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== Chapters == For ease of navigation, if all you care about is which Doctrine a Chapter's specific Combat Doctrines ability is relevant in, here's the list sorted that way; read all first founding chapters as also including successors, except for Black Templars, who use their own, not the Imperial Fists. *All **Black Templars **Dark Angels **Deathwatch *Devastator Only **Imperial Fists **Iron Hands *Tactical Only **Raven Guard **Salamanders **Ultramarines *Assault Only **Blood Angels **Space Wolves **White Scars ==={{W40Kkeyword|[[Dark Angels]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]''In the grim darkness of the far future, there is no forgiveness''.<br> Thematically, the Dark Angels are a stoic and reclusive chapter, with specialist knightly orders furthering their hidden agendas. Resolute almost to the point of stubborness, they will stand their ground against all odds. Constantly on the hunt for their hated enemies though, they are known to abandon anything (even their own allies) in their relentless pursuit.<br> On the tabletop, these guys are like three armies as one, being able to call on the pursuit specialists of the Ravenwing, or the intractable killers of the Deathwing to complement your stoic core of green marines, but they also have rules to focus on their specialist orders if you want to center on them instead. Finally, they always have something going on in every doctrine, and they also have ways of modifying the doctrine progression.<br> ''If you want your SM army to be a powerful combined arms force made of '''elite specialists''', and you want to master all weapons and tactics, then play with lions of The First and make your enemies repent.''<br> <div class="mw-collapsible-content"> ====Special Rules==== Dark Angels have a bunch of rules that work differently based on whether the unit is Greenwing, Deathwing, or Ravenwing, in practice. *'''Chapter Tactics - Grim Resolve:''' **'''All wings:''' If they do not move at all during a turn (excluding any pile-ins and consolidation moves) they get +1 to the hit roll, and it doesn't differentiate between melee or shooting. This buff consolidates them as a defensive chapter, or at least one that ''stands their ground'', boosting their shooting when defending an objective, and even boosting their melee when charged, as you don't usually move in the enemy's turn. It also affects a second round of melee; basically as long as you aren't the one charging. ***Generally of no benefit on a BS/WS2+ model, though it does help them counter any -1s to hit that affect them, including the ones from power fists and combi-weapons in dual fire mode. ****It also boosts the utility of your captains (and Wisdom of the Ancients Dreadnoughts), as re-rolls of 1 at BS/WS2+ are akin to full re-rolls. **'''Greenwing:''' All units auto-pass their combat attrition checks, which is pretty cool. **'''{{W40Kkeyword|Deathwing}} and {{W40Kkeyword|Ravenwing}} (Inner Circle):''' Automatically pass morale checks (you technically retain the ability to auto-pass combat attrition, but it can no longer come up) and can't Fall Back if engaged with a unit with the {{W40Kkeyword|FALLEN}} keyword (unless your unit is a {{W40Kkeyword|Vehicle}}). The latter is ''fluffy but doesn't really come up''. ***'''{{W40Kkeyword|Deathwing}} (Inner Circle):''' Must roll its Ld or less on 2D6 in order to Fall Back from a non-{{W40Kkeyword|FALLEN}} unit (unless your unit has the {{W40Kkeyword|VEHICLE}}, {{W40Kkeyword|RAVENWING}}, or {{W40Kkeyword|CHAPTER MASTER}} keyword). ''Not really a problem''. If this unit has the {{W40Kkeyword|INFANTRY}} keyword, an unmodified wound roll of 1-3 always fails against them. This is pure gold, making Terminators and Bladeguard extremely resistant. This is the part of '''Inner Circle''' only Deathwing will ever qualify for. ***'''{{W40Kkeyword|Ravenwing}} (Jink):''' All of your Ravenwing get this. Gain a 4++ against ranged, as long as they advance in the movement phase. If they make any other move they get a 5++, but if they Remain Stationary, they get nothing (so there's no way to get both the invuln and the +1 to hit from the chapter tactic). Remember, you can still fire assault weapons after advancing at a -1 BS penalty. Good for meltaguns, flamers, and all bikes with plasma talons. *'''Combat Doctrine - Sons of the Lion:''' Unlike most other chapters, ''every'' doctrine is special for you. **'''Greenwing (Fire Discipline)<sup>Tactical</sup>:''' While the Tactical Doctrine is active, non-{{W40kKeyword|deathwing}} {{W40kKeyword|Infantry}} can fire their Rapid Fire and Assault weapons at an enemy they are engaged with, at BS5+ (i.e.: 4+ after your Chapter Tactic adds 1 to the hit roll). Nothing with Jink or Inner Circle has this, by definition. ***It's akin to letting your greenfantry use their guns as a pistol, which is a ''defensive measure if your enemy charges'' a unit and fails to destroy it that turn; now that unit can shoot before fighting next turn, and pistols can't be interrupted by Counter Attack. ***Noticeable on units with flamers, such as Aggressors. Once again, this would only apply when you are in an ongoing melee in your own turn; that's an enemy charge, not your own charge. ***'''{{W40Kkeyword|Deathwing}} (Intractable)<sup>Assault</sup>:''' While the Assault Doctrine is active, your {{W40kKeyword|Deathwing Infantry}} and {{W40kKeyword|Deathwing Dreadnought}} units can re-roll the wound roll when punching a {{W40kKeyword|character}} unit, or a unit containing at least one model with W8+. ''Read: kill valuable enemy models'' ****Deathwing with lightning claws won't benefit; keep those away from the big things. Deathwing Knight Flails won't trigger their special ability, but the rest of the unit is wielding better thunder hammers, so that's ok. ****Note that this means any non-Dreadnought {{W40Kkeyword|deathwing vehicle}} gets no doctrine bonus: deathwing locks it to this one and this one won't buff it. ***'''{{W40Kkeyword|Ravenwing}} (Speed of the Raven)<sup>Devastator</sup>:''' While the Devastator Doctrine is active, your {{W40Kkeyword|RAVENWING}} models add +3" to their movement and can shoot in any turn they advanced, though they are making these attacks at penalty as if they're firing assault weapons. Powerful mobility boost for your Bikers, and especially your Speeders which can now combine Jink with their rapid fire and heavy weapons. Ironically it doesn't affect the shooting of any biker that actually does have "Ravenwing" in the ''name'', all of whom are packing assault weapons on their bikes anyway. Still makes them faster, though. ****This will absolutely be useful in getting your bikes up close and laying on the hurt right off the bat. You can use the Brilliant Strategist WT or Tactical Appraisal/Adaptive strategy Strat to extend the time your units are affected by the Devastator Doctrine and thus keep a pack of Ravenwing at full speed (and at 4++). *'''Special Detachments''' **'''{{W40Kkeyword|Deathwing}} (1st Company):''' When using a Vanguard Detachment or Arks of Omen comprised entirely of {{W40kKeyword|Deathwing}} and/or {{W40kKeyword|Inner Circle}} units, Termies of the classic, assault, Deathwing, and Relic kind all count as having ObSec and you get +3 CP if your warlord's in the detachment. All you'll need to make them a worthwhile force. ***Because it's "And/Or", units that have {{W40Kkeyword|Inner Circle}} but lack {{W40Kkeyword|Deathwing}} still don't break the restriction. That means you can bring Sammael, Talonmasters, and pretty much any of the Elite Ravenwing. **'''{{W40Kkeyword|Ravenwing}} (Second Company):''' The return of specialized army lists! In an Outrider or Arks of Omen Detachment that's wholly composed of {{W40Kkeyword|RAVENWING}} units, your Bike and Outrider squads all gain ObSec and you get +3 CP if your warlord's in this detachment. Oh hell to the yes. *'''Rites of Initiation''' lets you add {{W40kKeyword|Deathwing}} (and thus gives them the '''Inner Circle ability''') to the following units for a points cost: ** {{W40kKeyword|CAPTAIN}}, meaning any Captain can gain Inner Circle, including the {{W40kKeyword|phobos}} one. Biker captains can have both {{W40kKeyword|Deathwing}} ''and'' {{W40kKeyword|Ravenwing}}, which matters for '''1st Company''' unit restrictions...but he can be wounded on a 3+, because that bit of the Inner Circle rule doesn't affect non-{{W40kKeyword|infantry}}. **{{W40kKeyword|PRIMARIS LIEUTENANT}} equipped with storm shield. Because Bladeguard. ''Weird how he can get {{W40kKeyword|deathwing}} & '''Inner Circle''', but not actually {{W40kKeyword|bladeguard}}.'' **{{W40kKeyword|DREADNOUGHT}}. **{{W40kKeyword|LAND RAIDER}}. The Inner Circle rule doesn't really benefit non-Dreadnought vehicles but does affect '''1st Company''' unit restrictions, which you can't do for 2nd Company detachments. **{{W40kKeyword|REPULSOR}} (including {{W40kKeyword|REPULSOR EXECUTIONER}}). **{{W40kKeyword|STORMRAVEN GUNSHIP}}. **Any {{W40kKeyword|TRANSPORT}} unit that can transport {{W40kKeyword|TERMINATOR}} models. That means no "deathwing impulsors" for Bladeguard, only Repulsors (or Repulsor Executioner). **Base and primaris chaplains can't get Inner Circle, meaning that you'll need Terminator/Interrogator-Chaplains if you want to make the most of it. **Likewise, there's no way to induct Techmarines into the first company and thereby grant them Inner Circle. ====Crusade Additions==== ====Secondary Objectives==== ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Deathwing Assault (1CP):''' Used in the Shooting Phase on a {{W40kKeyword|Deathwing}} unit that was set up on the Battlefield on the same turn, add 1 to wound rolls with its attacks made with ranged weapons. *'''Full Throttle (1/2CP):''' Used in the Movement phase after a {{W40kKeyword|Ravenwing}} unit advances. It makes a Normal Move of up to 12" but cannot shoot or declare a charge that turn. Costs 1CP with a unit of 5 models or fewer, 2CP with 6+ models. *'''Intractable (2CP):''' Use this Stratagem in the Movement Phase when a {{W40kKeyword|Dark Angels}} unit is selected to fall back. Until the end of the turn, that unit is eligible to shoot. In addition, if they're Inner Circle they automatically pass the Ld test to fall back. *'''Line Unbreakable (1CP):''' Use this Stratagem at the start of the Fight Phase. Select one {{W40kKeyword|Dark Angels Infantry}} unit from your army. Until the end of that phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of the unit. This one's interesting. It forces only models in base contact to attack, you can't receive attacks from the second line of an assault. Use this to stymie hordes of Tyranids, Daemons, and Orks. *'''Wrath of the Lion (2CP):''' Used in the Command Phase if a combat doctrine's active in your army. Until your next Command Phase, each time a {{W40kKeyword|Dark Angels}} unit in your army makes an attack with a weapon specified by the active doctrine, unmodified wound rolls of 6 improve the AP characteristic of that weapon by 1 (for example, a 6 to wound makes a Bolt Rifle AP-3 in the Tactical Doctrine). </tab> <tab name="Epic Deed"> *'''High-Speed Focus (1CP):''' Use this Stratagem in your opponent's Shooting phase when you allocate a ranged attack to a {{W40kKeyword|Ravenwing Vehicle}} model in your army. Until the start of your next turn, that model has a 4++ against ranged attacks. *'''No Foe Too Great to Subdue (2CP):''' Use this Stratagem in the Fight phase, when a {{W40kKeyword|Deathwing Knights}} unit is chosen to fight. Add 1 to the attack's wound roll and improve the AP by 1 when targeting enemy vehicles or Monsters. </tab> <tab name="Requisition"> *'''Honoured by the Rock (1CP):''' Obligatory "give a Successor Chapter access to a Dark Angels relic" stratagem. Can only be used once. *'''Marked for Command (1CP):''' Use this Stratagem before the Battle. Select one Ravenwing Huntmaster or Knight Master model or a {{W40kKeyword|Dark Angels}} model in your army that has the word Sergeant in their profile. That model can have the Master-crafted Weapon, Digital Weapons, Atonement, or Bolts of Judgement relic. Each relic must be unique, and you cannot use this stratagem to give a model two relics. You can only use this Stratagem once. Give a Sergeant with a Power Fist Master-crafted Weapon for a "budget" Thunderhammer. Or, give a Knight Master's Flail of the Unforgiven flat 3 damage that can overspill. *'''Paragon of the chapter (1CP):''' Obligatory extra Warlord Trait stratagem for a single non-named character in your army, exclusively from the chapter's own WT table. This stratagem can only be used once. </tab> <tab name="Strategic Ploy"> *'''The Hunt (2/3CP):''' Use this Stratagem at the start of the first battle round, but before the first turn begins. Select one {{W40kKeyword|Ravenwing}} unit from your army. That unit can make a Normal move as if it were your Movement phase, but cannot end that move within 9" of an enemy unit. 2CP if the unit contains 5 or fewer models, 3CP for a unit of 6+ models. ''Aka <u>turn one charge''</u>. *'''Secret Agenda (1CP):''' Use this Stratagem after selecting Secondary Objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score VP or experience points for it, reveal it to your opponent. Note that you must still have a record of your objectives. *'''Swift Strike (2/3CP):''' Use this Stratagem in the Fight Phase after a {{W40kKeyword|Ravenwing}} unit from your army has fought. If that unit is within Engagement range of an enemy unit, it may immediately make a Fall Back move as if they were in the movement phase. Otherwise they make make a normal move as if it were the Movement phase. 2CP for a unit of 5 or fewer models, 3CP for a unit of 6+ models. **With this a unit can fight and escape retribution, especially if they manage to reach cover or a line of sight blocker. **You can use an enemy unit as a springboard. Charge them, do whatever, then "fall back" towards where you really want your unit to go. *'''Tactical Appraisal (1CP):''' Used in the Command Phase. Pick a single {{W40kKeyword|Dark Angels}} unit within 6" of your warlord. Change that unit's combat doctrine to any one of your choice for that turn. Cheaper than '''Adaptive Strategy''' and better than the similar effect of the '''Brilliant Strategist''' WT. *'''Targeting Guidance (2CP):''' Used in the shooting phase. Select a single enemy unit within 18" of a {{W40kKeyword|Ravenwing Land Speeder}} or {{W40kKeyword|Ravenwing Storm Speeder}} unit in your army. Until the end of the phase, friendly {{W40kKeyword|Dark Angels}} units in your army get +1 to hit rolls when targeting that unit. Similar to the Datalink Telemetry rule Land Speeders have, but benefitting all your army instead of just Whirlwinds. ''Strictly weaker than its past incarnation which let you re-roll hit rolls against it.'' </tab> <tab name="Wargear"> *'''Stasis Shell (2CP):''' Use this stratagem in the Shooting Phase when a {{W40kKeyword|Ravenwing}} model in your army shoots with its Ravenwing Grenade Launcher. You can only make 1 attack with that weapon. If it hits, the target is caught in stasis and until the start of your next turn. While a unit (excluding vehicle and Monster units) is caught in stasis, it ''cannot fall back''. This is critical for locking units in with your Deathwing. **It's best used by your Ravenwing characters, whom can all be armed with a Ravenwing grenade launcher instead of a plasma talon you would never supercharge in fear of accidentaly losing the character. *'''Weapons From The Dark Age (2CP):''' Use this stratagem in the shooting phase. Add 1 to the damage characteristic of a unit's plasma weapons. </tab> </tabs> ====Warlord Traits==== Stick to the central list if you're looking for supporting traits, the wing-specific ones tend to only buff your Warlord. <tabs> <tab name="All"> #'''Brilliant Strategist:''' During your command phase, select one {{W40kKeyword|DARK ANGELS}} unit within 6" of the warlord. Until your next command phase, this unit now acts as if it's in the Devastator Doctrine (if you're in Tactical Doctrine) or the Tactical Doctrine (if you're in the Assault Doctrine) when making attacks. #* Noticeable on {{W40kKeyword|Ravenwing}}, though it can also make a unit of Greenwing be able to fire in melee basically all game long. #* Azrael and Lazarus must take this one. #'''Fury of the Lion (Aura):''' When a friendly {{W40kKeyword|DARK ANGELS}} unit within 6" of the Warlord makes a charge move, is charged, or heroically intervenes, add 1 to the S characteristic of models in that unit. #* Asmodai must take this one. #'''Calibanite Knight:''' Each time the Warlord makes a melee attack against an {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit, an unmodified wound roll of 2+ is always successful. Move over Blood Angels, we got a new Smash Captain here. #'''Stubborn Tenacity:''' Once per battle, if the warlord loses their final wound, they are not removed from play until the start of the next turn or the end of