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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! *'''[[Aggressor]] Squad:''' Now with 3W, they're the middle ground between a Terminator and an Assault Centurion. Aggressors are heavy defense soldiers, with powerful short range dakka and the ability to shoot twice if they stay still, as they would when protecting an objective or your lines. And unlike other Primaris, they also have great close combat power with 3 powerfist attacks base! They come stock with auto boltstorm gauntlets (2x 18" Assault 3 bolters) and a frag grenade launcher, or you can trade all that in for Firebat pattern flamestorm gauntlets, aka a pair of flamers. The bolters + launchers average 6.33 hits to the flamers' 7, but at more than twice the range. **Aggressors are a veritable roadblock, and cost-effective to boot. Do notice '''Fire Storm''' lets them shoot twice if they didn't move <i> in that</i> turn, meaning even running forwards they get to overwatch twice, which is when the flamer's autohitting double overwatch ''14 hits per model'' outshine the bolters' 3.16. With Gravis armour T5 3W, they are resilient enough to serve as front liners and discourage/punish Deep strikes, swarming tactics and fast charges, like Evil Sunz' or Genestealers'. They are a good guardian squad to use '''Auspex Scan''' on, triggering the Fire Storm. A vanguard detachment of 3 squads with a Lieutenant placed in front of your main army is more than enough to contain an opponent and deal significant damage in the process while being affordable: a squad of three is 111 pts yet cranks out 57 shots a turn. That's nearly .5 bolter shots per point; the highest damage output per point IN THE ENTIRE GAME, dealing at least TWICE as much damage per point to pretty much any target as the next best option. And with support you can double it. For example, against MEQ with just a captain reroll 1 to hit and Doctrine, these will deal 3 times more wounds per point than Dark Reapers. Plus, they work well with many stratagems, and are both anti-horde *and* anti-elite. Clearly someone at GW gets a blowjob for every box of aggressors sold. **Shooty and choppy, they're balanced by their inability to get around easily. All other units in your army can either deepstrike, infiltrate, fly 12", bike 14" or ride cheap 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. At least they can advance without the shooting penalty, where Assault Centurions can only walk or hop into Land Raiders. **'''Comparison to Termies and Assault Cents:''' They don't teleport nor do they have an invuln save, so, any resemblance to Terminators is merely a cosmetic one. Aggressors are Assault Centurions lite: lots of S4 shots, lots of wounds, T5 and nasty punches. They are more mobile and thus, easier to use. That being said, Centurions do have a 2+ save and S10 D3 drills that lack a penalty to hit. And while they need a Land Raider (preferably Redeemer), at least that fills a Heavy choice and can fit manlet characters, unlike the normal Repulsor (which is a dedicated transport) or Executioner (which is a better gunship but fits 3 Aggressors and nothing else). *'''[[Apothecary]]:''' Now a Character running on his own. Doesn't give out Feel No Pain, but if he's within 3" of a {{W40Kkeyword|<chapter> Infantry}}/{{W40Kkeyword|Biker}} unit at the end of the Movement phase, he can heal 1d3 wounds on 1 model in it. If no-one's wounded, he gets a 4+ chance to bring 1 dead model back to life with a single wound, but if he fails, he can't do anything else that turn. Can't swap out his weapons, so he's stuck with a bolt pistol and chainsword. Combines great with high-end infantry, shooty or assaulty. Bringing a Centurion Devastator back from the dead or healing the linchpin of your army's buff aura is invaluable. Combine with a Company Ancient to make a trade-in death. **'''[[Primaris Apothecary]]:''' 10 points for +1W and improved pistols: the reductor pistol, which is a 3" S4 AP-3 D2 pistol, and the Absolver Pistol, which is 16" S5 AP-1 D1. He's a great choice if you want to go for an all-Primaris army. Keep him back and out of assault - he has no business in close combat. He'll do just fine popping off shots with his pistol and keeping nearby units alive. *'''Company Ancient:''' The old banner bearer, now an Independent Character. The banner adds +1L to any same {{W40Kkeyword|<chapter> Infantry}} units within 6". If a {{W40Kkeyword|<chapter> Infantry}} ''model'' dies within 6", you get a 4+ chance for them to get off one more round of shooting or close combat right then before your opponent can move on to something else. Note that this only affects models in the bubble, not units, so be mindful when picking who dies. It also sadly doesn't affect bikes. Comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. Out of phase shooting is great, and marine infantry die quite a bit in practice. Combine with an Apothecary. **'''[[Primaris Ancient]]:''' Same as a Company Ancient, but with +1W +1A. Comes with a bolt rifle in addition to the pistol, and can't swap his wargear or ride in anything but a Repulsor. ''Easily'' worth the 5 points for the +1W alone; the +1A and improved bolter are just icing, as you probably weren't planning on up-gunning you are Ancient anyway, and since the Ancient buff is an AOE on multiple units, very compelling overtaking a second Ancient for redundancy. **'''Ancient in Terminator Armour:''' A new addition as of the 2.0 Codex, now this guy is finally available for use by Marines that don't get their own special codex. As one might expect, the armour gives him +1 Wound and a 2+/5++ save over his PA counterpart and he is locked into having a Power Fist and Storm Bolter. An excellent choice for accompanying Terminators of all sorts out of Deepstrike. ***Also of note is the fact that, much like the bike ancient, these guys are mounted on a larger 40mm bases, meaning you can get more models into your buff aura. *'''Centurion Assault Squad:''' With T5 and 4 wounds apiece, the choppy Space Marine in a Space Marine is a nasty piece of work in melee, especially since it can cause a HoW-like mortal wound on a 4+. However, it can give that ability up in exchange for Hurricane Bolters that act like Rapid Fire 6 Bolters- that's the equivalent of a MSU Tactical squad before you even get into RF range! The Siege Drills are pretty good too, since they act like Chainfists but with one more point of damage and no penalty to hit. As an added bonus, their sarge's omniscope negates cover bonuses. Getting them up the field practically requires a Land Raider. For long range shooting focused marine armies, Assault Cents make a strong counter charge unit. Especially because of having 2 flamers EACH, that make up for 6 D6 of auto hitting surprise in overwatch or tearing apart big blobs of infantry. Can also swap the flamers for melta guns which will complement your drills quality over quantity melee output. With the new codex they are still expensive but their improvements make them at least reasonable considering