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====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).
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