the battle, whichever comes first, at which point they are removed from play. During this time they can't lose wounds (and are at 0 wounds, just still in play). #* Ezekiel must take this one. Good for librarians, actually, since they can die in the psychic phase. Now they get to shoot, charge and fight. And THEN, since Perils MW happen "just before removing them", that's when they explode: locked in combat with the enemy. #'''Decisive Tactician (Aura):''' While a friendly {{W40kKeyword|DARK ANGELS CORE}} unit is within 6" of the warlord, add 1 to advance and charge rolls made for that unit. #*Remember, as always, when a unit turbo-boosts, it doesn't make an advance roll, so +1 to advance rolls won't affect it. #'''Honour of the First Legion:''' The Warlord may Heroically Intervene if it's within 6" horizontally and 5" vertically of an enemy unit, and may move 6" when it does so. </tab> <tab name="Deathwing"> #'''Watched:''' Once per battle in the psychic phase, the warlord can automatically deny a single enemy power regardless of whether or not he's in 24" denial range. Pretty good overall WT when facing psychic heavy armies like Chaos, Grey Knights and Tyranids. The unlimited range allows you to deny crucial powers like miasma of pestilence on Mortarion. #'''Inexorable:''' Each time an attack is allocated to the Warlord, subtract 1 from the Damage characteristic (to a minimum of 1) for that attack. #* Belial must take this one. </tab> <tab name="Ravenwing"> #'''Lightning-Fast Reactions:''' Each time an attack is made against this Warlord, subtract 1 from that attack's hit roll. #'''Master of Manoeuvre:''' This Warlord is eligible to ''either'' shoot ''or'' charge the turn it falls back. #* Sammael must take this one. </tab> </tabs> ====Psychic Discipline: Interromancy==== Your Dark Angel and Successor specific psychic discipline. #'''Mind Worm (WC6):''' An enemy unit within 12" of the Psyker takes a mortal wound and is forced to fight last in the following Fight Phase and must wait until all other units have taken their turn. Not bad. #'''Aversion (WC6):''' An enemy unit within 24" must subtract 1 from all their To-Hit rolls until the next psychic phase. In addition, if that unit is within 6" of the psyker who cast this power, models in that unit also suffer -1 to their attacks characteristic. #*Arguably their best power before and it got buffed in the edition transition. Unfortunately, gone are the days of pairing this with the Darkshroud for a net -2 (they'll still stack, but the final modifier is capped at -1, so stacking is only useful to counter a +1 to be hit) but a -1 to hit on the opponent is never a bad thing. #'''Engulfing Fear (WC7):''' Be careful who you call ugly in middle school. Select one enemy unit within 24" of the Psyker. Until your next psychic phase, it takes -1 to its Leadership characteristic, loses any ObSec abilities it has, and if the result of the psychic test was equal to or above the unit's Leadership characteristic, it cannot perform actions and auto-fails any current actions it's performing. Way better than the total joke it was before and now actually has really good use for shutting down units in objective games #'''Mind Wipe (WC7):''' If manifested, select one enemy unit within 18" of the Psyker and select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that ability. Great against units that heavily rely on their aura, especially defensive ones, giving you an easier time to deal with them later in your turn. #'''[https://en.wikipedia.org/wiki/Trepanning Trephination] (WC5):''' The closest enemy unit within 18" and line of sight of the Psyker suffers D3 mortal wounds. If the result of the psychic test was greater than the leadership of the enemy unit, that unit suffers 3 mortal wounds instead. Better Smite essentially. When you already get smite as a standard power, it does raise the question as to whether it's worth taking this over other really great powers although if you need a way to rack up mortal wounds, then this gets the job done. #'''Righteous Repugnance (WC7):''' Select a {{W40Kkeyword|DARK ANGELS}} unit within 12" of the psyker; they now re-roll ''all'' failed hits and wounds in melee. WOW. Deathwing Knights will love you for putting this on them. Anybody carrying simple power swords becomes ''far'' more deadly; especially in squads, say like veterans of some sort? Works wonderfully with the +1S warlord trait, and it lasts until your next psychic phase. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Dark Angels Relics"> *'''Cup of Retribution:''' A new relic for 9th. Chaplain model only. Once per battle, the Chaplain can recite the Feast of Malediction Litany instead of reciting a Litany that it knows. Do not roll to see if it's inspiring, it is automatically inspiring. **'''Feast of Malediction:''' While a friendly {{W40kKeyword|DARK ANGELS CORE}} unit is within 6" of this {{W40kKeyword|PRIEST}}, add 1 to the Attacks characteristic of that unit. *'''Eye of the Unseen:''' Gives the unit the Fear (Aura) ability. Enemy units within 6" suffer -1 to their leadership characteristic. If an Enemy Character is within Engagement Range of the bearer, they always fight last. Talonmasters are eligible to take this relic. *'''Foe-Smiter:''' Replaces a Storm Bolter. 24" Assault 4 S5 AP-1 D2. While there are fewer units that can take Foe-Smiter, it's superior to the Primarch's Wrath because it doesn't need Bolter Discipline to do full damage at range. However, like all weapon relics it does benefit from Grim Resolve. Best used on Ravenwing or non-Inner Circle characters (for example, a Techmarine with Servo-Harness), as the former loves advancing and shooting while the latter can unload in melee during the Tactical Doctrine. Worst on Deathwing characters. *'''Mace of Redemption:''' Replaces a Power Maul or Crozius Arcanum. Sx2 AP-3 D2. Each time an attack is made against {{W40kKeyword|HERETICUS ASTARTES}} or {{W40kKeyword|FALLEN}} units, unmodified wound rolls of 4+ inflict 2 Mortal Wounds and the attack sequence ends. ** Now it can be taken on all Chaplains thanks to it being eligible to replace a Crozius. ** S9 with Fury of the Lion WLT or Mantra of Strength, S10 with both, due to multiplication coming before addition. *'''Pennant of Remembrance:''' {{W40kKeyword|Deathwing Ancient}} only. Subtract 1 from the Damage Characteristic of attacks allocated to friendly {{W40kKeyword|Deathwing Infantry}} within 6". **The loss of FNP is painful, but enemies will have to throw attacks that do 4 points of damage to reliably kill Deathwing Terminators. Throw in a Deathwing Chief Apothecary if you want some of the FNP shenanigans. *'''Reliquary of the Repentant:''' {{W40kKeyword|Ravenwing Biker}} only. An Aura ability that makes enemy units within 3" suffer -1 to their invulnerable saves (to a minimum of 6++). *'''Shroud of Heroes:''' All attacks against the bearer suffer -1 to hit rolls. Talonmasters are ''not'' eligible to take this relic. However, Biker Captains are legal in Ravenwing lists now. Go ahead, take this relic on him with a Power Sword and the Calibanite Knight warlord trait to make Captain MurderRavenwing. ** This doesn't usually stack with Ravenwing Darkshrouds. If you can afford a Darkshroud and are a Ravenwing main, use that instead. </tab> <tab name="Special-Issue Wargear/General"> If you have a Dark Angel Successor Chapter, these are the only Dark Angel "Relics" you have access to without the stratagem '''Honoured By The Rock''' that can't be accessed with the stratagem '''Marked For Command'''. *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+++, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds. *'''Arbiter's Gaze:''' Bearer's attacks always hit on a 2+ and ignore cover, including overwatch (and melee - it's ''all'' attacks). Can be given to a Ravenwing Talonmaster, even though they're a Vehicle. Toss-up between this and the Heavenfall Blade above for the TM's best relic. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. This can allow your Characters to survive much more, especially Librarians which need to sacrifice a cast and a power slot to get a 5+ invulnerable. Best put on a model with a decent amount of wounds but no invulnerable (Librarians, Lieutenants, and Ancients). *'''Heavenfall Blade:''' Replaces a Power Sword, Master-Crafted Power Sword, Relic Blade, or Executioner Relic Blade with a +1A -1AP MC Power Sword - S+2 AP-4 D2, and models armed with the Heavenfall Blade can make an additional attack with the weapon Chainsword style. Talonmasters are eligible to take this relic, and honestly? They should probably take it. </tab> <tab name="Special-Issue Wargear/Sergeants"> These relics are available to Successors without needing the stratagem '''Honoured By The Rock''' and can be handed out with the '''Marked For Command''' stratagem. *'''Atonement:''' Replaces a Plasma Pistol. 18" S9 AP-4 D3. Doesn't overheat. You have better relic options. *'''Bolts of Judgement:''' The Dark Angel special bolt ammo. Make a single hit roll with a bolt weapon at AP-2 and D3, that wounds on a 2+ (6s required for vehicles and monsters). Can be given to a Ravenwing Talonmaster, even though they're a Vehicle. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Absolutely terrible. Can be given to a Ravenwing Talonmaster, even though they're a Vehicle. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantee at least D2. </tab> </tabs> ====Special Units==== *'''Unit Restrictions:''' Dark Angels and their successors cannot take Sternguard or Vanguard vets for any reason, mostly because they solve things with terminators rather than veterans. *You can take only one {{W40Kkeyword|DEATHWING}} captain and {{W40Kkeyword|RAVENWING}} captain each ''in an army''. This adding on to the universal Company Command restriction of "max. 1 Captain & 2 Lieutenants" ''per detachment''. *'''Options:''' **Primaris Captains have the option to get a special issue bolt carbine instead of the base bolt rifles. Why, you ask? Because this has the punch of the stalker carbine's AP-2 while still having the dakka of an auto bolt rifle. If you're looking for a shooty captain that can leave a mark on their enemy, then you can't do better. If you're just trying to stack all the bullshit, you can also buy a power fist for melee power. **Primaris Lieutenants can grab plasma pistols (but can no longer have both a bolt pistol and a plasma pistol as in 8E, ''sad'' as no more mini Cypher/Moritat for you). **Terminator Ancients can grab claws or hammer+shield so they can have some power in a fistfight. Remember, a Terminator Ancient doesn't take up an elites slot if you have a Deathwing command squad. **Company Veterans can grab combat shields instead of storm shields. *'''Keywords:''' Librarians, Bladeguard, and all units in terminator armor are {{W40kKeyword|Deathwing}}, though you can give this to more units via '''Rites of Initiation'''. All units on land/storm speeders (except Land speeder storms because those are SCOUT), bikes (excluding scout bikes), and Invader ATVs are {{W40kKeyword|Ravenwing}}. **Only non-Legends HQ on Bikes have Ravenwing: this is how a Primaris Chaplain on a bike has it, but not a Librarian on a bike. **'''The Inner Circle keyword cannot be handed out''' - the only way to have it is to have it on your character sheet (which only Dark Angels-exclusive units have). That said, anything with the {{W40kKeyword|deathwing}} ''keyword'' '''does''' gain the '''Inner Circle ability''', which is how the Terminator Ancient gets the "can only be wounded on 4+" ''ability'' despite not actually having {{W40kKeyword|Inner Circle}}. ***This ''would'' be noticeable for {{W40kKeyword|Ravenwing}} instead, where the DA exclusive units (RW Ancient, RW Apothecary, etc.) ''do'' have the '''Inner Circle''' ''ability'' and {{W40kKeyword|Inner circle}} ''keyword'' but the "generic" Ravenwing units (RW Outriders) do not get that ability, and cannot be given that ability...but all non-{{W40kKeyword|infantry inner circle}} get is passing morale tests and not being able to fall back from a faction nobody ever uses, so you don't really care. =====HQ===== *'''Keyword Changes:''' Several Dark Angel units gain additional Keywords. **{{W40kKeyword|Deathwing}}: Captain in Terminator Armour, Chaplain in Terminator Armour, all Librarians. ***You can apply Rites of Initiation to add, for points, this keyword to any other Captain, including the Ravenwing Captains, and to Primaris Lieutenants with Storm Shields. **{{W40kKeyword|Ravenwing}}: Captain on Bike, Primaris Chaplain on Bike. *'''Primaris Captain:''' Unique to the Dark Angels, your Primaris Captain has the option to swap their master-crafted auto bolt rifle for a special issue carbine (24", assault 2, S4, AP-2, D2), which is a great in-between of the MC auto bolter and the MC stalker bolter. You lose the optional master-crafted power sword (no you don’t, GWs retarded wording), but you can take a regular powerfist instead if you like. *'''Primaris Lieutenant:''' Another Dark Angel specific weapon option, you can replace his stock bolt pistol for a plasma pistol. Gives you a bit more oomph if you're going for the sword and sidearm gear, but why haven't you taken the MC power sword, storm shield, and volkite pistol? *'''[[Interrogator-Chaplain]]:''' Has all the usual Chaplain things; Rosarius, Crozius, Spiritual Leader, and Litanies. Costs 5pts more, but that gets you the Inner Circle and Deathwing Keywords and rules, A4, W5, and Aura of Dread (enemy units within 6" count as being below half strength). <tabs> <tab name="Interrogator-Chaplain"> Wargear-wise, you can swap your bolt pistol for a weapon on the pistol, combi-weapon, or melee weapon lists, AND take an additional powerfist. This really only sees merit if you're taking a relic (Teeth or Terra + Mantra of Strength). He can still take a Jump Pack, to give him a chance of keeping up with Ravenwing if you're in a game that doesn't allow Legends units for the Biker. </tab> <tab name="Terminator"> As above, but with Deep Strike, M5", W6, and Sv2+. Some of the rules-writers dribble got past their bib and their datasheet lists them as an Elites choice instead of a HQ like their points has them. This will be FAQ'd, so the rules are here to save them being copy-pasted from the Elite section at a later date. * Legends does allow this model to swap their storm bolter for a powerfist, lightning claw, thunder hammer, or storm shield. With storm shields now being +1 to armour saves and a 4++ invulnerable, this option is of dubious use considering you already have a 4++. Consider if the points cost are worth losing four bolter shots per turn for +1 to armour saves only. * Debatably the worst of all the chaplains, as with the new Litanies not working out of Deep Strike (for whatever stupid reason, why he can't just chant to the guys in the teleportarium next to him is anyone's guess) means that he can't do anything until round 3 by which point the guys you dropped him with have either charged or taken casualties making him much less effective than a power-armoured Jump Pack/Bike/Drop Pod version who can get into position turn 1 (or 2 at the latest) and still chant. </tab> <tab name="Biker (Legends)"> A beefy Biker Chaplain, and most useful if you want a Biker Deathwing Character. Standard fare is a twin boltgun, crozius, and bolt pistol. the bolt pistol can be swapped for a boltgun, combi-weapon, pistol, or melee weapon. They can also grab an additional powerfist; ''additional'', it does not replace one of their stock weapons. He doesn't have the 8.5 edition Litanies, and instead has the old Litany of Hate Aura, allowing Dark Angels within 6" to re-roll failed hit rolls with melee weapons. His Aura of Dread also makes enemy units within 6" suffer -1Ld. </tab> </tabs> *'''Deathwing Strikemaster:''' Deathwing Lieutenants, equipped with Terminator armour. Inner Circle, Tactical Precision (6" re-roll wound rolls of 1 aura), and Company Heroes as per the usual Lieutenant fare. Crux Terminatus gives them a 5++, making them one of the few Lieutenants with a built-in invulnerable. Weapons are a plain storm bolter and power sword (neither are master-crafted). Both are swappable for twin lightning claws, the bolter can be swapped for a master-crafted power sword, thunder hammer, or mace of absolution (Sx2 (8) AP-2 D3, pretty much renders the thunder hammer pointless), and the sword can be swapped for a storm shield (4++ and +1 to armour saves), chainfist, or storm bolter (one per model)... it's such a retarded way of wording the options. **Translated, skipping the stupid options you won't consider, like thunder hammer + chainfist, the legal options are a Storm Bolter + Any Melee, Storm Shield + Any Melee ''except'' for Chainfist, Storm Bolter + Storm Shield, and 2x Lightning Claws, where "Melee" is Master-Crafted Power Sword, Power Fist, Chainfist, Mace of Absolution, and Thunder Hammer. ***The Thunder Hammer is just a poor choice, as it's the Mace But Worse and costs the same. Likewise, the MC