Shock Assault and W4. *'''Chapter Champion:''' It's anyone's guess at this point which datasheet for this guy is "correct"; he has entries in the first Space Marine Codex and the Index, with different wargear; he's absent from the second Codex, but is present in both the Ultramarines supplement (with the {{W40Kkeyword|Ultramarines}} keyword) and in '''''Faith and Fury''''' as a 1 CP upgrade to a Company Champion. **Index/Codex 1 Version: The only version that can take a bolter, and the only version that can take a relic blade or thunder hammer, but also the one with the least special rules making it better in melee (no re-rolling wounds, no ASF, inferior Heroic Intervention range). As a result, this version, if legal, is the best of the bunch against ''non''-{{W40Kkeyword|character}} targets, as you can give it superior equipment, and the only rule you miss out on is -1 to be hit in melee. Against an actual Character, not even as good as a Company Champion, below. Don't forget to give him a bolt pistol - it's on the Index datasheet, so even the Codex version can carry it. **Ultramarines Supplement: You can see the relevant chapter discussion below for more on this, but the tl;dr is that it's less points efficient than the Faith and Fury version, while costing no CP. It also has no bolt pistol. **Faith and Fury: This is a Company Champion with +1Ld, +1A, and -1 to be hit in melee, which you pay 1 CP to accomplish. As a result, this is the only one of the three with a 3+/5++ instead of a 2+, and it has a bolt pistol but no Champion's Blade; it's a lot cheaper in terms of points, so against a character, it's the best of the three, provided you can get close. *'''Company Champion:''' Another former Command Squad guy now on his own. He can't bodyguard, but he's WS2+, W4, is a {{W40Kkeyword|character}}, has to make a 6" Heroic Intervention if possible, and re-rolls failed hits and wounds and has ASF against {{W40Kkeyword|Characters}}. Comes with a master-crafted power sword, bolt pistol, and combat shield for a 5++, but no other wargear options. Multiple Champions can be very interesting when embedded in your gunline, or as part of a larger melee deathstar - Heroic Interventions make them a very useful counter-assault choice, and they can swiftly dispatch ''most'' other characters without wasting your Captain / Chapter Master's time. **However, neither Company Champions nor any of the Chapter Champion variants can keep up with Thunder Hammer Company Veterans, from an offensive standpoint, so their main benefit is ''defensive'', due to being characters. *'''Company Veterans:''' More or less the Command Squad from earlier editions, minus the Apothecary, (Company) Champion, and banner bearer (now a Company Ancient), which are all split off as independent Characters. You can still kit between 2 and 5 of them out however you like (except no special weapons on the Sergeant - he's stuck with combi, which only matters if for some reason you wanted to bring meltaguns). They possess an ability similar to the old "Look out, Sir!" rule which lets them intercept a wound from a {{W40Kkeyword|<chapter> character}} on a 2+ in exchange for taking a mortal wound, so they're good bodyguards. **Far and away the best {{W40Kkeyword|Infantry}} unit you can field, both offensively and defensively, per point; all of them can go special/combi weapon+storm shield, thunder hammer+storm shield, or special weapon+thunder hammer, and they can get down to a 2-man unit, emphasizing morale immunity and maximizing the "free" sergeant "upgrade" (even though he is proficient with fewer weapons than his men). Note the sergeant has been FAQed to now have access to storm shields. **While it goes without saying taking two melee weapons is idiotic outside of two chainswords or two lightning claws, any combination of melee and pistols essentially means you're taking Vanguard Vets, but without the Jump Packs, and with the ability to get down to 2 men, not 5 (particularly useful due to the Sergeant's improved Attacks), as well as having the bodyguard ability - if you were going to take Vanguard Vets on foot anyway, such as in a transport, these are better, but you should think long and hard before taking these instead of Vanguard Vets with Jump Packs, if you're after melee. The ''primary'' reason to take Company Vets is the Special Weapons access, paired with either a thunder hammer or a storm shield (the storm shield is usually your best bet). **For the points, you ''should not'' take flamers - a combi-flamer will deliver more S4 shots in that range per point, if you're ''really'' after 8" of S4 death. However, no tricks here will let you beat out Scout Bike trios or Bike trios for S4 hits per point, so you should seriously consider loading them out differently. **The same is true of plasma, simply because plasmas and combiplasmas have the same point cost, so you may as well take the combis for their improved output against GEQ. **Meltaguns cost as much as the Veterans carrying them, and you have no really great way to get them into position to shoot, so in practice, they're best avoided. Grav guns, on the other hand, are just always an inefficient choice, period, compared to plasma. **Consider a Stormbolter + Chainsword loadout for Rapidfire 2 S4, and 3 Attacks on the charge, at a fairly decent price. These guys can be really helpful in a Character spam space marine army, as usually characters can't be shot if other units are in the way, but some attacks can single out characters. These guys can intercept those wounds. **With a minimum size of two veterans, {{W40Kkeyword|Crimson Fists}} should be very pleased. **Because all of the wounds of a single attack are negated it's pretty useful to take just two of them, and overkill the unit with mortal wounds if your characters get hit by especially high-damage attacks. *'''Vanguard Veteran Squad:''' Better assault marines. They can take a large selection of weapons while using Jump Packs when properly loaded out they can get enemy models engaged in CC and kill them first turn if taken in numbers (the easiest way to accomplish a turn 1 deep strike charge is by making many attempts at it). A pretty popular unit in 7th and still could be in 8th, as weapons like lightning claws and power swords can wound things like dreadnoughts and vehicles on 5s. Plasma pistols are a really viable choice in 8th, as you can shoot both pistols on the drop. Each model can take 2 chainswords - that's 4 attacks per model for 90 points (or 80 if you're silly and don't take the Packs), 5 for the Sergeant. Though expensive, with the changes to how invulnerable saves work, a Vanguard squad with Thunder Hammers and Shields can be a superior alternative to taking hammernators. A squad with this set-up can kill some of the most powerful units in the game in a single turn. As an example, 4 groups of 5 hitting Magnus (T7 Sv3+/4++r1 18W) expect to wipe him out in a single turn, although they will cost about 2/3 again his cost, assuming you take the Jump Packs. Vanguard with thunder hammers can do a maximum