captain with the same wargear, while giving his squad Hit and Run (only if the squad is equipped with jump packs, but why would you put him in a squad without them?) and makes assault squads a troop choice! He also forces you to take at least one scout squad in your force, but that's not a bad bargain, all things considered. In short, he allows you to build a fluffy RG army while being a lot cheaper, killier, and more survivable than Shrike (which is quite sad...). Not the strongest Special Character in existence, but an excellent one for the Raven Guard. **Do note that he doesn't come with a Warlord Trait, so feel free to roll on any table you want. Like a true [[Reasonable Marine|Shadow Captain]], you should adapt your force to your opponent. **Also of note is his lack of chapter tactics. That's only natural, since he is a relic of the past and his rules were never updated (Forge World seems intent on updating all the Imperial Armour Books, so it shouldn't be long) but don't let [[That Guy]] find this out, because he will exploit the absence of the rule and use it against you, and sadly you won't be able to do anything to argue against him. ====='''Salamanders'''===== *'''[[Vulkan He'stan]]''' - Vulkan has the same stat-line as a Captain (while not ''actually'' a Captain currently in the fluff, he was one before becoming Forgefather). Vulkan is tricked out for up-close-and-dirty face-bashing with essentially the best gear possible (Artificer armor, 3+ Invulnerable Save, Master-crafted Relic Blade, and a Heavy Flamer/Digital Weapon). Use him to kill any and all infantry short of TEQ. His Warlord Trait, Iron Resolve, gives him Feel no Pain, further enhancing his resilience. Also, if he is the Warlord, he adds onto the "Chapter Tactics (Salamanders)" rule by making '''ALL''' meltaguns, combi-meltas, and multi-meltas '''in his detachment''' Master-Crafted. Enemy vehicle crews will shit themselves at the very thought of drop podding melta squads. Taking him results in a chain reaction: you want a lot of melta to make the most out of his [[Awesome]] special rule, thus making your army even more focused on short range firepower. Not really a problem though, since you're Salamanders. You did take lot of flamers too, right?? **With his 2+/3++, Vulkan fits in nicely with a squad of Thunder Hammer Terminators, and since he strikes at initiative 5, he can take out those pesky power fists in the enemy squad before they mulch your expensive terminators. **Since this applies to combi-meltas, you can get rerolls on the bolter portion, too. If you take He'Stan and Sternguard and give them combi-meltas, then the boltgun and special ammo components also get master-crafted. As the new GW FAQ team on Facebook just confirmed that it makes the entire weapon master-crafted, this is definitely both RAW and RAI. **Don't forget to master-craft his pistol. It won't come up often, but it's one more advantage if you have to shoot something outside template range. *'''Pellas Mir’San (Forge World)''': The Winter Blade, Captain of the Salamanders 2nd company and cheap for what he gives: he has the standard Captain profile, but with +1 WS, and comes with Artificer Armour, a Close Combat Weapon and a Combi-Flamer. He also has one special weapon (Cinder Edge) that's basically a Master Crafted Power Sword with '''AP 2'''. It still strike only at S4, sadly, but is one of the rare AP 2 weapons that isn't Unwieldy, and isn't Two-Handed or Specialist Weapon, so he gets the +1 attack for his extra sword! He was clearly designed for challenges, as his warlord trait give him 1 victory point for any character he slain in challenges, while his Master Duelist rule allows him to either give himself +1 attack or his opponent -1 while in a challenge. For his cost he is one of the best challengers in the game, but remember to keep him away from the real heavyweights: he wouldn't last 2 seconds. Lastly he can pick whether his squad auto-passes or auto-fails Morale checks, which gives you some extra tactical flexibility. **All in all he is a good and cheap support/fighter HQ, although, sadly, he doesn't compare to the other special options you get, not giving anything to your army except for the squad he is in, while not being a close combat monster like a lot of other special characters. *'''Harath Shen (Forge World)''': Master Apothecary with the profile of a Chaplain/Librarian, Artificer Armor, Plasma Pistol, Power Sword and Digital Weapons. He has Chapter Tactics (Salamanders) but, strangely enough, he doesn't have a master-crafted weapon (though you can still pick one to master-craft). But don't let that discourage you: for 135 pts, Shen allows you to put FNP 4+ in the squad you need it