Power Sword is a bad idea - the Power Fist is the same cost, and the accuracy loss of *4/5 is generally less than you gain from going from S5 to S8. For example, against even GEQ, the Fist compared to the Sword is *4/5*5/4=*1, so the ''same'' output, and this ''improves'' against harder targets. The Twin Lightning Claws are cheap, but pointless - Storm Bolter + Power Fist is the same cost but better, and Mace + anything is more efficient melee if you want a melee beatstick. Likewise, the Chainfist has no actual point - you can either save points to keep things cheap with a Power Fist or invest in a Mace, and either way you've made a better decision. That means the only options you should consider are Storm Bolter + Storm Shield, Mace + Storm Shield, Storm Bolter + Mace, and Storm Bolter + Power Fist. ***The storm shield is not a bad choice for this model , effectively negating AP-1 and boosting the 5++ to a 4++. *'''Ravenwing Talonmaster:''' Ravenwing Lieutenants, equipped with a Land Speeder. Heavily-armed with a power sword, twin assault cannon, and twin heavy bolter. T6 W8 Sv3+ and Jink gives them good staying power. As for special rules, they have the Inner Circle keyword and rules, and have the typical Lieutenant friendly-<Chapter>-Core-units-within-6"-re-oll-wound-rolls-of-1 aura and Company Heroes to allow any two Lieutenants in one HQ slot. They also have the No Escape Aura, allowing you to pick one visible enemy unit and friendly Ravenwing units within 6" ignore light and heavy cover (but not dense cover) against that unit. ** Eighteen shots with BS2+ and AP-1 will put down most GEQ and MEQ squads in one turn. Heavy bolters being bumped to D2 makes them far more effective against Marines and Bikers, as well as light Vehicles and Monsters. ** Warlord Traits: A lot of good candidates. From the 9th edition Index, Impeccable Mobility lets your Ravenwing units within 6" advance and shoot assault weapons, Tactically Flexible lets your Ravenwing units within 6" choose which Doctrine to be in, and Outrider even has use in smaller games to let this model and one Ravenwing unit move 12" after deployment and before the first turn. ** Relics: As a Vehicle, you've only got a limited selection of Relics available to you. Heavenfall Blade and Eye of the Unseen are your best two bets. ======Special Characters====== <tabs> <tab name="Dark Angels"> *'''[[Azrael]]:''' Azzy is no slouch in melee and with Sv2+/4++ can slug it out with all but the best of the enemy combatants. WS2+ and A5 base with his Sword of Secrets (S+2 AP-4 D2, unmodified wound rolls of 6 inflict an additional MW) will put down a lot of Characters. Lion's Wrath is a master-crafted boltgun (24", rapid fire 1, S4, AP-1, D2) welded to a master-crafted plasma gun (24", rapid fire 1, S8, AP-3, D2, no overcharge). For support, he has the Captain's Rites of Battle aura (Dark Angel Core units within 6" re-roll hit rolls of 1) and the Chapter Masters rule (one Dark Angel Core or Character unit can re-roll all failed hit rolls). Supreme Tactician gives you +2CP if he's your Warlord and Watcher in the Dark means you can attempt to deny one enemy psychic power per game and you can re-roll the dice if it was a Chaos model. His most useful rule is the Lion Helm, which gives Dark Angel Infantry and Biker units within 6" a 4++ invulnerable save against ranged attacks. ** He can't Deep Strike with Deathwing or keep up with Ravenwing. He either pulls babysitting duty with Infantry gunlines (Eradicators and Hellblasters with their heavy versions of their guns are excellent ranged choices, otherwise their assault versions make for a good mobile death star), or pile him into a Drop Pod or Land Raider with an appropriate retinue. **'''[https://www.warhammer-community.com/wp-content/uploads/2023/03/fhIvGdlLYSlvi3jX.pdf Primaris Azrael]:''' Since he couldn't really stick with either Deathwing or Ravenwing due to his loadout, why not turn himself into a Primarine so he can at least hide with the Hellblasters or Desolators in their Repulsor? He's now set at A6 and his Sword of Secrets got buffed to S+3 AP-3 D3 so he can definitely hold his own in a fight. Other than that, he's pretty much identical to his original appearance in purpose, while the Lion's Roar is pretty much identical save for the plasma part being AP-4 now. *'''[[Belial]]:''' The Captain of the Deathwing still an excellent duellist; enemy melee attacks suffer -1 to their hit rolls against him and the Sword of Silence is S+2, AP-4, D3, and always wounds non-Vehicles on a 2+ (the non-Vehicle part is not a huge deal, as you wound T7 Vehicles on a 5+ anyway). He also comes with a master-crafted storm bolter (24", rapid fire 2, S4, AP-1, D2) which fires four shots at all ranges due to the Terminator and Bolter Discipline combination and a more specific Chapter Master ability that only affects Deathwing. To top him off, he also has Rites of Battle and an Iron Halo. ** His diet Chapter Master ability isn't limited to Dark Angel Deathwing units, only Deathwing. RAW, it also affects Dark Angel Successors as long as they're Deathwing. This is awesome and very fluffy. ** Legends gives Belial the option to swap his Sword of Silence and storm bolter for two lightning claws or a thunder hammer and storm shield. You should really only choose the lightning claws if he has no intention of fighting Characters and needs to focus on large groups, while the thunder hammer should be taken if you really need the +1Sv from the storm shield, since it even the sword beats the hammer for damage output. *'''[[Sammael]]:''' Worryingly only has one profile in the 9th ed. Index. One of the fastest and shootiest Characters in the Imperium, and a very comfortable melee combatant too. A plasma cannon and twin storm bolters (which always fire eight shots due to Biker + Bolter Discipline) means he can throw out the same firepower as a five man tactical squad all by himself. In melee, he gets A5 with the Raven Sword; S+2 (Sx2 if he charged), AP-4, D2. He gets an Iron Halo, Rites of Battle, and Turbo-Boost, on top of a Ravenwing-specific Chapter Master ability. T5, W8, Sv3+/4++ makes him very hardy as a cherry on top. ** Similar to Belial, his diet Chapter Master ability isn't limited to Dark Angel Ravenwing units, only Ravenwing. RAW, it also affects Dark Angel Successors as long as they're Ravenwing. Again, this is awesome and very fluffy. *'''Sammael on Sableclaw:''' 8th ed. Codex only. A bit more expensive than the Jetbike, but comes with a lot more dakka: a twin heavy bolter and twin assault cannon for 6/12 shots respectively. He also still fights just as well with the Raven Sword if he gets engaged. Enemies can no longer shoot at him even if he is not the closest target, as he has 7 wounds now, and still has the 4++ invulnerable save to protect himself with. The primary issue he has is that the weapons he fires are all Heavy, so if he moves he drops down to hitting on a re-rollable 3+ ''(and with the FAQ to re-rolls, he can't re-roll 2's to hit when moving)'', and he ''cannot'' advance and shoot (unless you use the Strategem), so he doesn't have the same reach as Corvex. **Sammael in either form grants a re-roll failed to-hit aura to any {{W40Kkeyword|RAVENWING}} unit within 6", and grants the ability to re-roll 1s to regular {{W40Kkeyword|DARK ANGELS}} within 6", too. Even if you don't take much Ravenwing, he puts out so much hurt by himself and is so comparatively resilient that it might be worth taking him in any army. **When compared to Kor'sarro Khan, Sammael is now ''slightly'' inferior in a straight up fight, due to Khan's double strength modifier allowing him to wound Sammael on a 3+, but Sammy's extra attack pulls him back up, so the difference between them adds up to a 0.16 wound/turn difference, assuming Khan rolls average damage. This is not a true test though, since Sammael has more than twice the shooting potential of Khan ''(and pretty much any other character in the game too)'', does better against the "average" mook, and can {{W40Kkeyword|FLY}}. ** Often overlooked but stated above, Sammael has the {{W40Kkeyword|FLY}} keyword, meaning he can cruise over enemy units and to get to weaker units and fuck up enemy flyers as nearly almost all of them are T7 and below. Not to mention to fall back and unload his range arsenal on some heretics. Thanks to him flying he has some great utility that is nearly always forgotten. *'''[[Asmodai]]:''' As an individual, the Master of Repentance still has problems finding his place. The Blades of Reason are still meh, making only one additional hit roll at SU, SP-1, D2d3. Rosarius, Crozius, and Spiritual Leader are his leftovers as a Chaplain, and he retains Aura of Dread, Inner Circle, and Deathwing from being an Interrogator-Chaplain. Exemplar of Hate turbo-boosts his Litany of Hate, being able to cast it on a 2+ and with a 9" range. *'''[[Ezekiel]]:''' The Dark Angels Chief Librarian now gains the Chief Librarian Keyword, with the ability to cast and deny two powers per turn and knows smite and three Librarius powers. He also comes with the Deathwing and Inner Circle Keywords, a Psychic Hood (+1 to Deny the Witch tests against powers cast within 12"), and +1 when casting an Interromancy power. His best ability is the Book of Salvation Aura, which grants Dark Angel Characters and Core units within 6" +1A; note that this explicitly does NOT stack with Shock Assault. Unlike other Librarians, he's more than happy to get stuck in with WS2+, BS2+, A5, and Sv2+/4++. For weapons, he has the bolt pistol The Deliverer (12", pistol 1, S4, AP-1, D2) and the force sword Traitors Bane (S+2, AP-2, Dd3, becomes D3 against Fallen or Heretic Astartes). *'''Master [[Lazarus]]:''' While his fluff is complete dog shite, his model is good and his rules are great against Psyker-heavy armies. Inner Circle, Iron Halo, and Rites of Battle are the standard affair. The Spiritshield Helm gives Dark Angel units within 6" a 5+ save against ''mortal wounds'' (it gives him a 4+ save) and Intractable Will lets him fight after he's been killed (does not stack with the Astartes Banner ability or Only In Death Stratagem). For weapons, he has a bolt pistol and Enmity's Edge (S+2, AP-4, D2, becomes D4 against Psykers). </tab> </tabs> =====Elites===== ======Deathwing====== Your Deathwing Characters have the Command Squad rule as well, meaning they don't take up a Battlefield Role (Force Organisation) Slot if you have at least one unit of Deathwing Command Squad. As usual, anything that gains the {{W40kKeyword|Deathwing}} keyword gains the Inner Circle rule ''but not'' the {{Inner Circle}} keyword. *'''Bladeguard Ancient:''' Gains the Deathwing keyword. *'''Bladeguard Veteran Squad:''' Gains the Deathwing Keyword. *'''Terminator Squad:''' Gains the Deathwing Keyword. **Never field this - it's a Deathwing Terminator Squad with fewer options. *'''Terminator Assault Squad:''' Gains the Deathwing Keyword. **Never field this - it's a Deathwing Terminator Squad with fewer options. *'''Relic Terminator Squad:''' Gains the Deathwing Keyword. **This has legitimately distinct options from a Deathwing Terminator Squad, is it any good? First off, there worse in melee, so were only compare shooting. Price wise there only 1 point more then Death Wing Terminators, 6 if you want power fists but you can switch them for Lighting claws that are free. The only heavy weapons are a bland heavy flamer, but spicy Reaper Autocannon, which has two less shots then an assault cannon but one more Ap and strength making it better against marines and light vehicles targets and 5 points cheaper. The Relic Terminators also get one "grenade harnesses" per five terminators which add a D6, 4 strength -1ap blast attack. Against large units that means a relic terminator can spit out 12 additional shots. Deathwings have the cyclone of course to add 24 shots if you get two but that's five times more expensive, Lacks AP and can't be in the same squad as heavy weapons: it is one of the heavy weapons. Relics can have the grenades and auto cannons or flamers. Over all there probably not quite as good normal death wing terminators, but there a little cheaper including there upgrades and not that much worse so they are probably worth some experimenting. *'''Terminator Ancient:''' Gains the Deathwing keyword. He has unique wargear options; comes standard with a storm bolter and powerfist, but the powerfist can be swapped for a chainfist or both weapons can be swapped for two lightning claws or a thunder hammer and storm shield so he can pull his weight in a fight. *'''Deathwing Champion:''' The 1st Company Champion is still here, but a wee bit schizophrenic. The typical Martial Superiority (fights first against Characters) and Honour or Death (6" heroic intervention towards Characters) is well and good, but their unique Halberd of Caliban wants to fight blobs; S+3, AP-3, D2, +3A against target units of 10+ models. Still, as a Company Champion, he has WS2+, A4, a 0-1 per-army limit, and he can still have the Chapter Champion upgrade but cannot have the Blade of Triumph. *'''Deathwing Apothecary:''' It's an Apothecary in Terminator armour, need more be said? Yes? Fine. Combat Restoratives heals one friendly Dark Angel Infantry or Biker unit up to d3 lost wounds and the Narthecium gives you a 6" ignores-lost-wounds-on-a-6 aura. Reviving one fallen model has been shunted to a stratagem, but he's still an Apothecary model and the Chief Apothecary upgrade is rather excellent. He comes with a storm bolter for four bolter shots at 24" range, but has no melee weapon meaning he really doesn't want to be there. **The challenge to viability is that he doesn't heal anymore than a regular Apothecary, yet costs more, and since the cost of the Apothecary limits your inclusion of other models (because you could buy them instead), he has to heal a lot more to justify himself. That cost does buy him more durability though since the 2+/5++ is way better than what a standard Apothecary has, in addition to more wounds. *'''[[Deathwing]] Terminators:''' Elite Terminators with Inner Circle and the ability to customize their loadout to suit your needs, all while being as expensive as assaults. Starts off with the standard Terminator wargear (storm bolter and sword for the Sergeant, fists for the Terminators). Any powerfist can be replaced with a chainfist (Sx2 (8) AP-4 Dd3, becomes D3 against Vehicles) ''for free'' (so you always should - the improved AP is more often a benefit than the D1d3 is a detriment) and 1 in 5 Terminators can swap their storm bolter for an assault cannon, heavy flamer, or plasma cannon, or take a cyclone missile launcher. Where they differ from the regular Terminator Squad is the ability for ''any'' number of models to swap their bolter and melee weapon for two lightning claws or a thunder hammer and storm shield (meaning you can have a TH/SS Sgt lead 3 Chainfist/SBs and a CML/SB/Chainfist). Finally, they can take a Watcher in the Dark to gain a once-per-battle Deny the Witch chance as if they were a Psyker. They do not have the Teleporter Homer available to vanilla Terminators, but their cost makes them an ideal competitor for troops. ** ''Never'' take normal or assault termis without a truly remarkable excuse. If you want ObSec termis, this unit is the end all be all. *** Assault Cannon vs Plasma Cannon vs Cyclone Missile Launcher: Both cannons now cost the same for Deathwing Termies. While cyclones are the most expensive option, they are better than either. Assault cannons will always have the same damage output regardless of how many targets they're shooting at, while plasma cannons only get their full three shots if they're used against squads of six-or-more. Frankly, plasma cannons are better used elsewhere in the army when you needn't spend CP to make them hit at full BS. Cyclones with their two profiles get the best of both; krak missiles are close enough to overcharged plasma cannons that you will hardly miss them, nor do you miss out on Bolter Discipline as they get to keep their storm bolters. *'''Deathwing Command Squad:''' Those same dudes written above, but with three main differences; unit size of one Sergeant and 1-4 Terminators, one squad can be taken without using an Elite slot if the detachment also has a Dark Angel Captain, and Dark Angel Characters with nine or less wounds (i.e. all of them) within 3" cannot be targeted by ranged attacks. They also cost 2 more points per dude. **This is a quite interesting unit, that with the new way of how Look Out, Sir! and Bodyguard work, they can help your Characters to survive longer, even just one single model of this squad can protect them in any possible case. And if you do not use Characters near them, it is still a possibility to add a small number of Terminators (they cost a little more, but obviously even a 4 man squad is cheaper than a 5 man squad, with a difference of just 2ppm). *'''Deathwing Knights:''' The premiere Terminator Assault Squad. One Master and 4-9 Knights all with storm shields