of 33 damage per turn; if a Captain (or, better, a Chaplain, who will provide a better buff for fewer points), Lieutenant, and/or Guilliman is within buff range, they become particularly terrifying. Revisiting the above math, a nearby jump lieutenant and jump chaplain take the point difference from needing 668 to kill 415 to needing 597 (roughly, 4 squads to 2.5 squads), and that's just their buff, of course - both characters can jump in and help if they like. Each TH/SS Vet costs 13 points less than a TH/SS Assault Terminator, hits just as hard, can't have their teleport deactivated, has the same invulnerable save, will never need a transport to be effective, and has ''much'' higher movement. Their main trade-offs are an armour save of 3+ instead of a 2+ and 1 less wound than a Terminator; however, considering the amount of AP modifying weapons and multi damage weaponry in 8th, this isn't as big a trade-off as it first appears. On the whole, a flexible unit that can be geared to be what you want - as cheap as possible to shred hordes with chainswords, or tooled up to deal with more powerful units. Models in this unit can have 2 chainswords, which is usually more productive than 1 chainsword 1 bolt pistol -- as you get two fight phases per battle round, but only one shooting phase. 2 Chainswords on a 2 attack model means 4 total attacks. *'''Sternguard Veteran Squad:''' With the special ammunition gone, the sternguard now walk up the field with their beefy Special Issue Boltgun. Now the gun is free and packing a punch with its AP-2 and 30" range over the standard-issue, the sternguard are much more likely to crunch through all forms of armour, especially in conjunction with the Masterful Marksmanship Stratagem. A special note goes towards combi-weapons; while they don't have the one-use rule anymore, remember that the bolt part of the weapon is the standard one without any AP. They also get the standard veteran extra attack over a normal marine, so they can deal some decent retaliatory damage when they're inevitably charged. **The sergeant can take a Sergeant Weapon ''in addition to'' his SIB, which you should ''always'' do - depending on your plan for the unit, a combiflamer, combiplasma, or storm bolter plus SIB will ''always'' outperform any other loadout he can take, because the SIB is free. **Still one of the best units to come out of a drop pod and rapid fire something to death with their special issue boltguns. Their new specialized stratagem gives them +1 to their wound roll, so make sure to have a Captain/Chapter Master near them for the re-rolls, and give him the Storm of Fire Warlord Trait and include a Lieutenant. Now they're shooting 20 shots, re-rolling 1s (or misses if it's the CM), wounding everything less than T8 on a 3/4+, re-rolling 1 s to wound, and every 5 or 6 to wound is resolved at AP-3 (and just for added fun, make them Imperial Fists and ignore that cover their squad is hiding in while you gain the potential for extra shots with the Bolter Drill Stratagem, or make them Salamanders for even more reliable wounding/improved AM and less reliance on a full Chapter Master). **When these guys come out of drop pods, don't forget that their rapid fire range is 15", so that can give them some space before the inevitable charge. Most units are only able to rapid fire 12" away, so the following turn, the enemy unit can advance 6" and then be up close for an easy charge. The difference between being 9" away and 6" should not be understated, and should be used to your advantage, so keep that in mind when deploying their drop pod. ***Note that coming out of a drop pod 12" away if armed with Storm Bolters will be more effective, if riskier, and without ap-2. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *When comparing the Special Issue Boltgun to the Storm Bolter, it can be seen that (ignoring range) the SIB is, in general, better than the Storm Bolter against most targets, when employing the Masterful Marksmanship stratagem. It is better universally if the target has a 2+ armour save and an invulnerable of 4++ or worse, and they are the same against 3+ or 2+/3++. The AP of the SIB comes in handy when discussing how many successful wounds when the wound roll is disadvantaged; the Storm Bolter affects nothing, while AP-2 can significantly improve wound chances. When using the stratagem, see the following table. <div class="mw-collapsible-content"> <center><div> {|class="wikitable" border="1" cellpadding="4" cellspacing="4" ! colspan="2" rowspan="2" | Masterful Marksmanship ! colspan="5" |Save |- !2+ !3+ !4+ !5+ !6+ |- ! rowspan="5" |To Wound !2+ |Special Issue Boltgun |Both |Storm Bolter |Storm Bolter |Storm Bolter |- !3+ |Special Issue Boltgun |Special Issue Boltgun |Special Issue Boltgun |Storm Bolter |Storm Bolter |- !4+ |Special Issue Boltgun |Special Issue Boltgun |Special Issue Boltgun |Both |Storm Bolter |- !5+ |Special Issue Boltgun |Special Issue Boltgun |Special Issue Boltgun |Special Issue Boltgun |Storm Bolter |- !6+ |Special Issue Boltgun |Special Issue Boltgun |Special Issue Boltgun |Special Issue Boltgun |Special Issue Boltgun |- |}</div></center> </div> </div> *'''[[Terminator Squad]]:''' As of late, Terminators seem to be overtaken by other elites and Primaris heavy hitters. However, terminators still have a worthy role in your army and it is actually the fluffiest! Terminators really only find value when being shot out of very cheap land raiders and teleporting. Heavy shock assault troops have always been their role, now its just been streamlined into their only relevant role. 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 the resulting 6+ armour save (though you could just use the 5++ instead); it's not much, but it helps. At the same time, the addition of an extra Wound to their profile also outright doubles their survivability against massed small arms fire. The 5" movement means they're most effective when deep striking, but footslogging can still work if your opponent's lacking in anti-armour weaponary. The heavy flamer punishes counter charges and has the benefit of autohitting, but you won't be able to fire it the turn they teleport in. Storm Bolters do pour out the Dakka but Bolters aren't very productive, except when you tie in widely available buffs. The assault cannon is good for shredding lightly armoured infantry and can even pick away at light vehicles if you have nothing better to shoot at. The Cyclone Missile Launcher now arrives at a decent 32 points and vastly supplements all-rounder firepower. Teleport them onto a midfield objective, when in cover they become quite hard to shift. Deep Strike these guys 9" away from enemy meatsheilds, within Rapid Fire range of their Stormbolters, and launch the equivalent of 20 bolter shots. Follow up with a charge at whatever the meatshield was protecting. **Teleport homers work a little differently now; it's set up during deployment, anywhere in your deployment zone, and allows Terminators to skip their move in exchange for re-deploying the unit within 6" of the homer. While