in, and, while he has no invuln, he gets to reroll Look Out Sir rolls '''AND''' gives his squad +1 to the score to determine the result of any assault. If you want 2+/3++/4+++ assault terminators (and who doesn’t?), this guy delivers. Also has a really unique Warlord Trait where you can get victory points back for destroyed friendly units within 6" on a 5+. Not really impressive, but you don't take him for that, you take him for the '''TROLL'''! *'''Bray’Arth Ashmantle (Forgeworld)''': Dreadnought HQ, forged by Primarch [[Vulkan]] himself! Bray’Arth is a hell of a monster: with his front armor 13, 4 HP, venerable, extra armour, '''It Will Not Die''' and immune to '''ALL''' extra dice roll to armor penetration (melta, armourbane, Rending, Kharn, etc.) and to all effects that would reduce his armor, he is almost impossible to kill, without an [[Railgun|S10 weapon]] or some weird shit like haywire or gauss. He also has +1 WS and Attacks compared to a normal Venerable Dreadnought and is armed with two DCCWs with inbuilt Heavy Flamers, which also can count as single Twin-Linked Meltagun. He can also forgo one close combat attack to auto hit anything in base contact with him (Friend or Foe, so be careful and don't forget this) with an S5 AP4 hit at Initiative 1, for when that big unit thinks itself smart and tries to tarpit him for the rest of the game. Basically he can take on everything barring Titans and the like, but beware Swooping Hawks and... Fire Warriors in melee - sure, they only hit him on a 5+ and his Burning Wrath could kill a lot of them, but remember that it happens at initiative 1, which might be too late if he got haywired. Also, his warlord trait (he CAN be the warlord, but only if there are no other HQs) gives him one Victory point for each vehicle with at least one armour value of 12+ and/or Independent Character that he destroys in an assault, but only if there aren't other friendly models in the assault (not really a problem for this Beast). This is [[awesome]] since, unlike similar traits, it doesn't state that he needs to be in a challenge for this to work, and he can trash most vehicles like they're not even there. Of course, he is extremely expensive, in both points and pounds, but he totally worth every point and penny. Put him into a Lucius pattern drop pod. Drop him into the middle of the enemy gunline. Laugh maniacally. Field him against [[Bjorn]] and make compensating jokes. ====='''White Scars'''===== *'''[[Kor'sarro Khan]]''' - This crazy Mongol adds onto "Chapter Tactics (White Scars)" by giving every '''Bike Squad''' and '''squad embarked in a Rhino or Razorback''' Scout, which in turn allows for outflanking, allowing them to come in from the side of the table. His Warlord Trait forces friendly Imperials within 12" to reroll failed Morale/Pinning/Fear checks, he has Furious Charge (but only for himself), and he gains d3 VP if he kills the opposing Warlord in a challenge. Other than that, he's an average Captain (who can be upgraded to ride a bike that inflicts d3 HoW attacks) whose power sword just so happens to cause Instant Death on a roll of 6. Since he's really cheap, he is an awesome character for a White Scars army, giving them the ability to strike hard and fast. Outflanking your Scout-ed up dudes might be dicier than with Space Wolves, but he is still well worth his already-low points cost. Thanks to his Warlord trait he works well allied to other Imperial armies, Though note his WT works with 'morale checks', not 'leadership tests', so you can't use him to get rerolls on Sister of Battle Acts of Faith. **It's not just his Warlord Trait that makes him and his army ally-friendly; Scout, Skilled Rider, and Hit & Run all confer to the unit, so you can strap his dudes to almost any other Imperium faction for buffy goodness (the only SM chapters they can join without losing Chapter Tactics are Grey Knights and Deathwatch, so the exceptions are Space Wolves, Blood Angels, and Dark Angels). ====Forge World==== There are also a lot of special characters from '''Forge World''' '''Badab War''' IA-s. '''NOTE:''' Forge World has released new Chapter Tactics for all the Chapters relevant to these characters. If you take a character with the Chapter Tactics of one of the Forge World Chapters, you have to take them in a detachment of that Chapter. However, some of the Forge World Chapters have the same Chapter Tactics as Chapters in Codex: Space Marines, and you can take those characters in those armies, i.e., Vaylund Cal in an Iron Hands detachment. Most of these characters also have updated rules not yet discussed here. *'''Red Scorpions''' ** '''Lord High Commander [[Carab Culln]]''': Chapter master, with terminator armor, teleport