and WS2+. The Master has the unique flail of the unforgiven (S+2 (6) AP-3 D2, any excess damage is carried over between models in the target unit). So rather than killing three W1 models at most, you can now go up to six. The Knight's mace of absolution is also brilliant (Sx2 (8) AP-2 D3). That's it. It's a thunder hammer sacrificing cost (Knights cost 5 points more than other termis with a TH/SS) in order to avoid the hit roll penalty, meaning Knights hit at their full 2+, not the 4+ of a normal Termi. The unit can also take a Watcher in the Dark, allowing you to attempt to deny a psychic power once per battle, and re-roll the Deny The Witch test if the caster is a Chaos model. ** These guys are great but do need some support from Characters. An Interrogator-Chaplain will make them even more deadly with his re-rolls (although this starts to hurt efficiency - DKs are TH/SS who pay points for accuracy, but with full re-rolls to hit, they go from being 5/3 (about 1.67x) as accurate to being 35/27 (about 1.30x) as accurate) and if you don't mind the investment, you could get a Deathwing Ancient to follow them too. All of the above can teleport in together, or you could fit them in a Land Raider Crusader/Redeemer or a Storm Raven for more mobility and firepower support. Once they're in combat, they're almost certain to kill anything in front of them, but getting there first can be a tad difficult by themselves. ** Consider running a Librarian with the Knights; Righteous Repugnance gives you re-roll to hit AND to wound. Just remember, casting isn't guaranteed to succeed (unlike the aura, which is always on) and even if you pass, your opponent can attempt to deny the power with a psyker of their own. ======Ravenwing====== For main guns, plasma talons will be the standard, with a profile of 18", assault 2, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the user. All of the Characters and 1 in 3 Black Knights can swap for a Ravenwing grenade launcher. Frag profile is 30", assault d6, S3, AP0, D1, blast, and krak profile is 30", assault 1, S6, AP-1, Dd3. It may be worth taking one model with a grenade launcher for the Stasis Shell stratagem, but otherwise the plasma talon will be your best weapon as the mid-range is offset by the long move and advance distance afforded to the Ravenwing. Your Ravenwing Characters have the Command Squad rule as well, meaning they don't take up a Battlefield Role (Force Organisation) Slot if you have at least one unit of Ravenwing Black Knights. *'''Ravenwing Apothecary:''' Hands down the best Apothecary available to any Space Marine army. M14" and an advance of 6" ensures he's always where he needs to be, and not being limited to one-per-army like the Champion means you can have plenty of these guys zipping around the field. T5, W5, Sv3+/5++ (4++ if he advanced), gives him plenty of staying power as well. New Narthecium rules provide an ignore-lost-wounds-on-a-6 aura and Combat Restoratives heals d3 lost wounds to one model (very useful to your W3 Ravenwing and Deathwing). Reviving a model has been moved to stratagem though. Being an Apothecary, they can still be upgraded to the awesome Chief Apothecary rules. He has no melee weapon though, so don't get fooled into getting him stuck in. *'''Ravenwing Champion:''' The do-it-all Champion. No longer gets a Blade of Caliban, instead having a master-crafted power sword (S+1, AP-3, D2) like all regular Champions get. No combat shield for a 2+/5++ though, so enjoy your 5++/4++ from moving/advancing while you can. Unlike your other Ravenwing Characters, he has WS2+ and A4. Like other Champions, he has Martial Superiority (always fights first against Characters) and Honour or Death (Heroically Intervene up to 6" towards Characters). The Chapter Champion upgrade has very good abilities, Warlord Trait, and Relic available to them. *'''Ravenwing Ancient:''' The Ravenwing version of the Deathwing Ancient. Astartes Banner gives Dark Angel Core models within 6" gain +1Ld and can make one shooting attack or one melee attack on a 4+ when they die. He has no melee weapon though, so don't get fooled into getting him stuck in. *'''Ravenwing Black Knights:''' Competes with Hellblasters for best Imperial plasma spammer. Moved to the Elites slot as of the 9th ed. Dark Angel Index. A maximum of ten T5, W3, Sv3+/5++ (or 4++ but suffer -1 to hit rolls) models with two plasma shots each are going to ruin someone's day. They have no special rules of their own, aside from Inner Circle, Jink, and Turbo-Boost. For 5pts each, they can all be equipped with corvus hammers (S+1, AP-1, D2) for beating in the now-W2 Fallen. The Huntmaster (Sergeant) also has the option for a power sword or power maul for the same points. Each of them also comes with a bolt pistol that can be fired in melee. They also have the Melta Bomb Keyword for some surprise mortal wounds. **While Inceptors might seem better than these guys due to their 2D3 blast plasma, the 4++ invuln you get from advancing and an actual melee weapon make these guy more likely to survive in the short ranges that their guns have. =====Fast Attack===== *'''Bike Squad:''' Gains the Ravenwing keyword. Gains Objective Secured with an all-Ravenwing Outrider Detachment. *'''Attack Bike Squad:''' Gains the Ravenwing keyword. *'''Land Speeders (all flavours):''' Gains the Ravenwing keyword. *'''Primaris Outrider Squad:''' Gains the Ravenwing keyword. Gains objective secured in an all-Ravenwing Outrider Detachment. *'''Invader ATV Squad:''' Gains the Ravenwing keyword. *'''Storm Speeders (all flavours):''' Gains the Ravenwing keyword. *'''Ravenwing Darkshroud:''' A souped-up Land Speeder, having +1T and +3W over the regular ones. Its main shlick is the Icon of old Caliban rule, that provides a -1 to-hit aura for Dark Angel units within 6" against shooting - including the Darkshroud itself. You'll pay minimum 138pts to get almost the same defensive bonus that several sub-factions get by default, but hey, it's still better than nothing. Plus it's damn fluffy. Not much in the way of offensive potential though; it comes with a stock heavy bolter, which is almost never worth to upgrade to an assault cannon. Most of the time you'll want to advance for the 4++ save anyway, and since its 12" speed makes it a tad bit slower than the RW bikers, Knights and Land Speeders it supposed to protect. Stacks nicely with other penalties of all kind (Shroud of Heroes, Aversion, Hard to Hit, advancing, moving with heavy weapons, etc), as well as other bubble-characters like Ezekiel and Asmodai for old-fashioned [[Derp|prefix-star]] [[That guy|shenanigans]]. The 'Icon of old Caliban' rule does not stack, so no -4 to-hit if you take 4 of these babies. Watch out for long range guns that hit on fix numbers (Dark Reapers), or those who get bonus against models with the FLY keyword (Onager Dunecrawlers with the Icarus array)- your Darkshroud will be a primary target for them. *'''Ravenwing [[Land Speeder Vengeance]]:'''This is Fast Attack now. At T6 and 9 wounds this is more survivable than the basic land speeder, as anti-infantry weapons only wound it on a 5+/6+. The plasma storm battery is a Heavy D6 Plasma cannon with 2 damage -3 with supercharge, and now only 1 mortal wound per overheat. So, now you only take a small penalty for a failed overcharge as opposed to having a near useless flying rock with only 2/3 of its base wounds. This is probably the one plasma weapon you want to overcharge regularly so getting some re-rolls nearby might be a good idea. Very good for hurting big multi-wound models. The Land Speeder Vengeance also lasts longer with the 8th edition vehicle changes, as its own weapon no longer has a good chance to kill itself (unless you move and supercharge it). But the Ravenwing Support Squadron shall be missed and mourned. =====Flyer===== *'''[[Nephilim Jetfighter]]:''' The Nephilim is still flying high after its much-needed buffs last edition, keeping most of its damage output against ground targets while gaining even more against enemy aircraft. Blacksword Missile Launchers fire a pair of S7 AP-3 D2 shots each turn, and count as D4 against enemy '''Aircraft'''. It swapped Strafing Run for Air Superiority, giving it +1 against aircraft. Of course as a member of the '''Ravenwing''' it has the ability to Jink, giving it a [[Awesome|5+ invuln every time it moves (it must always move)]] or 4+ if it advances. The Avenger Mega Bolter still chews up things with Heavy10 S5 AP-1 D2, or you could swap that for a Twin Lascannon for some vehicle hunting. All of this wrapped in a solid flyer statline with T6 and 11W with a 3+ save and Hard to Hit, which forces enemies to shoot with -1 to hit, means that the Nephilim is still a fine support unit with plenty of reach on the battlefield. **Additional note: The Darkshroud can add a further -1 to be hit, too bad those don't usually stack in 9th edition unless you're counting a +1 to be hit. *'''[[Dark Talon]]:''' The Dark Talon has been tweaked once again, and is still a great source of mortal wounds. Rift Cannon is now a Heavy D3 Blast S12 weapon. It has no AP or Damage, because the target instantly takes 3 mortal wounds per successful to-wound roll. Stasis Bomb has its damage nerfed to d3 mortal wounds, but prevents anything (except '''Vehicles''' or '''Monsters''') from falling back during its next turn. Great for screwing up T'au plans. The Dark Talon also has two [[Hurricane Bolters]] which means [[Awesome|24 SHOTS at close range]]!!! While just the standard Bolter profile they are still excellent for clearing out light infantry units, and are no longer useless against the vehicles the [[Dark Talon]] often hunts. The Hover Jet special rule will prevent the Dark Talon from flying off the board and entering reserves, allowing you to bring it back into the fight after flying off away from the fight. Now a total 210 points. =====Lord of War===== *'''[[Lion El'Jonson]]:''' The big surprise of the Arks of Omen Saga, the First Primarch returns to lead his wayward sons. While he's just as powerful as his brother in blue, it's clear that the Lion's role is singularly dedicated to combat aside from his 6" bubble that lets {{W40kKeyword|Dark Angels Core}} and {{W40kKeyword|Dark Angels Character}} units re-roll 1s to hit and to wound. He can fight anyone he wants in melee, and with his new sword Fealty giving either S+4 AP-5 D4 deathblows or AP-3 D2 sweeps with double the attacks, he's not playing around. His single gun, the Arma Luminus, is a Combi-Plasma that can never overload that's apparently small enough that he can use as a pistol, which gives him something to do if he can't charge. The Emperor's Shield gives him a nice 2+/4++ save with the added bonus of dealing a mortal wound if he rolls a 6 on a save in melee and he also has two Watchers in the Dark for two denies each game. **His WT is...a bit odd for him, as he lets a friendly unit within 9" gain the ability to perform Heroic Interventions, all while being someone hand-crafted for dueling big enemies. If you opt to deep-strike with his Forest-Walking powers, then this makes even less sense if you pop in on the enemy's flank for that re-roll on the charge. ====Tactics==== Of your three doctrine bonuses, your best one is the melee one; while +1 to hit when you don't move is a ranged tactic, you can instead regard it as mitigating the problem if you fail to Fall Back, in return for Inner Circle making you incredibly hard to wound. Your second best one is the devastator doctrine one, but ravenguard black knights ''suck'' for their cost even before you realize they don't benefit from it - instead, it's ''far'' better on everything else Ravenwing. Your chapter tactic for being immune to combat attrition or morale entirely just means you have even less reason than usual to field Chaplains, Ancients, or anything else that offers morale support; as a general rule, you still want to go MSU (for blast resistance, if nothing else). Here's an example list to get you started, which is 2000 points right now; you can also drop 9 of the Bladeguard Veterans ''and'' drop the Captain from a Hammer down to a Chainfist to afford a Deathwing Repulsor, which will have enough room in it for the remaining 9 BG vets and the Ancient, but bear in mind your Repulsor's ''only'' upgrade from your abilities is +1 to hit if it stands still, which it's unlikely to do, and you give up half of your Vets in order to make the other half faster (if you could field a Deathwing Impulsor, this list would be re-written to field them). The Terminators all Deep Strike in, and the Terminator units all have Objective Secured, while the BG also have ObSec from their Ancient. *Vanguard Detachment (+3 CP, down to +2 after relics) **HQ: ***Captain in Terminator Armor, Thunder Hammer, Storm Bolter ****Relic: The Honour Vehement ***Lieutenants: 2x Ravenwing Talonmaster (Talonmasters are ''brutally'' cost-efficient, even on their own.) ****Pick one to be a Warlord with Rites of War. **Elites: ***Deathwing Terminator Squad x2 ****Sergeant with Storm Bolter and Power Sword ****Dude with Storm Bolter and Chainfist x7 ****Dude with Missile Launcher, Storm Bolter, and Chainfist x2 ***Bladeguard Ancient ****Warlord Trait: Decisive Tactician ****Relic: Pennant of Remembrance ***Bladeguard Veteran Squad x3 ****Sergeant with Heavy Bolt Pistol ****Veteran x5 </div></div> ==={{W40Kkeyword|[[White Scars]]}} and {{W40Kkeyword|[[Mantis Warriors]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:White_Scars_Livery.png|100px|left|]]In the grim darkness of the far future, there is only the hunt unending.<br> Thematically, they're the archetypical steppe nomads but turned into a post-human military force. These guys are the ones if you want your warrior-monks asian instead of western. On the tabletop these guys are the fast, melee marines, with the speed to keep up the pace, strong bikes to keep up the pressure, and the rules for relentless punishing assault. Your units will be as fast as genestealers without being as frail as them. Furthermore, their charge is devastating and their rules turn ongoing combats into repeated charges.<br> ''If you want your army to <b>hit as fast and hard</b> as a lightning bolt, then ride with the White Scars and unleash the storm''. <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Lightning Assault:''' Units with this tactic can charge even if they advanced or fell back. Furthermore, they don't suffer the penalty for advancing and firing assault weapons. **Bear in mind what this means: you're good at melee and assault weapons, not anything else. This means you're pretty bad with most ways to kit out a bike/attack bike, with all of your bike synergy locked behind stratagems. You're legitimately good with Scout Bikes, but also with, say, Assault Centurions. One of the best examples of a unit you're good at is simply Intercessors (''not'' the Assault kind!), armed with auto bolt rifles and a grenade launcher, and with the sergeant kitted out for good melee. **Advance + Charge is huuuuge. Not talking about infantry's effective 3d6" charge range, no. This is for 12" Rhinos that end up with a 22.5" ''average'' charge threat range, whose cargo can then disembark, shoot after the rhino falls back, then charge overwatch-free when the rhino charges back in (and you have a stratagem that lets Firstborn pop out after a rhino moves anyway, simplifying this a lot). This is for turbo-boosting bikers of '''27.5"''' threat range. **Charging after falling back is especially useful to units that proc Mortal Wounds on a charge, your own Deadly Hunter Warlord (and [[Skub|Ironclad Dreadnoughts and Assault Centurions]]), on top of triggering Shock Assault and guaranteeing your units hit first. It also '''allows ranged support to help a unit from afar before it charges back''' into the fray. Even better when you have a Rhino to absorb overwatch. *'''Combat Doctrine - Devastating Charge:''' While the Assault Doctrine is active, melee attacks performed by a unit that charged or performed a Heroic Intervention deal 1 more damage. If this triggers, you'll have already activated Shock Assault, so even a simple chainsword will be able to shred most two-wound infantry. **White Scars is tricky, because this ability kicks in only later in the game and only benefits the advance/fall-back-charge half of your tactics, which isnt as flashy as Blood Angels' constant +1 to Wound, or Whirlwind of Rage's exploding 6s. You're counterintuitively needing to hang back for a bit so that you have enough guys left to abuse your Doctrine. With Armor of Contempt, it's not that hard keeping T5 3+ 3W models like Bikes or Gravis alive if you pick your battles and avoid being shot/charged by the entire enemy army in the counterattack. **Since you need the ability to wound and penetrate armor to come from elsewhere, but you'll notice this more the lower the weapon's base damage, one of the melee weapons you'll find the most useful is lightning claws, which functionally buff A, S, and AP, but are only