this is great for bringing them into an area that needs defending, each homer can only be used once and will be disabled if an enemy moves within 9" of it. A good way to screw with your opponents head as they can see where the homer is and will always have to consider the fact that your units can just blip away at your discretion. *'''Terminator Assault Squad:''' Still the gold standard of heavy assault troops, especially with the extra wound they've gained. The classic Hammernator setup is still great for smashing in vehicles and heavy infantry alike while taking little damage yourself, but the -1 to hit can be a problem at times. Take a Chaplain along to mitigate the lowered hit rate (remember, though, that re-rolls occur before modifiers, so no re-rolling 3s). A set of Lightning Claws are more reliable and more effective against horde armies due to the additional attack, so it may be a better idea than before to stick with them. Assault Terminators with hammers, shields and near a chaplain or captain can obliterate the most powerful units in 8th in a single turn. The only alternative that offers anywhere near the CC killing power of hammernators are vanguard with hammers (Hammerguard?) and while they have better movement and cost less they lack the durability of terminators having less wounds and a weaker armour save. **Never take these guys with only Lightning Claws, you should always include at least 1 with hammer and shield. Why? Tartaros Terminators can take double claws for the exact same cost, have the same stats and 5++, get a 6" move instead of 5", and can add a grenade harness for a bit of shooting on the side; Cataphractii aren't as fast, but have a better invulnerable save, also get the harness, and ''cost 5 points less'' when using double claws. The only advantages these guys have over Tartaros are the hammer/shield setup, and a teleport homer for an emergency jump out, so *use* them. **After failing to use these bad boys to their full potential for 3 games in a row, I've come to the conclusion that anything less than running them as '''Black Templars''' with a Chaplain babysitting them just isn't worth the effort or points. The 9" charge is just too much of a risk to pull off without the guaranteed re-roll, and the lack of Chaplain means these walking tanks fail to hit 50% of the time with their hammers. If you want to guarantee a KEQ kill, you need to make a successful charge with both the Terminators '''and''' the Chaplain, do not die to overwatch or return fire, then pop an ''Honour Thy Chapter''. As mentioned before, and in the standard unit's entry, use discounted Land Raiders to place Hammernators right where you need them. *'''Cataphractii Terminator Squad:''' Cataphractii Terminators come with a 4++, but they're stuck with a movement of 4" and halve the results of their Advance rolls. They can be as lethal in close combat as Assault Terminators (and more durable by far when compared to Assault Terminators with LCs if kitted out that way), but their terribly slow movement means they'll struggle to actually get stuck in without deep striking or hitching a ride on a Land Raider. **Remember that to benefit from the Lightning Claw's extra attack, you need to replace both the power fist and the combi-bolter. As lethal as the combination of LCs and a built in Storm Shield can be, it will eat up a lot of points. A good build not available to normal terminators is a LC and a twin boltgun on each terminator, dropping the twin LC for one and taking the boltgun, you only lose one attack and gain 4 bolt shots instead, giving your 5 man squad 20 shots, and don't forget you can take a heavy flamer too. On a 10 man unit that is 40 shots and you save yourself 20 points on dropping the extra LC. **The sarge's grenade harness is a good way of giving him a ranged attack while still letting him take two lightning claws. It's an Assault D6 12" bolter with -1 AP, which isn't great but is still better than nothing. **A unit of 5 Cataphractii Terminators with Twin Lightning Claws costs 210 points. A Terminator Assault Squad with Twin Lightning Claws costs 215 points. A Tartaros Terminator Squad with Twin Lightning Claws costs 215 points. For the reduction of 5 points you lose 1'' of movement and gain a 4++ save instead. The sheer durability added and the ability to teleport onto the field means that if you're looking to do Twin Lightning Claw terminators there's literally very little reason to NOT use Cataphractii over normal Terminators. Just keep in mind that after the charge they'll have to footslog unless you have a transport near by. Great when combined with Black Templers for the re-rolling charge to ensure they make the charge. *'''Tartaros Terminator Squad:''' All the protection of standard Terminator Armour, but none of the movement penalties! As before, the Tartaros Terminators use Reaper Autocannons instead of Assault Cannons; while they have fewer shots than the AC, which means even with the extra point of strength they'll break even against T7 (and have worse output against T6 ), at least they're slightly cheaper. The improved mobility does come at the expense of losing access to Storm Shields, though, and unlike the Cataphractii your invulnerable save is no better than basic Terminator armour. **Up to 2 models can take grenade harnesses; their range overlaps with the Combi-bolter's rapid fire range, so use that to your advantage. **The sarge can take a Plasma Blaster or a Volkite Charger. The Plasma Blaster is an 18" Assault 2 plasma gun, with all the strengths and weaknesses that entails. The Volkite Charger is Heavy 2 15" S5 AP0 D2; while it may seem somewhat weak compared to the Plasma Blaster it can still cause multiple wounds without running the risk of blowing yourself up with it in the process. <s>[[Fail|But unlike other 40K Volkite weapons it can't cause more damage on a 6+.]]</s> GW sensed your pain and have answered: volkite chargers now do the extra mortal wound on a 6. Pairing it with the power sword might be a good idea, though - the sword's AP-3 can help compensate for the Volkite's ineffectivenss against armoured units. Though you probably want to take a Chainfist as it has better AP and damage compared to the other melee options. If you expect to face TEQs. You should take the Plasma Blaster instead. *'''[[Dreadnought]]:''' The Dreadnought is one of the best non-HQ units in the Space Marine lineup. For 177 you can have a Dreadnought with twin lascannons and the CCW w/Heavy Flamer (even cheaper in 8.5 codex baby - this loadout now costs only ''134 points''), or for 165 you can have 5 Devastators with 4 lascannons. That's not the most optimal build for the Dreadnought, either. In an edition that loves the Heavy Flamer, Dreadnoughts can carry 3. The unit is 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 re-rolling aura for a turn. **Three heavy flamers is the best use for one of these guys, because a Venerable Dreadnought has more efficient accuracy, provided you took weapons that roll to hit. **A special note on the capabilities