homer, MC storm bolter and his AP3 MC Power Sword with good ol' 6E Smash, Eternal Warrior and any Red Scorpion in his detachment can use his leadership for Morale and Pinning. His warlord trait (his rules state that if you take him, he MUST be Warlord) gives any Red Scorpions within 12" locked in combat a +1 to combat resolution; +2 if he himself in is a challenge however he can never make a Look Out, Sir!. ** '''Commander Carab Culln''': Same guy, but back when he was 1st Captain. Most of the same wargear, except his sword is a Tear of the Scorpion, and he still packs Termie Armor and a homer. All Red Scorpions can still use his Ld for Morale and Pinning. Any squad he joins gets Stubborn, Counter-Attack, and can re-roll to-hit when outnumbered in assault. Also, when he's Warlord, all combat occurring within 12" of him gets +1 for his side's combat resolution, upped to +2 if he is in a Challenge. Biggest downside is his inability to take LoS!, but that shouldn't be an issue if you stack him with a Tac or Command Squad to get some FNP. ** '''Sevrin Loth''': Chief Librarian with ML3, 3A (1 more than vanilla Librarians), a force axe and bolt pistol. He can pick his powers from Biomancy, Telepathy or Telekinesis. Yes, '''pick''', not roll, but they all have to be from the same discipline, so take your choice of Invisibility or Biomancy's amazing spread of goodies. He still has access to the Space Marine psychic power included in the Angels of Death supplement as well. He has a 2+ armor save, so he can be extremely difficult to kill, moreso if Invisibility or Endurance is added in. 7E makes his ability to take Honour Guard an irrelevant relic from 6e, and he also has his own unique Warlord trait that gives 1 VP for any Psyker Character he kills - this can be great against Eldar/GK/Daemons. At 175 points, he is a ludicrous steal given his easy access to 2++ and '''PICKING HIS POWERS''', though only having 2 wounds stings - Endurance/Iron Arm will really help here. ***Also, since all his powers have to be taken from the same discipline, '''Psychic Focus''' applies and he can also throw in the Primaris. It doesn't say you have to generate them randomly, only that your powers all have to be from the same discipline. *'''Astral Claws''' **'''[[Lugft Huron]]''': Chapter master, with terminator armor, heavy flamer, and AP2 lightning claw which forces opponent to reroll successful invulns. His orbital bombardment is S10 AP1 ordnance 2, his “Living Legend” rule makes all your army Ld10. He can [[Commissar Yarrick|come back from the dead]]... but only once. But he is expensive as hell for 235 pts. Still better in combat than Draigo (who's more expensive), and could even take on Abbadon/Swarmlord. He still has orbital bombardment and his warlord trait (who gives counter attack to units that enters from reserve) for support, and can deep strike. Main problem is that he's Astral Claws, with one of the worst chapter tactics. If you take him for his combat ability, then go unbound and bring him by himself in a separate detachment. **'''Corien Sumatris''': Captain, with +1WS, -1BS, MC power weapon, which gives him +1 additional attack on charge, storm shield, and some weird 12’’-range assault bolter. His main ability is to give Furious Charge to his squad (and himself) and +1WS to all your infantry within 12’’ of him. At 165 pts. he is a bit costly, so use his special powers properly (obviously, by putting him in dedicated CC squad). **'''Armenneus Valthex''': Master of the Forge, also known as “Alchemancer” with conversion beamer and some weird techno-thing called “Indynabula” which counts as two power weapons, and give him 5+ invuln, counter-strike USR. He can also make one squad’s bolters poisoned 2+, turning them to cheap wannabe-sternguards. But why the heck would you do that when you can poison Terminator storm bolters or (with the new pdf update) a Bike Squads twin-linked bolters? Think synergy people! Ever poisoned a Wraithknight to death? It is great fun! And he's surprisingly cheap, assuming his shiny wargear - maybe, to compensate those schizophrenic combination of ranged-oriented and close-combat-oriented bits. *'''Minotaurs''' **'''[[Asterion Moloc]]''': Chapter Master with terminator armor, storm shield, and eternal warrior but with basically a Custodes halberd (S+2 AP2 two handed weapon), except it shoots a powerful laser beam once per game instead of bolts. He also gives assault grenades and Fearless to his squad and his "Sanctioned Fratricide" rule give his whole army the Preferred Enemy (Space Marines) at a cost of making all of them desperate allies. He is VERY expensive, but he has one of the few AP2 close combat weapons without unwieldy in a vanilla