D1. Usually, these will be the most points efficient choice you can make, barring power fists or full-on thunder hammers **Bear in mind only half of your Chapter Tactics synergize well with this Doctrine bonus, so you may want to switch to being a Successor. Your existing tactic is Rapid Assault plus Tactical Withdrawal plus charging after advancing, where Rapid Assault is of no synergy with your Doctrine bonus. If you switch to any two of Whirlwind of Rage, Hungry for Battle, and Tactical Withdrawal, you may notice your army performs better <big>'''Crusade Additions'''</big> <big>'''Secondary Objectives'''</big> *'''Lightning Strike''': 3VP for killing an Enemy Monster or Character in melee, provided ''you charged them in this turn''; 1 VP for each other unit killed in melee by a unit that charged; another 1 VP for every ranged kill made after advancing. Max 5 per round **Exploitable secondary that can stack with other secondaries, just keep in mind that you gotta kill those characters in the turn you charge them, which can be annoying when they shrug wounds or do an Abaddon and cap their wound loss that phase. Assassination only cares about killing Characters/Warlord, not how or when they died, but Lightning Strike lets you eke out points for lesser kills. **If youre focusing on Grind them Down (3VP for more kills than the opponent) Lightning Strike just straight up gives you additional points for thematic kills; Shock Tactics is also great, if you target objective holders and seize it from the enemy. <big>'''Stratagems'''</big> <tabs> <tab name="Battle Tactic"> *'''Wind-swift (2 CP):''' Select one non-{{W40Kkeyword|Artillery White Scars}} unit that made a normal move or fallback, it can make an additional Advance move, but can't shoot, charge or use psychic powers either. Can be useful if you need an aura ability like an Ancient's or Chaplain's ''right fucking now''. Allows bikers to move 34" onto objectives or whatnot, though they will be functionally useless afterward. *'''Fierce rivalries (1 CP):''' Your first charge for a {{W40Kkeyword|White Scars}} that phase rolls the best 2 of 3d6. ''Game on, Blood Angels''. *'''Strike for the heart (2 CP):''' One of your {{W40Kkeyword|White Scars}} can consolidate D3+3", or D6+6" if every model in that unit has a move characteristic of at least 10". ''Not only can you hit hard and fast, but you can also drag nearby squads into the melee''. *'''The Eternal Hunt (2CP, Single Use):''' Use this strat at the start of the movement phase if the Assault doctrine is active. Until the start of the next battle round, {{W40Kkeyword|White Scars}} Pistols and melee weapons gain additional -1AP on unmodified wound rolls of 6. Getting AP-2 and 2 Damage in melee. </tab> <tab name="Epic Deed"> *'''A mighty trophy (1 CP):''' Use it when a {{W40Kkeyword|White Scars}} kills the enemy warlord with a melee weapon. Your {{W40Kkeyword|White Scars}} now autopass morale tests. </tab> <tab name="Strategic Ploy"> *'''Born in the saddle (1 CP):''' A {{W40Kkeyword|White Scars Biker}} can advance and shoot. A large number of Bolter fire and Cover a massive amount of ground, why not. *'''Butchered Quarry (1 CP):''' When an enemy falls back from a {{W40Kkeyword|White Scars Infantry}} or {{W40Kkeyword|Biker}} unit (that isn't within 1" of yet another enemy unit), your squad makes one attack with a melee weapon at the falling back unit. If they yet live, your squad can follow them 3", as long as that move doesn't take them within 1" of another enemy unit. *'''Ride Hard, Ride Fast (1 CP):''' Use it on a {{W40Kkeyword|White Scars}} unit that just advanced. Enemies shooting at it get -1 to hit until the start of your next movement phase. ''Unstoppable -2 to hit Smoke Launcher'd transport''. ** Under 9th negatives to hit are capped at -1, so unless your opponent is getting bonuses to hit that you also want to counter, you're better off with just the smoke launchers. Still useful on its own. *'''Hunter's Fusillade (1 CP):''' When a {{W40Kkeyword|White Scars}} unit advances, their Heavy and Rapid Fire weapons can be fired as if they were Assault (keep in mind Rapid Fire 1 becomes Assault 1) **Extra effective on Heavy weapon squads as you don't lose anything in the shift to Assault, they will also benefit from the Tactical Doctrine in turn 2. *'''Feinting withdrawal (1CP):''' A {{W40Kkeyword|White Scars}} unit that falls back can still shoot. *'''Chogorian thunderbolts (1 CP):''' {{W40Kkeyword|White Scars Biker}} When one of your squads finishes a charge move, for each model in your squad select one enemy unit within 1" of that model. Roll a d6 and inflict 1MW on that unit on a 6. ''Doesn't say you can't select the same squad many times'' - true, but obviously, in matched play, it can only be used once per phase. *'''Lightning debarkation (1 CP):''' A {{W40Kkeyword|White Scars}} transport that doesn't have the Flyer Battle Role can disembark its cargo ''after'' it has already moved, though they cannot charge that turn. ''Aka pay 1CP to give a transport the Impulsor's rule''. *'''Quarry of the Khan (1 CP):''' If your WS warlord is on the field when you first generate a Tactical Objective, this strat guarantees your it is Kingslayer, which your warlord is good at. Unsure how this works in 9th? *'''Encirclement (1CP):''' During deployment, set up a non-{{W40Kkeyword|artillary or Building White Scars}} unit in outflank instead of on the battlefield. At the end of one of your movement phases, that unit can arrive within 6" of a battlefield's edge and more than 9" away from enemy models. </tab> <tab name="Requisition"> *'''Khan's Champion (1 CP):''' Give one of your "sergeant"s a Master-crafted weapon/Digital weapon/Headtaker's trophies/Stormwrath bolts. Remember all relics in your army must be different and handed to different characters. **Stormwrath bolts restrict the weapon to "make a single shot with this stats", but it DOESN'T changes a profile's rules: an Eliminator Sergeant can snipe characters with Stormwrath bolts with +2 to hit that ignore cover/inflict a MW on a 6+ to wound. Unsure an Armorium Cherub could reload a Devastator sergeant's boltgun, but his Signum would give him BS2+. **The other three SI wargear are melee-oriented; a Master-crafted power weapon or Digital weapon for Vanguard Vet/Primaris sarges. A Reiver with Headtaker's trophies, however, can inflict -2Ld on his own. *'''Tempered by wisdom (1CP, Single Use):''' You can generate a second warlord trait for one of your WS characters that aren't a named character, from the White Scars Warlord Trait table. All warlord traits must be different. *'''Gift of the Khans (1CP, Single Use):''' After nominating a WS Successor character as your warlord, you can give one Relic of Chogoris to one of your WS Successor characters ''instead'' of giving them a relic from the regular SM codex or a Special Issue wargear. </tab> </tabs> ====Warlord Traits==== #'''Deadly Hunter:''' Each time he successfully charges, roll a D6. On a 4+, one enemy unit takes a mortal wound. And his Chapter Tactic allows him to charge after falling back, ''triggering the mortal wound again and again and again''. #*Competes with Chogorian Storm, assuming you can't afford a thunder hammer for your melee hero/need to take down things that a thunder hammer can't solve but MWs can. #'''Chogorian Storm:''' +1d3A when he makes a charge or heroic intervention, aka WS' Smash Captain. #'''Trophy Taker:''' Whenever this warlord successfully kills a character, he gains +1A until the end of the battle. Kor'sarro Khan comes with this. ''Skulls for the Golden Throne!'' #*Weak compared to other traits as you have the difficult task of your melee character killing a character before gaining benefits, not to mention having to kill two to beat out other traits that give additional attack. Skip. #'''Master Rider:''' Biker warlord only. Re-roll charges, -1 to be hit if he advanced. #*Improves the durability of an already durable choice, especially against the pervasive snipers. #'''Hunter's Instincts:''' +1 to wound and hit vs vehicles and monsters. #* Improves your smash captain's tank and [[Primarch]] hunting capabilities. As of 9th, you do have to kill the turn you charge them, or else they will kill your warlord back. #'''Master of Snares:''' On a 4+ enemies stuck in can't fall back unless they contain a model with a minimum move characteristic. #*A lot of shooting infantry don't want to stay in melee with a space marine for any amount of time. This also prevents other enemies from shooting your warlord once he gets stuck in. ====Psychic Discipline: Stormspeaking==== Stormspeaking contains several standout powers that can combo together to spectacular effect. The discipline relies on lashing your opponent with blasts of wind and lightning, shielding your units from enemy fire, and speeding your units into the enemy's lines while hampering the ability of their units to advance and charge. #'''Blasting Gale (WC7 Malediction):''' Targets an enemy unit with 18". The target cannot advance and rolls one fewer die for charges. Stacks with Tenebrous Curse, too! #*This can be a bit tricky to use and requires a good understanding of your opponent's move values. Very good for handicapping units that rely on the ability to charge after advancing. #'''Lightning Call (WC7 Witchfire):''' The closest enemy unit within 18" takes d3 mortal wounds. Then roll a die. On a 4+, deal one additional mortal wound. Rinse and repeat until you fail, with the target going up by one each time (5+ on the second roll, 6+ on the third). #*This deals, on average, 2.69 mortal wounds upon casting, but its absurd WC makes it worse than Smite - starting at WC6, this outperforms Smite (1.95 at WC6, compared to 1.79 for Smite), so if you have a Mantle of the Stormseer, this becomes more interesting. #'''Ride the Wind (WC6 Blessing):''' Target friendly unit within 12" gets +2" to advance and charge ''rolls'' (it won't make bikes advance farther, as they don't roll). Due to the psychic phase happening after the movement phase, it will be rare to get use out of this power in both phases. If your opponent tries to fall back, you can hopefully catch them thanks to the bonus from the advance rolls (provided the unit isn't shot off the table first). #*This is a very solid power that works well with a wide array of White Scar units thanks to the Chapter Tactic. Great for helping deep striking units make that 9" charge, where +2 raises your odds from 27.78% to 58.33%; re-rolling charges only gets you to 47.84%. You can think of this power as almost always being Veil of Time, but better. #'''Storm-Wreathed (WC6 Blessing):''' Select a friendly unit within 12", enemy units cannot fire overwatch at it. In addition, roll a die for each model that charged and got within 1" of an enemy. On a 6, it causes a mortal wound. #*The Mortal Wounds are a nice bonus if they happen, but the real benefit is the ability to turn off overwatch, especially if you're facing auto-hitting weapons, like flamers, or other bullshit-grade Overwatch (looking at you, Tau). #'''Spirit of Chogoris (WC6 Malediction):''' Enemy unit has -1 leadership and -1 on hit rolls. This is yet another solid power. Combine with Ride Hard, Ride Fast for an additional -1 to hit penalty if you're facing +1 to be hit, as modifiers stack prior to facing the +/-1 cap. This is Hallucination from Obscuration, although the powers have different names, so they'll stack. Some chapters have functionally better variants on this power, such as Dark Angels (Aversion). #'''Eye of the Storm (WC6 Witchfire):''' Roll a d6 for each enemy unit within 12". Add 1 if the enemy has fly. On a 4+, cause a mortal wound. #*Deals more mortal wounds than Smite starting at 3 flyers and 1 non-flyer, or 5 non-flyers. #*On paper, this looks worse than Fury of the Ancients, but remember that it's every unit within a 24" + base width diameter circle, not just an 18" line, so in practice, it's a ''lot'' easier to pull off dropping a Librarian somewhere onto the table where this power will do something useful. Since the only scaling is per target unit, this is best against many small units with as few wounds as possible each, which is rare to find simultaneously, but it can be used to put work into taking down a deathstar made of a bunch of supporting characters. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Relics of Chogoris"> *'''Banner of the Eagle:''' Ancient only. +1S to friendly {{W40Kkeyword|White Scars Core}} units within 6". **Hard for on-foot Ancients to keep up with bikes unless you use Wind-swift or an at-the-right-time terminator Ancient, so don't use this with bikes - it can be used with Bladeguard to good effect, but it's even better on something with Sx2 weapons, like Aggressors. Assault Centurions derive no benefit as they lack CORE. *'''Glaive of Vengeance:''' Khan's spear that is always Sx2 AP-3 D1d3, even if it didn't charge. No good reason to ever take this - it's not even as good as a master-crafted khan's spear. *'''Hunter's Eye:''' One {{W40Kkeyword|white scars}} unit within 6" of the bearer at the beginning of shooting (so it works when deep striking or disembarking just fine) gains Ignore Cover. **Stock, remember, you're ''not'' an all-melee chapter - fully 1/3 to 1/2 of your Chapter Tactics is ranged only. Since your chapter tactics don't benefit flamers, this is great on Assault style bolters - e.g. boltstorm aggressors love getting this buff. *'''Mantle of the Stormseer''': Psykers only. The bearer adds +1 when attempting to manifest the Stormspeaker discipline. Not as good as the Imperial Fists relic which lets them re-roll casts, but still a pretty ok relic, particularly on a Chief Librarian with the Warlord Trait for the same, as suddenly your powers are all WC4 or 5 (WC4 powers go off 11/12 of the time!). **This gets strong competition from the Tome of Malcador, as the Tome will let you combine Veil of Time with Ride the Wind onto one Librarian.(no longer relevant as Tome wont let you mix disciplines) *'''Plume of the Plainsrunner:''' 6" aura of +1 to {{W40Kkeyword|White Scars Infantry}} advance ''and'' charge rolls. **Easily one of your best relics - that +1 stacks with every other bonus except for a Chaplain's litany, so you can combine this with your Ride the Wind psyker power for +3, and of course re-rolling charges (from the Chapter Champion Warlord Trait, for example, or the Veil of Time Librarius power) also stacks, albeit with diminishing returns. *'''Scimitar of the Great Khan:''' Replaces a power sword/master-crafted power sword/relic blade with a master-crafted power sword: S+1 AP-3 D2. Unmodified wound rolls of 6s do ''D4'' ('''D5''' during the Assault doctrine wtf!). That means its damage functionally scales with target toughness, but it's also pretty much always strictly worse than a master-crafted relic blade (or thunder hammer). Assuming an S4 base atacker (so S5 with this sword), here's the functional damage: **T2-: D2.4 **T3-4: D2.5 **T5: D2.67 **T6-9: D3 **T10+: D4 *'''Wrath of the Heavens:''' Biker model gets a ''Jump Bike''. Movement characteristic becomes 16" and he can move (during the movement phase) over models and terrain. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' Fnp5+++. "Not dying" is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with. *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Cyber-Eagle Helm:''' {{W40Kkeyword|White Scares Core}} units within 6" hit Overwatch on 5 and 6. *'''Digital weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. Usually worse than choosing a better melee relic, like a master-crafted thunder hammer. *'''Equis-Pattern Bolt Pistol:''' Upgrades a bolt or, interestingly, a Heavy Bolt pistol to full brrrt Pistol '''''5''''' S4 AP-1 D1. Your infantry can advance and charge, but pistols can't advance and shoot. They can, however, shoot into melee provided the shooter is in the melee, and supplement your already potent assaults, provided you don't fall back, which you usually will. *'''Headtaker's Trophies:''' -1Ld to enemies within 6" of the bearer. Very spooky with just a mere couple Reivers. *'''Master-Crafted weapon:''' +1D to a weapon, and it's now considered a relic (so now some WTs no longer affect it and such). *'''Stormwrath Bolts:''' Pocket autocannon. You can choose the bolt weapon it's being used on to make only one attack at S7 AP-1. If the target is a {{W40kKeyword|monster}}, it also gains D1d6. </tab> </tabs> ====Special Units==== <tabs> <tab name="White Scars"> *'''Khan on Bike:''' Cannot be customized, but comes with a unique Khan's Spear, which is a force sword - S+1 AP-3 Dd3 - that becomes Sx2 after charging or Heroically Intervening, and a Buckler (+1 to ''melee'' armour saves). ** Costs the same as a Captain on Bike with a Power Fist for a melee weapon that's about on par with one, but then you get the buckler for free. Why would you field this, though? You're much more encouraged by your tactics to take a lightning claw or thunder hammer, and most likely a combi-melta.8 *'''[[Kor'sarro Khan]]:''' A Primaris Captain. For shooting he has grenades, a bolt pistol, and an eagle that plucks out 1 MW on a 4+ from a non-vehicle within 12" (since that's the entire roll - no need to hit, wound, or penetrate saves - that makes it ''better'' than a D1 meltagun/inferno pistol; in fact, his eagle works on a unit that's engaged in melee!) and his melee weapon, Moonfang (S+2 AP-3 Dd3, re-roll damage and wounds against characters). His best ability is granting +1 to wound rolls to his chapter's core and character units within 6" that charged that turn, making them like Blood Angels - has the most impact on chainswords, lightning claws, and power swords (especially if master-crafted; he makes an excellent escort for Bladeguard). Just remember, he has to be near the melee swings when they happen, so if he fails a charge his escort makes, his bubble may not be in range. **Wide, stringy assault units strung out before multiple enemy units, like three tanks, are great. They charge one of the enemy units and then use their pile in to get within 1" of the other units. On a turn they charge, they can only target the unit they charged. The next turn, those enemy units are locked in melee, and unable to shoot. **And the catch? Figuring out a way to get him into melee. No bike, can't use a drop pod. A Repulsor is expensive and prone to being a fire magnet. Your best bet, even though Assault Vehicle precludes charging, is generally an Impulsor. An example of what can keep him company in one productively is a min-size unit of Bladeguard and a Bladeguard Ancient, while a second Impulsor carries 2 more min-size units. ***Alternate opinion: Vet intercessors have 4 attacks a piece with 5 attacks on a thunder hammer sergeant that can be master-crafted up to damage 5 in assault doctrine that can swing twice. The real downside is that he only provides a re-roll 1s bubble that can't be upgraded to a chapter master re-roll all bubble because he is named. With the new Bladeguard and Assault Intercessors, he gets absolutely brutal. **You can use the encirclement strat to put him in reserve and deepstrike him along the edges of the map. *'''Kor'sarro Khan on Moondrakkan (Legends):''' On his discontinued bike, he naturally pairs with melee high-speed assaulty units. His buff applies to all WHITE SCARS, so the marines he travels well with are the many Infantry Fast Attack options. Jump Pack Assault, Veteran Vanguard. and Bike Squads with Chainswords carry his force multiplier far and fast, and the last one is a perfect fit for the Born in the Saddle Stratagem. Do note, he can only have a bike if taken from the Legends. </tab> <tab name="Mantis Warriors"> *'''Successor Tactics:''' Guerrilla tactics are much benefited by Inheritors of the Primarch here, and the White Scar's Tactic is generally superior in every aspect than any combination of Successor tactics when coming to that end. That being said, if you are trying to squeeze every bit out of Ahazra you can, Knowledge is Power can help preserve his "ignore first Perils" bit around for as long as possible. *'''[[Ahazra Redth]] (Legends):''' Chief Librarian; can ignore his first Perils of the game, has a 5++. </tab> </tabs> ====Tactics==== There's a lot of [[Skub]] about playing White Scars in 9th, mostly revolving around the fact that [[Derp|their Chapter Tactics and Doctrine don't synergize very well]], with most of your abilities only really coming into play turn 3. Most players prefer to play as Successors, so that they can pick Hungry for Battle (+1 Advance and Charge) and Whirlwind of Rage (exploding 6s to hit), two very decent tactics that pair extremely well with your Doctrine of +1 D, but lacks the super sexy advance+charging that makes White Scars the White Scars. There is also the Elephant in the room that if you want to go very heavy on bikes: [[Warhammer_40,000/Tactics/Dark_Angels_(9E)|Dark Angel Raven Wing]] arguably do a better job of it with a unique bike unit with Assault Plasma, a 5/4++ Jink, and Objective Secured on bikes in Ravenwing Outrider detachments. Don't discount playing White Scars as they're intended, however. Ravenwing may have tricks but so do you. Don't overcomplicate them and play them with their intended role on [[Bike Squad|Bikes]], with as many assault (e.g. Meltas and Heavy/Intercessors with Assault Weapons) as you can. A good White Scars list can flood the field with T5 3W and 3+ saves, such as Gravis and Bikes. 3x3 Attack Bikes with Multi-Meltas, which gives you 36 wounds and 18 Melta shots for only '''450 points''' (and using stratagems to get past the Heavy weapon weakness), and for 405 pts more, you can stack 3 more squads of Eradicators with Assault Melta on top of them, and this is by no means the most competitive combination. While your Turn 1 isn't going to do much, alpha-strikes aren't that competitive in the meta anymore, and you can make up for a subpar Turn 1 with your mobility, making full advantage of the fact that you can advance, shoot, and charge. '''TL;DR''': Get on a bike and use the abundance of Primaris Assault weapons in Turn 2, and charge survivors Turn 3. *'''Jumppack:''' Not as fast as bikes but still fairly fast when advancing and charging and ignoring terrain when moving. Now that Assault Marines and other Jump Pack units are a lot cheaper, you can easily build yourself a flying deathball of chainsword attacks to shred enemy infantry, while your Inceptors and Vanguard Vets deal with anything heavier than a Marine. **'''Jump Pack Support:''' Jump Librarians and Jump Lieutenants are ''very'' reasonable choices for you, and you might want to consider Jump Captains and Jump Chaplains if you opt out of their Bike versions. Sadly, unlike Blood and Dark Angels, you have no access to Ancients or Apothecaries with Jump Packs or Bikes. *'''Primaris''' Devastating Charge and Lightning Assault make Primaris close combat viable. **'''Intercessors:''' A unit of 5 ABR Intercessors with a grenade launcher and a Power Fist/Thunder hammer on the sergeant is just about the best Troops choice available to you. **'''Assault Intercessors:''' Good at clearing chaff, somewhat inferior to ABR intercessors if not in combat as they gain +1A and -1AP in exchange for losing 3 S4 AP0 shots at 24". **'''Aggressors:''' These are worse than their weight in Assault Centurions when armed with flamers. The bolt flavor is more what you want, with inferior mobility and dakka compared to Inceptors, but radically better melee, and can start engaging the target 6" earlier than your Assault Centurions... and critically, they're Core, unlike Assault Centurions, so they're easier to buff. **'''Eradicators:''' Yes, although you can't double tap after advancing, you can still doubletap after coming out of encirclement, and 24" assault melta (without penalty) is still nothing to scoff at. Everyone '''hates''' Eradicators, so let them shoot at a 135 point unit while your more dangerous attack bikes and ATV zip around. **'''Bladeguard Veterans:''' Absurdly good, one of the best things you can take in terms of melee that ''can't'' shoot on the advance. *'''Bikes:''' T5 and 12-20" move, with their multiwounds and good saves, Bikes are Fast Gravis, and should be played as such. Don't throw them at the enemy first turn, and instead make use of cover and seize objectives until your Doctrine becomes active and you can really put in work. Since most Bikes only carry boltguns, you're not really going to be advancing if you plan on shooting, but 12" move is enough that you're not going to need to advance every single turn. **'''Scout Bikes''' 16" move and covered in assault and melee weapons, they are tailor-built for WS advance and charge. You can give the Sergeant a melee weapon ''on top of'' his combat knife. The AP0 combat knives themselves mean your Scouts punch as much as generic vets or primaris, but they're only 2W and 4+, so you're buying them to advance and charge once and dying in return. They can innately outflank, however. **'''Outriders''' will drown the enemy in S4 AP1 chainsword attacks and have an extra W, but are capped at 3 models and have no attacks outside of S4. **Actual '''Bike Squads''', like Tacticals, are an in between, since they have a wound over scout bikes and a better save, can serve as ablative wounds for an Attack Bike that carries heavy weapons, while still kitting out their Sergeant with a melee weapon. You could also give them chainswords for AP-1. Hampered by the relative lack of assault weapons, but good for tanking hits in cover. ***Arks of Omen Detachments lets you make Fast Attack compulsory, giving you an opportunity for 3x9 Bike Squads. They won't be ObSec, but these 27 bikes can then split apart becoming 9x3 bike squads, letting you spread them apart for board control and forcing your opponent to deal with each squad of three individually. Competitive? No. Expensive? Yes. The look on your opponent's face when he realizes he has to chew his way through 9 separate squads? Priceless. **'''Attack Bikes:''' Seriously consider them. Since they're Core, they're very easy to buff compared to the Invader ATV. Heavy Bolters arent worth it because Multimeltas are free now, so you may as well go all in with Multimeltas. The 24" of range is only extended with its native 14" move, meaning anything within 26" is within the danger zone of D6+2. Can Assault and shoot with two different 1cp strats, and can turn their Heavy weapons into Assault to get AP5 in turn 2. Again, you '''don't need to spend every turn advancing.''' **'''Invader ATV:''' A more expensive attack bike with double the wounds and A, but not Core. A distraction carnifex with Multimeltas, but quite expensive to take 3. **'''Primaris Chaplain on Bike''' Returns a legends unit to legal play. Has a bigger base and keeps up with advancing bikes to spread his litanies. Dreadnought-seeking missile in close combat with the Benediction of Fury relic, Sword of the Imperium WL trait, and Mantra of Strength litany. You can also run the Chogorian Storm WL trait for a crushing 7+D3 S8 AP3 D5 attacks on a turn 3 charge. You should strongly consider fielding one with Canticle of Hate for charge buffing, although a Jump Pack Chaplain can also do quite well (if he also has a power fist, both models cost exactly the same). **'''Captain on Bike:''' Over a Captain on Jump Pack, he lacks fly and a built-in deepstrike, but has +1 W and T. If you're going to pick him over a Jump Pack guy, consider making him a Chapter Master since he'll be starting on the board anyway. ***You can make a [[Smashfucker]] with Chogorian Storm and Imperium's sword, for 6+D3 attacks on the charge, rerolling charges and +1 S. If you're okay with a Smashfucker that puts all his eggs in offense, you can also give him Teeth of Terra as a relic for an additional 3 S+1 AP2 D2 (3 in the Assault Phase) attacks. *'''Speed of foot:''' On foot your ground troops can cover 6" + d6" + 2d6". Impulsors can jet troops 20" easily while providing some defense (good for moving in your melee heavy hitters). With Impulsors, a unit can't charge, but it ''can'' advance and shoot. **'''Assault Centurions:''' *Ludicrously* good, with the caveat they're not core and hence hard to buff - on their own, especially with meltaguns (despite the steep points cost compared to anything else that can take melta) and assault launchers, they're incredibly useful. **'''Assault Terminators:''' Do not take - they'll be Vanguard Vets or Bladeguard Veterans but worse, in actual practice. If you insist on taking them, double lightning claw is the way to go. *'''Dreadnoughts:''' Your Ironclads are ''very'' good, even though they have to carry at least one non-Assault gun. *'''Encirclement:''' Using a big threat, you can put your opponent in a difficult position by forcing them to decide between holding the rear, thus losing their chance to hold midfield objectives, or risking a deathstar appearing behind their lines and causing havoc. *'''Lightning Claws''' Rip and tear. One A2 model with 2 lightning claws puts out 5 S4 AP-3 D2 attacks in the assault phase on the charge, re-rolling wounds. Kills slightly more than 2 marines on average in one round. One lightning claw is usually better, especially when your other hand can carry a meltagun, combimelta, or storm shield, which isn't everyone, of course - depending on the unit, any or all of those those can cost the same as a claw, and the melee attack you give up is worse than the melta shot you could have taken or the protection the shield would have granted you. </div></div> ==={{W40Kkeyword|[[Space Wolves]]}} and {{W40Kkeyword|[[Wolfspear]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Space Wolves"> [[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators. Thematically, these guys are <s>fucking furries</s> a bunch of football hooligans <s>angry space Vikings</s> who <s>can't read</s> have no respect for anything other than their own strength and culture rather than any book. Their way of organisation is rather unorthodox but no less effective. On the tabletop, these guys focus on the assault. Though they aren't White Scars swift or Templar strong, they have a means of tying the enemy up in combat by any means necessary and an emphasis on using melee characters. It also helps that they're good in combat. ''For the All-Father and Leman Russ!'' </tab> <tab name="Wolfspear"> [[File:Wolfspearshouldernew.png|100px|left|]]In the grim darkness of the far future, the pack hunts from the shadows. Thematically, they are the first successful Space Wolves successor chapter with the return of Roboute Guilliman and the Ultima Founding, they feared being rejected by the Sons of Russ for not being born of Fenris, but an influx of volunteers from the Space Wolves by Logan Grimnar ensured that their traditions would be carried over, strengthening their bonds. On the tabletop, the Wolfspears are a kind of mix between Raven Guard and their parent chapter, in that they are hard to hit from a distance but when they get close they pack a punch. ''Stalk the prey from afar, then when they expose their weakness, go for their throats! </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== As a general rule, you're Blood Angels but worse in terms of your rules. Look to your special units and unit options to find a way to shine, or be a successor. *'''Hunters Unleashed (Chapter Tactics):''' If a unit with this ability charged, was charged, or made a Heroic Intervention this turn, [[RIP AND TEAR|it gains +1 to hit rolls in the Fight Phase.]] In addition, all units can perform Heroic Interventions like a Character. ** Much worse than the Blood Angels chapter tactic, particularly in light of how much better their Doctrine bonus works than yours does: baseline, a Blood Angel with most melee weapons that don't have an accuracy penalty will just outperform you against most targets. You'll often pull ahead with the penalty ones - a thunder hammer or power fist in your hands is usually better than in theirs - but your secondary benefit doesn't help characters at all, and you'll struggle to fill units with those weapons cost effectively, unlike Blood Angels, whose secondary benefit makes them much better at getting into melee intentionally than you are. Your benefit instead makes you better at ''getting'' charged, since if you have a bunch of units close together, charging any one of them will force the enemy into melee with all of them. *'''Dark Terror (Wolfspears Chapter Tactic):''' Units gain light cover 18" away from any enemy unit and they get +1 to advance and charge rolls. They have the Hungry for Battle and Stealthy successor traits. *'''Savage Fury (Specialist Doctrine):''' While the Assault Doctrine is active, an unmodified roll of 6 to hit in melee will grant an additional hit, i.e. you temporarily get the Whirlwind of Rage chapter tactic. ** The big problem here relative to Blood Angels is that this benefit acts like +1 to hit only better (as it stacks with +1 to hit and plays even more nicely with chapter master re-rolls), which means diminishing returns - a WS2+ model with a Thunder Hammer is now going to act like it's WS1+, which is only 20% better - whereas Blood Angels get +1A, which is usually more than 20% better, since most of the army is A4 or less. Your bonus doesn't require charging or anything, but your plan was already to wait for the Assault Doctrine and charge, not charge in before that and hope to stay in melee. **If you want to fix your weirdly mixed buffs, switch to being a Successor. Whirlwind of Rage ''is'' your doctrine bonus, but they'll ''stack'', and Whirlwind of Rage is strictly better than your actual +1, since your WS2+ models will be able to use it properly. For your second tactic, Hungry for Battle will typically work best with your other rules. *'''Berserk Charge:''' One of your two Blood Claw rules, including Skyclaws and Swiftclaws (pg. 45 of the Space Wolf Expansion). If the unit benefits from the Hunters Unleashed Chapter Tactic as a Space Wolf or a Successor, the