of horde killing. An assault cannon is only 1 point more than taking 2 heavy bolters, in exchange for +1S, which is easily worth it - it will devastate any T3 units, and can deal with T4 too, while the heavy flamer will toast charging units. Should anything survive the onslaught, the dreadnought then packs 4 attacks at S12(!!!) with AP-3 and 3 damage a strike. The dreadnought will smash most things you throw it at, should you manage to get it into melee. **Another mention goes to the Riflenought setup with two dual autocannons, spewing out 8 Autocannon shots per turn. Great for tearing up 2 wound models in particular, or throwing some decent hurt at most targets from long range. Notably, it's 5 points cheaper to do this with a regular dread than a Mortis. Even though the Autocannon option isn't in the new codex, luckily we can still use the wargear from the index/Legends profiles. *'''Venerable Dreadnought:''' A Venerable Dreadnought has a slightly better WS and BS vs a regular Dreadnought, as well as the ability to negate received wounds on a 6+. It gets all of the same weapon options as a regular dread, so it can fill the role better, if more expensively. Notably, the 2+ BS lets you move and still shoot heavy weapons with a better than 50/50 chance to hit, so if you want your dual twin autocannon or lascannon/twin autocannon to stay mobile, consider the Venerable. Note that even with the cheapest possible loadouts (missile launcher+assault cannon), this implies a 17.24% cost increase for a 25% gain in performance if you stand still (the gain is better if you move), so unless you're taking Heavy Flamers or a Chapter Master, this is always worth it for the output alone; under a Chapter Master, even if you move the gain is less than the cost, so if you don't care about the durability increase, don't pay for the Venerability. Ven Dreads with the Iron Hands trait don't receive both benefits. *'''Contemptor Dreadnought:''' For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought, and a 3+/5++ (it also costs more than a Venerable). All of this, unfortunately, comes with a small consequence. The Contemptor and the Redemptor are the only non-FW dreadnought variants currently that suffer from a Damage Table. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. It's limited to a melee weapon and either a multi-melta or Kheres-pattern Assault Cannon (which has one more point of S compared to the normal AC, in exchange for costing 4 points more - not that S7 vs S6 is a compelling jump) and lacks smoke launchers, but its wargear is still more than enough to take out most enemies. This dangerous combination of potent stats and strong weapons means he can fulfill a wide variety of battlefield roles, and the dizzying array of options its Forge World counterpart (see below) has only makes it even more adaptable: **Crowd Control: Go after enemy units and hunt down squads. **Elite Hunter: Superb at taking down other Elite Units. **Character Killer: His high Strength, Weapon Skill, and Damage means the Contemptor can kill most characters in a single round of combat. He is rightfully to be feared by enemy warlords. **Linesman: High toughness, high saves, and high wounds means the Contemptor can stop advances pretty quickly. *'''Ironclad Dreadnought:''' Ironclad Dreadnoughts are much more melee-oriented than the other Dreadnought types, and the extra point of Toughness they get helps them stick around to get there. It switches out its ranged weapon for a Seismic hammer, which forces a -1 to hit but comes with AP-4 and deals a jaw-dropping 5 damage per attack; if reliability is more your thing, it can be switched for a Dreadnought chainfist which deals "only" 4 damage per attack but retains the high AP and loses the penalty to hit. The hammer is better against W5, 9, 10 while the fist is better against everything else. If you don't know for certain that you are going to face a lot of W5 characters or transports with W10 you should generally avoid the hammer. You can choose to switch the CCW for a hurricane bolter, but that's a bad idea since it re-rolls to hit results of 1 in close combat when it has two melee weapons equipped. Of course, if you plan on keeping close to a Captain or Chaplain (such as riding a Stormraven with them and another squad), that second CCW becomes redundant. Finally, the Ironclad Assault Launchers give it the ability to deal d3 mortal wounds to units within 1" of it after a charge on a 4+, which ensures they'll be softened up when you begin the fight phase. **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. **Worth noting that since the April 2019 FAQ, this is the only vehicle in your arsenal which can still use Bolter Drill on a Hurricane Bolter. pumping out 12 boltgun shots at 24" range is nothing to be sniffed at. It adds infantry clearance to its already very good CV. **Unbelievably good with the iron hands stratagem for dreadnought characters, leave this chad in your lies and un-targetable and have him smash any big nasties that try and rush your lines. *'''Redemptor Dreadnought:''' 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 d6 damage compared to the normal Dreadnought CCW's d3. 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. *'''[[Invictor Tactical Warsuit]]:''' Dreadnought Lite—all the bulk, half the <s>calories</s> points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), 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, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors. **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 5 S14 Ap-3 D3 hits 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 turn 3. However, if you're careful, it should get a few turns of shooting and overwatch with the flame cannon and maybe a combat or two with the fist... Could do better, could do worse. **You could also give it the Autocannons and either leave it in your backfield for long range fire support, or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner. *'''[[Reiver]] Squad:''' The 16 point loyalist equivalent to berserkers, the melee specialists of the Primaris Marines have some steep competition in the Elites slot, but where they're beaten in regards to sheer power they compensate with their unique rules and equipment. They're armed with a heavy bolt pistol that has -1 AP compared to the normal one and a combat blade that functions identically to a chainsword and can be traded for a bolt carbine, but their main draw is their Shock Grenades. They're Grenade d3 weapons that don't deal direct damage, but instead disable the Overwatch of INFANTRY they hit in addition to penalizing their hit rolls by 1. This added advantage in the Fight phase works well with the Reivers' Terror Troops rule, which reduces the Ld of all enemy units within 3" of any model in the Reiver Squad by 1, and which stacks with other squads up to Ld-3. As a result, they can debuff the Ld of units they're not actually in combat with, which can lead to a nasty chain reaction if they're stationed near units that are already likely to break in the Morale