marine army, and [[Grey Knights|with]] [[Blood Angels|so]] [[Space Wolves|many]] [[Dark Angels|loyal]] [[Ultramarines|marine armies]] around, Preferred Enemy could work more often than not. Even when you're not facing Space Marines, Moloc is seriously worth considering for how much of a fucking beast he is in assault **'''Ivanus Enkomi''': Chaplain with "Crozius Arkanos" ''(S:User Master Crafted, Concussive, AP3 with built-in twin linked grenade launcher)'' Power Fist, jump pack and with +1 initiative, +1 attack, and granting himself and the squad he's in Rage. He costs only '''25 pts''' more than a vanilla chaplain with fist and jump pack. *'''Star Phantoms''' **'''Zhurukhal Androcles''': Star Phantom captain with power fist and combi-melta. Makes Devastator Elites AND Heavy support and little else. Though not as devastating as Vale, he is cheaper and actually have some decent wargear. *'''Mantis Warriors''' **'''Ahazra Redth''': Mantis Warriors chief librarian. He is not a monster-psyker, like Tigurius or Loth, and is only ML2 but generates only one power due to the other one being "Mirage", but he'd still be able to use Psychic Focus and gain a free primaris power out of it. On the other hand he does have a built-in 5+ invuln and is able to re-roll his first failed psychic test. His special psy-power “Mirage” gives his unit Shrouded and, if they're charged, their attackers are forced to make a disordered charge. Also, if he is a Transport Vehicle, the power can even target that Vehicle, which is beyond Awesome. His Warlord trait also gives any squad he joins Night Vision and Interceptor, which is pretty cool, even though you will probably attach him to a pretty choppy squad, so it could be wasted. Finally, of note is that he got +1 W and I compared to a normal Librarian. ***Take Redth and Honour Guards in a Land Raider. Cast Mirage on LR and screen it with some tall, fast and cheap models (allied Rough Riders comes in mind). Look at your opponent face when he realize your über metal box has 3+ cover. *'''Fire Hawks''' **'''Elam Courbray''': Fire Hawks captain with jump pack and rending power sword, as well as I6. Like Culln, Elam can choose to do a SMASH attack instead but, strangely enough, his smash doesn't give him AP 2, only double strength and reroll for armour penetration. However his sword has rending (and soul blaze...woohoo.) so you still have a slim chance to pass through terminator armour. Very slim (Hint: don't go hunting terminators in melee). Though he isn't a combat monster (but far from a terrible one) he can really buff his squad, giving them Hit and Run and Counter Attack USRs. Also, his warlord trait is a [[Swooping Hawks|blast attack when he deep strikes which he doesn't need to scatter around]]. He is also the only space marine character (outside of the blood angels) that can have a command squad with jump packs, making him suddenly a lot more valuable: kit them with a lot of flamers and watch the unholy hell being unleashed against your opponent! *'''Exorcists''' **'''Silas Alberec''': Exorcists captain with a MC Thunder Hammer Hellslayer that always wounds Daemons and Psykers on a 2+ (if S10 isn't enough), bolt pistol, teleport homer, and Iron Halo. He gives FNP 5+ to himself and his unit against ANYTHING with psychic powers or Marks of Chaos or Daemons, and he can have one unit in the detachment reroll failed Deny the Witch rolls. His warlord trait lets you take morale checks on 3D6 and choosing the best and is reasonably priced for his wargear at 185 points. Don't expect to smash Greater Daemons or an Avatar of Kaine with this guy as he still only has a 3+ save and Hellslayer is Unwieldy. ***His real appeal comes from the fact he can have basically any Chapter Tactics in the game as per Exorcists Chapter Tactics. Iron Hands fits pretty well with him, giving him IWND and a 6+ FNP. Though Black Templars should be seriously considered, as Adamantium Will combined with Deny the Witch rerolls can make for a very potent anti-psyker unit, especially if said unit is Terminators or Honor Guard. *'''Raptors''' **'''[[Lias Issodon]]''': [[Reasonable Marines|Raptors]] chapter master. Ten fewer points than Shrike, without any of the downsides. He only has a power sword and pistol for close combat, and is -1WS and +1BS compared to a standard chapter master, but is armed with a monstrous 30" Salvo 2/4 bolter with Sternguard special ammunition (that must use the profiles described in C:SM), and can use the Raptor tactic to make his bolter Heavy 1, Rending, which stacks with his Sternguard ammo like it does for all Raptor Sternguard. In short, he is a shooty Chapter Master, which is rare. He has no Invulnerable save, but this is made up