unit gains +1A if they charge (excluding {{W40kKeyword|Wolf Guard}}). *'''Headstrong:''' Second part of your Blood Claw rules. If the unit doesn't include a {{W40kKeyword|Wolf Guard}}, it must charge the closest eligible enemy unit. *'''Swift Hunters:''' On your Fenrisian, Cyber, and Thunder Wolves. Can advance and charge, and adds +1" to pile-in and consolidation moves. *'''Options:''' **Primaris Lieutenants can replace their auto bolt rifle with a carbine, which trades A3 AP0 for A2 AP-2, and a master-crafted power axe. **Techmarines can replace their bolt pistol and axe with a helfrost pistol and tempest hammer - the tempest hammer is just a thunder hamer with one better AP at AP-3, while the helfrost pistol is either Pistol d3 (Blast) S4 AP-2 D1 or Pistol 1 S6 AP-4 D3, both at 12", and you can't both perform this swap and take a servo-harness. Right now the whole thing is badly overcosted, mostly because you ''have'' to buy both at once, and the pistol is like a combi-melta but worse - meaning for fewer points, you can take a combi-melta and power fist, and generally get better performance overall. **The heavy weapons guy in a Scout squad can take a Special weapon instead, and an extra scout can swap his bolter for a power sword, power axe, or plasma pistol, but Scouts are worthless now. **Dreadnoughts (basic and venerable) can swap their melee weapon for a Great Wolf Claw, which is a no-brainer - you lose a point of AP and 2 of Strength for re-rolling wounds, which is easily worth it - or venerables can swap both the melee arm and the gun arm for a Fenrisian Great Axe and Blizzard Shield (4++). The axe can behave like a normal CCW, at 2 less S but 1d3 more D, with a melee penalty you'll ignore, or double attacks at SU AP-3 D1, functionally turning your venerable into an ironclad with extra durability and versatility in melee, but less dakka. **Helfrost Cannons are added to the Dreadnought Weapons list, which before Forge World means just basic and venerable dreads again, for the gun arm. It has two profiles, both 36": in Focused mode it's a multimelta but worse, hitting at d3+3 damage but only shooting once, while in Dispersed mode it's a plasma cannon but worse by 1 S, AP, and D. Since it costs the same as a multimelta, take that instead. **Your bike squads special weapons dudes can take plasma pistols instead of special weapons, if you want to be a moron. *'''Unit Restrictions:''' The Space Wolves cannot take the following: **Apothecaries (replaced with almost nothing; your chaplains have a stratagem for healing, and just can't heal multiple times (even with multiple chaplains), provide an FNP, or bring back the dead). **Tactical Squads (replaced with Blood Claws and Grey Hunters). **Assault Squads (replaced with Skyclaws). **Devastator Squads (replaced with Long Fangs). **Sternguard Veterans and Vanguard Veterans (replaced with Wolf Guard, who aren't really either - they're closer to company vets with jump packs than anything else). ====Crusade Additions==== ====Secondary Objectives==== *'''Purge the Enemy''' **''Glory Kills:'' Score 2 VP if you slay an enemy {{W40kKeyword|Character}} or 3 VP if you kill a {{W40kKeyword|Monster}} (or 1 VP if you deal 3+ wounds to either without killing). Note that these can't overlap, so Hive Tyrants and Daemon Princes won't give you 5 VP on a kill. **''Heroic Challenge:'' At the start of the game, you and your enemy must select one {{W40kKeyword|Character}} or their warlord to become sworn enemies. You score 5 points if the enemy character is killed, 5 more if it's in melee, and the last 5 if it was caused by your character. In short it's a Slay the Warlord type deal with more restrictions, but you'll be game for it. *'''No Mercy, No Respite''' **''A Mighty Saga:'' Score 2 VP each turn (max 5 per turn) for the following: Your warlord wounds an enemy {{W40kKeyword|Vehicle/monster}}, your warlord slays a {{W40kKeyword|Vehicle/Monster}}, your warlord slays an enemy {{W40kKeyword|character}}, your warlord kills 5+ models in a turn, or your warlord is within range of an objective in the enemy DZ. Why yes, it makes your warlord super-important, but they were pretty selfish bastards anyways. **''Warrior Pride:'' 3 VP if two or more of your units are either engaged with an enemy or made a charge. Pretty much a no-brainer here. ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Cunning of the Wolf (1 CP):'''You select one {{W40Kkeyword|INFANTRY}} unit to gain the outflank rule. Congratulations, you got outflanking back. Enjoy watching your opponent's backline melt. For only a single command point to spend on each unit you do that for. Hell yeah! Shenanigans will ensue for armies with similar abilities (aka. Eldar, Blood Angels, Raven Guard etc.), prepare for hilarity. *'''The Emperor's Executioners (1 CP):''' In the Fight phase, a Space Wolves unit can reroll hit and wound rolls against Thousand Sons unit in melee. *'''Savage Strike (1/2 CP):''' When a Space Wolf unit is selected to fight the turn it changes, add +1 to wound for each time it fights this phase. 1cp of a unit of 5 models or less and 2 for more than 5. *'''Healing Balms:''' Instead of just being a full-on ability to heal like an apothecary, this gives the {{W40Kkeyword|Wolf Priests}} their means to restore d3 wounds to the appropriate {{W40Kkeyword|Space Wolf Infantry, Bikers}} or {{W40Kkeyword|cavalry}} within 3". A serious nerf since Space Wolves still can't use apothecaries for actual healing. *'''Vicious Executioners (1 CP):''' One {{W40Kkeyword|Wolf Guard}} unit during the fight phase gets to deal a MW on top of any normal damage when they roll a natural 6 to hit. *'''Pack Hunters (1 CP):''' During the Charge phase, pick an enemy currently engaged with a {{W40Kkeyword|Space Wolf}} unit, {{W40Kkeyword|Space Wolf Calvary}} and {{W40Kkeyword|Space Wolf Beasts}} roll 3d6 drop one when charging that enemy, and they reroll their teeth and claw attacks against them. *'''Relentless Assault (1 CP):''' Lets a {{W40Kkeyword|Space Wolf}} unit consolidate an extra 3". Not cumulative with other rules. </tab> <tab name="Epic Deed"> *'''Cloaked by the Storm (2 CP):''' In the Psychic phase, when Space Wolf psyker manifests a power from the Tempestas discipline, he imposes a -1 penalty for all ranged attacks made against Space Wolves units within 6" of it until the next Psychic phase. Expensive, but now you can buff your army without ever using a buffing power. *'''Deed Worthy of a Saga (1 CP):''' When a character without a Warlord trait fulfills a requirement listed for a saga, they gain that saga's aura for the rest of game. </tab> <tab name="Requisition"> *'''A Trophy Bestowed (1 CP):''' Lets a Space Wolf successor chapter take a chapter relic instead of being stuck with just the special-issue wargear list. *'''Thane of the Retinue (1 CP):''' If you have a Space Wolf Warlord, a sergeant or pack leader can take a special-issue wargear. *'''Warrior of Legend (1 CP):''' Put a second WT on your Warlord. This second WT must be from the Space Wolves codex and they gain the associated deed. Worth noting that the first trait could be from the Space Marine codex. </tab> <tab name="Strategic Ploy"> *'''Bestial Nature (1 CP):''' In the Command phase, a Space Wolf {{W40Kkeyword|Space Wolf INFANTRY}}, {{W40Kkeyword|Cavalry}}, or {{W40Kkeyword|Bike}} unit is treated as being in the Assault phase. *'''Counter-Charge (1 CP):''' This allows one unit to perform a Heroic Intervention against an enemy charge, letting them move 6" to do so. This little gem is useful in protecting more vulnerable forces by throwing more durable (or disposable) forces against the enemy. *'''Keen Senses (1 CP):''' Use this stratagem in the Shooting phase. Choose a SW unit from your army; they suffer NO penalties to hit until the END OF TURN. Those Alaitoc Shadow Specters will hate your guts. Time to break out the BIG guns. Use this broke-ass stratagem on leviathans, fellblades, and tank destroyers. The more guns the better. **This stratagem lets you turn your Long Fangs into Dark Reapers, meaning you can have move without suffering any minuses to hit. This makes any unit you wish had Power of the Machine Spirits that much faster. *** RAW, you could use this in your shooting phase, and negate all melee negative modifiers (Hammers, Fists etc.) in preceding fight phase. Super sweet on Wulfens and TWC hammering foes on 2+ to hit. **** Dope combo: use this on Aggressors, find some Hunter saga near by, advance and shoot with gauntlets without penalty, then charge and pulverize survivors with fists on 2+. </tab> <tab name="Wargear"> *'''Runic Wards (1 CP):''' Lets any of your units Deny the Witch like a Psyker, but only within 12". </tab> <tab name="Wolfspear"> *'''Track and Hunt (1 CP):''' at the end of the Movement Phase to pick an enemy unit within 24” of one of your Wolfspear Core units; that unit doesn’t get cover for the rest of the turn. *'''Killing Blow (1 CP):''' in the Shooting or Fight phases, give a unit +1 to wound against a unit that’s either below Half Strength or consists of 1 model and has lost more than half its wounds. *'''On the Scent (1 Cp):''' in the Charge phase, pick an enemy unit that lost models or wounds this turn – you get to re-roll charges for Wolfspear Core units that charge them. </tab> </tabs> ====Warlord Traits==== Most of These Warlord traits are selfish by nature, boosting up the ability of the badass, but also supportive later in game. Completing the Deed of Legend (DoL) unlocks an Aura that is slightly weaker than the Warlord Trait. *'''Beastslayer:''' Add 1 to hit and wound rolls made against {{W40Kkeyword|monster}}s and {{W40Kkeyword|vehicle}}s and +1 attack when within engagement range with one. ** DoL: Very straightforward, just use the Warlord to slay a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}}. This can be done with the character's ranged weapons. ** Aura: Space Wolf Core units gain +1 to wound rolls when attacking Monsters and Vehicles in melee. *'''Wolfkin:''' Warlord always counts as having charged for Shock Assault and gains +d3A from it instead of +1. This is Canis Wolfborn's designated trait. ** DoL: Kill any enemy model in melee with your Warlord. Ridiculously easy to complete. ** Aura: Space Wolf Core units within 6" always count as having charged for Shock Assault. *'''Warrior Born:''' Warlord always fights first in the Fight Phase when in engagement range of enemies. This is Ragnar Blackmane's and Krom Dragongaze's designated trait. ** DoL: Kill an enemy Character in melee with your Warlord. ** Aura: Space Wolf Core units within 6" of this model and within engagement range of enemy units also fight first. *'''Hunter:''' +1 to advancing and charge distances, and the Warlord can charge after advancing or falling back. This is Harald Deathwolf's designated trait. ** DoL: Successfully charge an enemy unit. ** Aura: Space Wolf Core units within 6" can charge after advancing or falling back. *'''Majesty:''' Gain an extra 3" to all Captain, Lieutenant, Chapter Master, and Chaplain abilities and auras, to a maximum of 9". This is Logan Grimnar's, Bjorn the Fell-Handed's, and Ulrik the Slayer's designated trait. ** DoL: Be within range of an objective that is more than 6" away from your deployment zone. ** Aura: Space Wolf Core units within 6" automatically pass morale tests. *'''Bear:''' Gain a FnP on a 6+ and enemy attacks can't re-roll wound or damage rolls against this warlord. This is Arjac Rockfist's and Njall Stormcaller's designated trait. ** DoL: Lose a wound. ** Aura: Space Wolf Core units gain a 6+++ FnP. *** Particularly useful since you can't take an Apothecary and this 100% works on Dreadnoughts; best on librarians (including Njal), since this both makes your librarian resistant to Perils, and means you can use Perils to help the aura trigger faster. *'''Wolfspear Warlord Traits:''' **'''Strike for the Throat:''' Your warlord re-rolls hits and has extra AP on melee attacks. **'''Hunt from Afar:''' Your warlord automatically hits and wounds on 2+ against Non-Vehicle/Monster units, good for a Phobos Captain. **'''Howling Beasts:''' Your Warlord gets +2 attacks when in engagement range of an enemy unit with 7 or less leadership. ====Psychic Discipline: Tempestas==== Your Space Wolf and Successor specific psychic discipline. #'''Living Lightning (WC6, Witchfire):''' Deals d3 mortal wounds to the nearest visible enemy unit within 18", then on another roll of 2+ the closest (to the caster) other enemy unit within 6" of the target also takes a mortal wound, increasing to 1d3 on a 5+. #*Note that due to the wording, if the first unit dies, there's no way to select the second unit. See the wording on the Iron Hands spell Machine Flense for the necessary wording on a spell to avoid this problem. #*This power beats Smite (1.79 mortal wounds dealt), provided it has : 1.44 to the primary target, 0.84 to the secondary, 2.29 total (due to rounding). It does very slightly less than the Iron Hands spell Machine Flense (2.41), but hits the nearest instead of any vehicle the caster wants. #'''Murderous Hurricane (WC6, Malediction):''' Target a visible enemy within 18"; until your next Psychic phase, it can't overwatch unless in terrain and nearly always fights last (actually always fights after Space Wolves, which is only a relevant nerf if you brought soup). The second ability is strictly worse than the Dark Angels spell Mind Worm, which has no such anti-soup wording, while the two spells have a radically different second ability (Mind Worm also deals a single mortal wound). #*This is radically worse than Veil of Time (from Librarius) to support a single melee unit of your own, so it's instead better when you're helping a bunch of melee units murder a single target, ideally when they also don't need help succeeding on the charge. #*In most situations, worse than Tempest's Wrath, but particularly useful on something charging you you ''don't'' want to be in melee with. #'''Tempest's Wrath (WC6, Malediction):''' Until the start of your next Psychic phase, an enemy unit within 24" has -1 to hit. Strictly worse than the Dark Angels spell Aversion, which is identical except that the target unit also suffers -1A while within 6" of the caster, but the difference doesn't matter for protecting a gunline. #'''Instincts Awoken (WC6, Blessing):''' Until the next psychic phase, a Space Wolf unit within 18" is treated as being in the Assault Doctrine instead until your next Psychic phase, or get a stackable -1 AP on UM wound rolls of 6 if already in Assault. #*''Significantly'' better in rounds 1 and 2 than in round 3; definitely consider putting this on a librarian in a drop pod with a squad of angry boys (you'll want your other power to be Tempest's Wrath, most likely). #'''Storm Caller (WC6, Blessing):''' Until the start of your next Psychic phase all friendly Space Wolves within 6" gain the benefit of being in light cover. Worse than Psychic Fortress from Librarius for melee protection, but in many many cases ''better'' for protecting a gunline. Don't forget to add the Cloaked by the Storm stratagem to buff them further - the units in cover will also be at -1 to be hit with ranged attacks! #'''Jaws of the Wolf World (WC7, Witchfire):''' Pick an enemy unit within 18". Roll a D6 for each model, with +1 to rolls if the test passed on a 9+. On a 6+, inflict a mortal wound. #*Deals slightly more than 1/7 of a mortal wound per model in the unit, which means at 13 models or more, this power outperforms Smite (at 13, it's 1.87 to Smite's 1.79). That means there are basically 3 collections of spells: Living Lightning and Jaws of the World Wolf are situationally Smite but better, for mortal wounds sources. Storm Caller and Tempest's Wrath are good protection for a gunline. Instincts Awoken buffs you in melee, primarily on the first two rounds - by round three it gets nearly useless. Murderous Hurricane can be used as a charge deterrent or if you need to charge something with dangerous Overwatch. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Space Wolf Relics"> *'''Armor of Russ:''' Bearer gains a 2+ armour save, 4++ invulnerable save, and one enemy unit within engagement range of the wearer always fights last. ** No restrictions on who can take it, so give it to a non-wolf non-terminator Lieutenant or Librarian for best results. *'''The Wulfen Stone:''' Friendly {{W40Kkeyword|Space Wolves Core}} units within 6" of the bearer re-roll charges and once per battle, as a {{W40Kkeyword|Space Wolves}} unit triggers Savage Fury on a 5+ (it neither grants SF nor applies the Assault Doctrine, so you want the target to have both in place from other sources). **Far and away the best relic you can take, and better than most relics of any SM chapter, in general, *'''Fireheart:''' Replaces a plasma pistol. 