phase. They're also the cheapest of the Primaris Marines released so far by a long shot as well, which makes them a good way of supplementing an Assault Marine-centric force without spending too many points in the process. They can also buy grav chutes which lets them deep strike anywhere more than 9" away from the enemy. Alternatively, you can buy grapnel launchers, which negate vertical movement when calculating how far Reivers can move and allows for them to Outflank a la Space Woof Scouts. ** Now at 16 points per model, Reivers are looking better than ever! Thats 8 points per wound, ''with'' fancy kit. Indeed, the cheapest Space Marine wounds ever seen!!! ** A small unit with bolt carbines and grapnel launchers can make a decent harassing unit. Plop them in a building on your opponent's side. Bolt carbines put out twice as many shots as bolters/bolt rifles at 24" and the vertical distance keeps them safe from most assaults while cover helps keep them alive. Next turn hit the floor and advance while shooting, or better yet charge if you have the chance after popping off a shock grenade. It's a small, expendable unit that can still wreak havoc if left unchecked. ** While not points efficient, it is possible to give Reivers both the grav chutes and grapnel launchers. This really does it open up the board with movement. Have them drop onto a building and use their Bolt Carbines to harass enemy units that get close. If an enemy gets too close, no worries, simply advance away to another building. Because vertical movement is not an issue due to grapnel launchers, you can literally Tarzan around the board. And since assault weapons simple cause a -1 modifier on to hit rolls for a unit that has standard marine ballistic skill, you can see where this is going. With Combat blades, the units charge is not effected. Basically, they can jump down from high ground, assault, and get back into the high ground. Do be aware, however, that if you Advance, you can't Charge. Assault weapons don't mitigate this. ***These guys are top notch bullies. They won't do much to vehicles/monstrous creatures/heavy infantry... But will abuse MEQ and lower very well. It's funny because a unit like this belongs in a chaos codex with bat wings painted all over it, Guilliman lowered the bar with this lot. **New codex has several buffs that let combat Reivers put in ''work.'' Shock Assault gives them '''four''' attacks per model in the first round of combat, and Assault Doctrine means they'll finally have an AP. Stack those Terror Troops debuffs with the Fearsome Aspect Successor Tactic for -4 Ld, and make Chaos Space Marines as cowardly as grots. *'''[[Servitors]]:''' Now that they can be taken independently of a Techmarine, you could use them as a cheap way of adding more plasma cannons to your force, but with WS/BS 5+, Ld6, and only a 4+ armour save, they'll have trouble actually hitting things, die from anything more dangerous than a mean look, and are likely to be lost to morale checks; they don't even get the benefits of Chapter Tactics. Having a Techmarine nearby mitigates their flaws a little by boosting them to Ld 9 and WS/BS 4+, but even then there are much better things you could be doing with your Elites slot. **Alternative take: If you have a techmarine anyway, it could be worth taking them as cheap fire support that also helps fill out detachments. 4 Servitors with 2 heavy bolters is 40 points. Servitors are essentially worse, cheap, devs in the elite section. For them to be able to make back their points though, they ''need'' that boost to BS. ====Forge World==== *'''Relic Contemptor Dreadnoughts:''' 37 points (around 38%) more naked than a naked normal Contemptor. Two more wounds compared to the standard Contemptor, ignore wounds received on a 6+ AND has a 2+ save, but Attacks also degrade with damage now (rather than Movement). You also get access to way more options than any other Dreadnought. 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. Unfortunately is a Relic, so each one of these forces you to take a non-Relic Elite. If you really just want a Contemptor but better (i.e. filling the same role against the same targets), take 1 chainfist with a heavy flamer and 1 Kheres. You'll get into position for the Kheres faster since your Movement doesn't cripple, it'll take way more work to cripple your statline, and your fist's output in both melee and ranged will be incredible. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *Weapon Options <div class="mw-collapsible-content"> *'''Cyclone Missile Launcher''': Per the FAQ, can take one of these, but it's 38 points for two missile launchers at only 36" range - two actual missile launchers would cost you 40, and have 48" range and the ability to split fire if you wanted. Not a bad idea, but better than on Terminators, as it mounts on top of the hull and doesn't replace an arm weapon. The big draw here is the Contemptor's BS2+. *'''Fist Weapon Options''':DCCW or Chainfist, with a built-in Storm Bolter, Heavy Flamer, Plasma Blaster (an assault 2 plasma gun at a steep price hike, but sull usable for reasons described below), or Graviton Blaster (an assault 2 grav-gun without paying a point more, which is sadly not nearly enough to make it worthwhile). It's also worth mentioning that Relic Contemptor [[Dreadnought]]s have the ''Unstoppable Fury'' rule, while allows them to reroll 1s to-hit if they are armed with two melee weapons but doesn't specify in which phase. So you have less concern about overcharging your plasma blaster now that you hit on a rerollable 2+. Since your movement no longer cripples, the Heavy Flamer is a really solid choice, allowing you to easily get into position to use it even as your other stats degrade. **'''Chainfists''': Contemptor Chainfists gain -1 AP and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It's a must-take for all purposes. Don't take 2, though - 1 chainfist + 1 DCCW will give you identical performance while saving you 6 shiny points. **Re-rolling hit rolls of 1 is pretty damn worth it, now that rolling with 2 melee weapons only costs you 10 more points. *'''C-Beam Cannon''': The new Heavy [[Conversion Beamer]] is a single-shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage for each 24" between the target and the firer, totaling [[Awesome|S12 AP-3 4d3 Damage]] at 72" exactly, though realistically it will be S10 AP-3 D3d3 between 48" and 72". In addition, if ''a model is removed from play as a result of wounds caused'' then it automatically triggers 2d6 extra auto-hits on the target unit at S6 AP0 D1. Generally speaking, this weapon suffers the exact same problem as the [[Vindicare Assassin]], with a crippling downside that the contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really '''<u>NEEDS</u>''' the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted. **Against the infantry targets you have a serious chance at one-shotting, the C-Beam Cannon suffers from costing so much. 