for with Artificer Armor and Shrouded. The main reason you would like to take him is his special abilities: he forces a -1 on enemy reserve rolls, can re-roll his own reserves (even successful ones), and he can cripple (or even kill) one enemy unit, MC, or vehicle before the game even starts. Sadly he has no orbital bombardment, but he is relatively cheap considering how he buffs you and nerfs the enemy army, so shut up. Camp his Raptors in cover and shoot people to death like [[Reasonable_Marines|reasonable marines]] should do. ***By cripple, we mean "If an army includes Lias Issodon, its controlling player may select a single enemy unit, Monstrous Creature, or vehicle that has been deployed onto the table. After any Scout redeployments have been made, but before the game begins, the chosen unit suffers D6+3 wounds with no AP value if a squad or Monstrous Creature, distributed as shooting hits (assume the attack has originated from the closest unit in Issodon’s force). If the target is a vehicle, it suffers D3 rolls on the Haywire table instead." ***Thanks to his updated default Warlord Trait in 7th edition, you can now Infiltrate him and up to three units and be able to build around this fact. How about 30 Assault Terminators w/ TH&SS starting 18" from your units for a start? Or how about a squad of Devastator Centurions halfway up the board? 2+ cover saves in ruins (Shrouded) on those bastards is just mean. ***If you want a fluffy Raptors Command Squad for him. Take a squad of 10 Sternguard and let the Dakka fly. Honor Guard also get to use Raptors chapter tactics if you bring them, but then lose some of their melee potency. ***As it turns out, Lias Issodon also has rock-solid synergy with a [[Callidus|Callidus Assassin]], as the two of them combined will force your opponent's first reserve to be done on a [[Rage|7+]], unless this is FAQ'd to a minimum of 6+. The Callidus' ability to re roll Seize The Initiative synergizes well with your infiltrating counter-deployers. And finally, Lias Issodon's "Infiltrate, Isolate, Destroy" ability can be used to greatly soften up enemy deathstars for the Callidus to have a higher chance of snagging Slay The Warlord on turn 1. These two are a perfect duo if you're running a competitive Raptors Army. *'''Carcharodons''' **'''[[Tyberos the Red Wake]]''': Carcharodons chapter master with terminator armor and two weapons, which can count as lightning claws or chainfists, and he can allocate hits with either as he wants with 5 base attacks. No iron halo, so his invuln is only 5+. Tyberos himself is a terrifying murderous machine in close combat, when subject to the RAGE USR, he '''AND''' ''every'' Carcharodon unit that is subject to Rage becomes +1 str for the rest of the battle. His warlord trait 'Savage Beyond Reason' gives him and his unit preferred enemy (infantry). He also allows you to take one LC-terminator unit as troops with the option of [[Awesome|Objective Secured Land Raiders]], something that only Black Templars Crusader Squads and Grey Knights Terminators can do. And he costs less than a vanilla chapter master with two chainfists. *'''Executioners''' **'''Thulsa Kane''': Executioners high chaplain with artificer armor, plasma pistol and S6 AP2 Unwieldy sword. With +1WS/BS/W/A, eternal warrior and big 12” aura of “reroll 1 on to-wound” he also gives friendly Executioners squads +1 to their assault results and +1 to their sweeping advance provided he is fighting in a challenge. The only thing, Kane don’t have, is jump pack to join assault squad, or terminator armor to join teleporting assault termies. *'''Space Marine Legion Centurion with Early Crusade Honours''': Forge World made this guy available up until the end of September 2015 in honour of their website moving to the same form as GW's. While obviously intended to go with Forge World's 30k, the PDF they released with it had a special option for it for use in 40k, despite the character not having the "Chapter Tactics" special rule. If your fellows aren't too rules-lawyery you can equate 30k's "Legiones Astartes" with it. Barebones, he's a cheaper captain with one less BS and Wounds, but with the same initiative and number of attacks. In terms of wargear, he gets artificer armour standard, along with a master-crafted power fist, but loses out on the Iron Halo's valuable invulnerable save. The real stand-out feature of this guy is his option to take "The Panoply of the Crusader": a set of artificer armour from the days of 30k, which inspires the model and any unit he joins to be Stubborn and have Preferred Enemy against Chaos Space Marines, making this guy a good support HQ for a low points cost.
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