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. *'''Kheres Assault Cannon''': Take this against 1-wound models at Toughness 3, 5, 6, 7, or 10, (where on God’s green earth you’re going to find a Toughness 6/7/10 1-wound model is beyond me, but just in case...) and mulch your enemies. *'''Twin Heavy Bolters''': 68% the cost of a Kheres, in exchange for S5 instead of S7 and 12" more range. S7 isn't a big deal, but S6 is, for shooting up both GEQs and Buildings, should that come up; the tl;dr here is that the THB is your best choice against 1-wound models with Toughness 1, 2, 4, 8, or 9 (although where you'll find those last options is a mystery). *'''Twin Autocannons''': Identical to the one on the normal Dread. Worse than either of the above options against single-wound enemies, but the best you can take against 2-wound foes; the twin [[lascannon]], below, only finds viable targets starting at 3-wound targets and above, but this gun remains a good choice all the way up against ''something''; even at 6+ wound targets, this is best against Toughness 5, 6, 7, or 10, due to its relatively cheap cost. *'''Twin Lascannons''': Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though. Has fantastic range, but is crippled by its staggering cost; in order to earn its keep you have to shoot things with the wounds to notice that 1d6 damage rating. Once you're up against 6+ wounds targets, it's best against Toughness 1-4, 8, and 9. *'''Multi-Melta''': A terrible idea. Much less effective than twin lascannons, against, well, anything. And the basic Dread or non-FW Contemptor could already take this. *'''Heavy Plasma Cannon''': You have a 6+ save against the wounds overcharging this causes, but it's worse than your other choices against anything in the game, overcharged or not. Skip. </div></div> *'''Relic Deredeo Dreadnought:''' 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 2 more wounds and its invulnerable save rises to 4+ in the Fight phase (but why are you in melee in the first place?) on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36" autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don't bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. 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 or an Atomantic Pavaise to give everyone within 6" of itself a 5+ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo's firepower. **8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are great, the 12" range reduction is very painful, especially for the plasma carronade. 24" max means it will be in range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option. ** Raven Guard and Salamanders Chapter Tactics make Deredos substantially better - RG increases its survivability, and 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. **In addition, a "Master of the Forge" Techmarine can provide a +1 to ensure the Deredeo takes no mortal wounds. And since you're bringing another elite, make it a plasma armed vehicle (like a redemptor dreadnought). Overlap the 5+ invuln save and safe plasma on a few high-wound dreadnoughts and you got yourself a sticky gun battery that will cause a headache for your opponent. *'''Deimos Pattern Relic Predator''': Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can't be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage, it doesn't really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that's a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness. **The c-beam isn't bad if you can keep your target at least 24" away. 72", heavy 1, S6, AP-3, Dd3, 2d6 S6 auto-hits if you cause a wound. A pretty solid addition to a gunline, since the infantry can provide a deep-strike and charging buffer. Best utilized against light-vehicles and smaller monsters due to 2d6 auto-hits. Its real downside is that it's heavy 1. You get one-shot. Just the one. Uno. Ein. So try and make sure it's plonked next to a Captain, or have a CP or two set aside to re-roll. **Plasma Destroyers fill in the usual plasma niche, but better. 36", S7, AP-3, D2, and does NOT cause a mortal wound. A good counterpart to the autocannons anti-light vehicle, this gun specializes in anti-heavy infantry. In that vein, the range gells with sponson heavy bolters, but can also pair well with sponson lascannons if you're going after monsters. **The magna-melta is garbage (24", Heavy d3, S10, AP-4, Dd6, melta rule), and it's '''70pts'''. Hard pass, grab the twin las for vehicle busting. The infernus cannon (8", heavy 2d6, S5, AP-1, D2, auto-hits), isn't much better at its role of infantry killing at 45pts. Predator autocannons or plasma destroyer will do much better at that role, especially since you don't have to spend at least two turns getting in range. Either grab a Baal Predator or a Hellhound if you want Imperial '''fire'''power. *'''Relic [[Javelin Attack Speeder]]:''' The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part, these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers'''(WTF)''']]. They even lost their trademark Outflank ability. Overall this turned what was already a mediocre relic slot item, at best, into a shitty tool that's worse off than a generic land speeder. ** IS it garbage? for 100 points you get 9 wounds on a T6 platform with a 3+ save and FLY, also including a handy rule: "Gravatic Augur Haze" that imposes a -1 modifier on all shooting attacks from 8" or more. This layout has 2 lascannons and a heavy bolter. That is 1 less heavy bolter than a Predator and arguably more survivable, plus it doesn't have a damage chart. With Raven Guard enhanced chapter tactics these should be able to get an additional +1 cover save while you comfortable fly around the backfield. Frankly, you could do worse, 3 of these will be 300 points with 6 lascannons and will be very hard to remove, all the while they constantly provide dedicated fire that can maneuver very well. *'''Relic [[Sicaran Battle Tank]]:''' The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14" move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It's armed with a nasty twin accelerator autocannon which has a couple of neat tricks. It fires at 48" Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. It's also armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm, Bolter, if you crave more dakka. The Sicaran is a useful anti-air unit in a pinch and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing. Thanks to Chapter Approved the Sicaran now only costs 165 points without sponsons. *'''Relic Sicaran Venator Tank Destroyer:''' The Venator trades the regular Sicaran's quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon's S12 AP-4 D6 damage hits (all 3 of them), it'll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn't get penalties for moving and firing its heavy weapons. *'''Relic Sicaran Punisher Assault Tank:''' A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36" hate life. And if you don't move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry. *'''Relic Sicaran Arcus Strike Tank:''' Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24" is a bit short-ranged for a vehicle weapon, it's still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you're forced to fight an extra large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn't render itself defenseless after a missile massacre. **Alternative Opinion: Don't get the Arcus Strike Tank. Ever. Functionally, the Relic Whirlwind Scorpius performs the exact same role against most types of infantry (but better) except against pure hordes, at which point the Sicaran Punisher takes over. Seriously, this tank is an absolute mess, and there is little to no reason for you to bring this. If you really want to field a Sicaran tank, look somewhere else. *'''Relic Sicaran Omega Tank Destroyer:''' Yet another member of the Sicaran family. Its Omega Plasma Array has two modes; in its normal mode, it acts like a Heavy 6 plasma gun, and when supercharged it becomes Heavy 3 S9 AP-3 3 D and inflicts an extra mortal wound on a 6 to wound, but loses d3 wounds if it rolls a 1 to hit. Unfortunately, its range is no better than that of the Arcus, which is far better at wiping out infantry of all types due to the sheer number of cover-ignoring shots it can fire. The range issue is even worse when trying to use it against vehicles, since it'll be in lascannon/plasma cannon range long before it can shoot back and the -1 to hit from moving is going to make it a lot more likely to blow itself up (and even if it survives, it'll still be overshadowed by the Venator). Overall, it's not bad, but not ''quite'' good enough when compared to its competition. *'''Relic Whirlwind Scorpius:''' The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind's rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn't moved in the movement phase. * If you stand this bad boy still, it has 6D3 S6 AP-2 D2 Shots that ignore LOS. 48'' is plenty enough range to hit the majority of targets it wants to hit, and doing so outside of LOS is huge. Properly supported, it can annihilate medium and heavy infantry, while the number of shots, good AP, and reliable damage give it utility against light and medium vehicles. With Combat Doctrines it will have AP-3 round one. Very nice vehicle. ====Warhammer Legends Units==== *'''Apothecary on Bike: ''' Same rules as Apothecary, except for the price of a Lascannon, you get +1T and +1W, and he's now faster than a Rhino to zip around to where he's needed most. Gets a twin boltgun with the bike for a little dakka. *'''Company Ancient on Bike:''' Gets the same added durability and speed upgrade as an Apothecary on a bike. His aura still only affects {{W40Kkeyword|Infantry}}, not bikes. **''Always'' take a bike. With the new 60mm x 35mm bike bases, your aura increases from about 6.5" from the center of the model to about 7.75", giving you more than a 15" diameter bubble of bonus actions. *'''Company Champion on Bike:''' Same as above, with the bike's +1T, +1W, M14, and twin bolter. Costs a truly staggering 94 points, so best avoided. *'''Imperial Space Marine:''' Now a character rather than just something you can substitute any Space Marine model for, which is good because he's gotten much nastier since last edition. Compared to an average Tactical, he's gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it's his disintegrator combi-gun and disintegrator pistol you should watch out for. They're only 18" Rapid Fire 1 and 9" Pistol 1 (respectively), but with S5, AP-3, and d6 damage (basically a higher damage combi-grav and grav pistol) they have the potential to fuck up a lot of units if it manages to wound them. He is frustrating to use against T6+ Monsters and Vehicles, but against T5 models and less he's a straight thug killer. *'''Company Veterans on Bikes:''' Similar to their footslogging counterparts, but with an extra wound and point of toughness per model. Keep in mind that they can only intercept hits for {{W40Kkeyword|Biker Characters}}, so if none of your Captains/Chaplains/Librarians are on bikes, they won't be able to bodyguard. It's challenging to justify the points cost here, since you pay 9 more points per bike than a Bike Squad, and don't get additional special weapons access until the 4th unit member, but this is just about the only way to field melee-focused bikes, if you have some sort of weird desire for that. 5 Company Veterans on Bikes each with a Stormbolter can lead to this single unit putting out 40 bolter shots at half range. A tactical squad at half range is 10 shots for 65pts, 6.5 points per bolt fired. A Scout Bike Squad at half range with a Storm Bolter Sergeant is 22 shots for 77 pts, 3.5 points per bolt fired. Meanwhile the Company Veterans on Bikes with Stormbolters comes to 4.75 points a bolter shot. **Running two smaller 2 or 3 man squads instead of one larger squad has some tradeoffs. With more small squads, you get more sergeants (i.e. more melee attacks), make multi shot weapons less effective, and make it more likely for your opponent to overcommit when shooting them, since there are fewer guys for the shots to spill to. However, smaller squads make it easier for the opponent to pick off the guy he wants, for the same reason. Small squads are also fully immune to morale, but that's not much worry for a bigger squad anyway. *'''[[Honor Guard]]:''' Two bodyguards for your Characters. 21 points plus wargear. On a 2+, any wounds lost by your Characters turn into mortal wounds against any Honor Guard within 3". They can take boltguns AND power weapons of your choice — including [[Awesome|relic blades]] if you're willing to shell out the points. *'''{{W40kKeyword|[[Legion of the Damned]]}}''' **'''Damned Legionnaires:''' Tough, a deep striking infantry unit. They can be armed with a plasma gun, flamer or a melta along with a heavy flamer or multimelta. The sergeant gets access to a shortened list of the usual sergeant weapons. The built-in 3++ invuln keeps the Legion of the Damned on the table longer than other Power Armour infantry units. Heavy Flamers and Flamers are great, but on the turn, the LotD unit arrives, it must be 9" away, and the flamers cannot shoot. For this reason, LotD is maximized with plasma or melta weapons on the alpha strike. Two squads of LotD can really hurt powerful tanks with two melta weapons in each squad. The flamer heavy loadout is best for objective camping early in the game, as the LotD can grab useful points via their deepstrike turn one. **Legion of the Damned can be taken alongside any {{W40kKeyword|Imperium}} army in a Vanguard detachment despite said detachment not having any HQ units in it. However, the detachment will not grant extra CP. **Unfortunately the LotD are one of the most point inefficient units in 8th edition, which is a shame considering their bitchin' models. Only ever use these guys in a fun environment, as competitive ones will laugh at these guys. ***Despite this, some viable strategies include dropping them in an objective in cover. Also you might as well give the Sergeant both a storm bolter and a bolter for some hilarious rapid fire 3 on a basic dude — and yes, they do still gain [[Dakka|Bolter Discipline]].
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