18" S9 AP-4 D3, no overheating. *'''Black Death:''' Replaces a power axe or master-crafted power axe with a power axe (S+2 AP-2 D1) that also grants +d6A that must be made with it. ** Makes your character a decent GEQ blender. If you're giving this to anyone, make sure they're on a Thunderwolf; the pup's additional teeth and claw attacks mean they'll want to have similar targets. *'''Mountain-Breaker Helm:''' After the bearer finishes attacking but before consolidating, you can roll a d6 on an enemy within 1" (so if you killed off all your melee targets, this does nothing). You deal d3 MWs on a 2+, or on average 5/3 of a mortal wound. *'''The Storm's Eye:''' {{W40Kkeyword|Librarian}} only. After using your first Tempest power in a Psychic Phase, roll a d6 for every enemy unit within 12". Each unit takes a mortal wound on a 4+. ** A lovely way of dishing out the MW, this also smacks Characters without the usual -1 modifier most similar powers have. Like any time you use a Librarian to dish out mortal wounds, Deep Strike is the way to go here, and then after that, you'll want mobility to be near enemy units, so a Jump Pack can be clutch. *'''The Pelt of Balewolf:''' -1 to melee hit and wound rolls against the bearer. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantuee at least 2D. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It's better to invest relics in durability or supporting other troops. *'''Morkai's Teeth Bolts:''' Markerlight, Space Wolf edition. One of the bearer's bolt weapons can make one hit roll and if it hits, ''any unit'' attacking that target re-rolls wound rolls of 1 (but the bolt weapon doesn't wound, penetrate, deal damage, or anything else). ** In melee, this is ''radically'' worse than the Blood Angels Quake Bolts, which a) provides +1 to hit, which is better than re-rolling 1s to wound in all cases except for WS2+ ''and'' is harder to provide in bulk because Lieutenants exist, and b) lets the bolt weapon resolve its damage and any other rules. As ranged support, it can be ok for bringing down a target with attackers not near a Lieutenant. *'''Wolf Tail Talisman:''' Bearer ignores MW on a 4+ during the Psychic Phase. *'''Frost Weapon''': Replaces all the Frost weapon options. Can give a lighting claw (single or pair), power axe, master-crafted power axe, power sword, or master-crafted power sword +1S and +1D and treat it as a Chapter Relic. ** Lightning claws: Sticking it on these bumps you up to the ever useful S5, meaning you now wound T6-9 targets with odds 5/9. The benefit against MEQs is much slighter, since you were already re-rolling wounds (you from odds 27/36 to 32/36, i.e. 3/4 to 8/9), but D2 is awesome against MEQs, and this gets both claws, unlike Master-Crafted. ** Power sword: Now this bumps you to S6, thus wounding T3 models on a 2+. More importantly, you can stick this on a master-crafted sword, bringing it to D3, i.e. as much as an unbuffed Thunder Hammer, with better AP and no accuracy penalty. ** Power axe: Eh, take a something else. S+3 resulting in S7 is an awkward value. Against T5 and below (i.e. most models), you wound on a 2+/3+ but the frost sword gets AP-3. Against T7 and T8 models, you wound on a 4+/5+ but the powerfist wounds on 3+/4+ and doesn't eat a relic slot. *'''Runic Weapon:''' {{W40Kkeyword|Librarian}} only. Gives +1 to Deny the Witch rolls and a force weapon gains +1S and is considered a Chapter Relic. ** Similar to the frost weapon explanations above with regards to strength values, you'll get a lot of use on force swords getting bumped to S6, but force staves do go to S8 for a diet thunder hammer. ** Unless you have a hard-on for denying the witch, this is far less useful than master-crafting the force weapon in question for D1d3+1. </tab> <tab name="Wolfspear Relics"> *'''Elemental Shroud:''' Gives incoming attacks -1 to hit and makes you ineligible as a target for ranged attacks if you’re more than 18” away from the firing model, but you lose this benefit until your next Movement phase if you make any kind of move. *'''Totem of Storms:''' Once-per-battle-round re-roll on a psychic test or deny attempt. *'''Blacktooth:''' Replacement for a knife or pair of knives and gives you +2 attacks plus all of your wounds turn into mortal wounds. </tab> </tabs> ====Special Units==== *'''Wolf Guard:''' Many of your firstborn infantry can take a Wolf Guard Leader in addition to the normal pack leader. Often they are the models to give the unit the +1Ld. Comes in power armour or (usually - not for Skyclaws) Terminator flavour. Either option gives you effectively two Sergeants: the one that comes with the unit typically has limited access to melee weapons (usually only a power axe, fist, or sword) and buys from the special weapons list for guns, while the WGL typically buys from the full melee and combi-weapons lists, as well as being allowed to buy a plasma pistol or storm shield. The termiWGL usually loses access to chainswords but gains access to chainfists, and is otherwise what you'd expect, except that the WGL normally costs the same as a unit member, but the termiWGL normally costs as much as a normal termi, despite not being able to deep strike. =====HQ===== *'''Wolf Lord on Thunderwolf:''' The melee version of a Biker Captain. While slower at M10", they can advance and charge in the same turn. The doggy adds 3A at S+1 AP-2 D1. ** Note that if your primary desire is combining mobility with number of attacks, Harald Deathwolf does this better, not least due to having Outflank. ** As this model has the Captain keyword, they can become a Chapter Master and take the Angel Artifice relic (Sv2+, +1T, +1W). Your statline becomes WS2+ BS2+ S4 T6 W8 A4 Ld9 Sv2+/4++ (and you can buy a storm shield to get down to 1+, if you want). Adding the Imperium's Sword (+1A and +1S on the charge), Bear (6+++ FNP, and as soon as you lose your first wound, it turns into an aura), or Iron Resolve (another +1W for W9, and a 6+++ FNP to boot) Warlord Traits truly turns you into the Space Wolf Smash Fucker. *'''Wolf Guard Battle Leader in Terminator Armour:''' Finally, a Lieutenant in Terminator Armour, which only Space Wolves and Dark Angels have any access to. 85pts compared to the power armoured 70pts. Gains a 5++ invuln, a storm bolter, and a power sword as default wargear. *'''Wolf Guard Battle Leader on Thunderwolf:''' Lieutenant riding a Wolf. Has all the benefits as the Wolf Lord on a Thunderwolf above, but attached to a Lieutenant instead. ======Named Characters====== *'''[[Logan Grimnar]]:''' Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. He comes equipped with Terminator armour, a 4++ invulnerable, a storm bolter and a big ol' axe, and is a venerable mountain of wounds, attacks and MANLINESS. He gained the Chapter Master keyword and ability (one Space Wolf Core unit within 6" re-rolls all failed hit rolls). He always counts as having completed his Warlord Trait, so his Chapter Master and Captain abilities are extended to 9", and Space Wolf units within 6" automatically pass morale tests. The Axe of Morkai now functions as either a thunder hammer without the hit penalty (not that your WS2+ models take the penalty to begin with) or an S+2 AP-3 D1 make-two-hit-rolls-for-each-attack GEQ blender. All for a neat 155pts. **'''[[Logan Grimnar]] on Stormrider:''' For a mere 25pts extra, he can take his sled. Bumping his stats to T6, W14 (making him lose Look Out, Sir, ''and'' he can't benefit from Company Vets anymore), and M10"/7"/4" (that's right, in his weakest state it would be faster if he could legally get out and walk). He also gains 6 of the Thunderwolves' teeth and claws (S+1 AP-2 D1), because fuck GEQs. He can also advance and charge like other Thunderwolves, but he can't Deep Strike. Beware, though; he swaps Infantry for Chariot, so some rules, abilities, or stratagems may not apply to him. ***Don't be dumb - this is exactly as bad an idea as it looks. If you need a mobile Chapter Master, field one on a bike, thunderwolf or just shell out cash for a Storm Eagle, StormRaven or Land Raider. Logan's Sled is just too fragile, plain and simple. *'''[[Arjac Rockfist]]:''' "<s>Mjolnir</s> Foehammer to me!"*cough* The Anvil of Fenris is your Wolf Guard Battle Leader in Terminator Armour. His standard Lt. aura is mostly a secondary role; his primary one is flattening enemy Characters and Monsters. S5 and A4 puts him above other WGBLs, in conjunction with his buffed thunder hammer which he can YEET at an enemy unit. 12" Assault 1 S10 AP-3 D3, gains +1D against Character or Monsters, with the melee profile being that same S, AP, D, and rules. His Champion of the Kingsguard rule lets him re-roll failed hit rolls in melee against Characters as well, meaning it's the same as re-rolling 1s to hit since he's WS2+. He's also one of the only Marines to have kept an 8th edition storm shield, meaning he has a 3++ invulnerable save (and a 2+ save, not a 1+). ** He's 120pts compared to a Battle Leader Hammernator's 105pts. For those 15pts, you gain what amounts to a meltagun, +1S (which is +2 after you account for the hammer), +1A, trading 1+/4++ for 2+/3++ (which is usually better), and an excellent character smasher. The only reason you'd take a generic Battle Leader in Terminator Armour is for relics or a Warlord Trait of your choice instead of Arjac's fixed Warlord Trait (the Bear, which is the 6+++ FNP that turns into an aura when the warlord loses his first wound), or if you really wanted to trade his melee prowess for long-range prowess, i.e. a storm bolter. *'''[[Njal Stormcaller]]:''' Sticking the Tempest that Walks inside a suit of Runic Terminator Armour is a no brainer. At 140 pts he's got an extra wound, 5++ and the ability to deep strike. Along with his improved stat line Njal knows 3 Tempestas powers along with Smite so he can pick and choose which 2 he wants to cast with +1 on he psychic tests. He can also deny 2 enemy powers per turn with a re-roll on all of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault 3 strength 3 shots are better than nothing. Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. *'''[[Bjorn the Fell Handed]]:''' Now that Bray'arth got taken out back and shot in the kneecaps by FW, Bjorn is roughly tied for toughest non-Leviathan Dreadnought now. T8 W8 Sv3+/5+++ fnp and Character makes him very hard to kill. He's kept his Captain re-roll 1s to hit aura but hasn't got the Captain keyword, meaning you can take him and a captain and a chapter master if you really want, and gained Duty Eternal from the Codex, meaning any damage he does suffer is reduced by 1. In melee, he packs five S12 AP-4 Dd6 re-rolling failed wound rolls punches, before you calculate shock assault. For shooting, he comes standard with a heavy flamer and assault cannon, the latter of which can be switched for a heavy plasma cannon, multi-melta, twin lascannon, or helfrost cannon. At M6", he has a fairly nippy power-waddle as well, and he's only 175pts with the assault cannon. ** He's an excellent addition to gunline armies compared to a regular Captain. The same aura, better shooting, tougher, and a better deterrent against enemies who get too close. *'''[[Harald Deathwolf]]:''' This guy, right here. Exceedingly tough at T5 W7 2+/4++, and his Mantle of the Troll King lowers any damage received by 1 (suck it, Dreadnoughts). He's a thunderwolf captain that can outflank, and has the same leadership-sharing aura chaplains have, but with a different name. His former frost axe is now a masterwork power axe with a buff on it, coming out at S+2 AP-2 D2 and unmodified wound rolls of 6 inflict an additional MW. *'''[[Canis Wolfborn]]:''' Dog Dogborn has returned as a Thunderwolf "Company Champion" with Frost lightning claws (S+1 AP-2 D2 re-roll failed wound rolls) instead of the master-crafted power sword and combat shield on a real company champion. His unique aura boosts him to a borderline auto-take if you have a Thunderwolf Deathstar, as he grants +1A with Thunderwolf and +2A with Fenrisian Wolf teeth and claws (he works on Ragnar's chariot, but only adds +1A, not the +2A you'd expect from it having two wolves); he won't buff them as much as a captain or lieutenant on a thunderwolf will, but he's a reasonably solid third buff to them. That being said, he's a glass cannon at T5, W6, Sv3+, and no invulnerable save - his only nod to durability is that he has outflank, letting him keep up with Harald. He has a bolt pistol and frag and krak grenades, but his BS is a laughable 5+, so that's a marginal downside compared to a real company champion. ** It's a fine question how anyone with BS5+ - he's less accurate than an ''Ork'' - managed to rise through the ranks of a Space Marine Chapter, even given how non-compliant the Space Wolves are. *'''[[Krom Dragongaze]]:''' A fairly inexpensive but fluffy alternative to a regular footslogging Wolf Lord/Captain. At 90 pts he boasts an extra attack, his Wyrmclaw is a +3 strength, AP-2 D2, and he reduces enemy units' combat attrition tests within 3" by 1. Awesome model, and offers something different from the usual Wolf theme. Cheaper than similarly equipped Wolf Lord, making him the budget choice. *'''[[Ragnar Blackmane]]:''' Got Primarised in the last edition. As expected he gets the extra wound and attacks (he is A7) that all Primaris have, but more conspicuously he replaces Shock Assault with his old Berserker Rage, giving him 3 attacks when Shock Assault would trigger instead of one. Additionally, he lets nearby Space Wolves within 6" make a consolidation move of 6" instead of the usual 3". And he has a re-roll charge aura for friendly SW non-vehicles within 6”. Get this guy in an Impulsor with either Incursors, Reivers, Bladeguard Veterans, or Assault Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE! Put short, this guy is a beast, but he won't carry you to victory on his own and requires a little support and strategy to truly shine. **'''Ragnar Blackmane (Legends):''' His non-Primaris form comes in at 100 points, which is starting to hit the pricey side for a footslogging Lord. He's got an extra attack but has lost his Furious/Berserk charge bonuses of previous editions so isn't quite the whirlwind of charging death he used to be. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save. If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls. More expensive than a Smash Lord, and re-rolling charges is something Wulfen give. *'''[[Ulrik the Slayer]]:''' Ulrik's a named Master of Sanctity with +1 to BS, W, and A, 9" to his Leadership-boosting ability, and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster (which isn't terribly likely, especially with his low mobility). Slayers oath now allows all Litanies cast to auto-cast instead of wounding bonuses, so he is more a buffer instead of a beater. Also has an AP-2 Crozius, for an almost relic blade. **Even though he is footslogging, he has options to get where he is needed, and can seriously buff other units when he gets there. He is currently 30pts above a regular wolf priest. =====Troops===== *'''Grey Hunters: CORE.''' Tactical Marines, Space Wolf flavour. However, these guys are geared mostly towards melee. Each and every one can take a chainsword for 1pt each, and 5pts gets them a Wolf Banner, which lets them re-roll any and all 1s when advancing and charging. They lack the ability to take heavy weapons, instead being able to take one special weapon per five Grey Hunters. Unlike regular Tacticals, your Sergeant is Ld7, and you have to pay extra for the Wolf Guard Pack Leader in either power armour or terminator armour to get Ld8. The Grey Hunter Pack Leader can replace his chainsword with a power axe, sword, or fist, and the WGPL can replace his weapons with any melee weapon, combi-weapon, or plasma pistols or storm shields (limit one storm shield, no 0++ for you) For some reason, one Hunter can swap his bolt pistol for a plasma pistol. ** One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That's 5 Plasma shots and 6 Bolter shots on a 133 pt troops choice. Stick them in a Razorback (Assault Cannons are fun). This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game. ** Due to the changes to Blood Claws and the introduction of Assault Intercessors along with Phobos units, the above strategy may be the most reasonable. Like other Tactical Marines, the only pressing use of Grey Hunters is access to assault weapons (they don't even get heavy weapons). Everybody else is either tougher, faster/sneakier, or more deadly on the charge. ** Until it's FAQed, the terminator Wolf Guard doesn't have his 5+++ invuln, as it's missing from the Grey Hunters datasheet. *'''Blood Claws: CORE.''' Instead of starting as scouts, Space Wolves start you off as Diet Assault marines, with bolt pistols and chainswords all around. 1A base + 1A from Shock Assault + 1A from Berserk Charge (the babysitter doesn't get this) + 1A from chainswords makes them brutal on the charge. They also have a rule where if they charge, the closest enemy unit must be one of the charge targets - a problem shared with Skyclaws, Bike Squads, and Attack Bikes. This isn't an issue most of the time, as that's where they want to be, but if you give them a Wolf Guard babysitter, this problem goes away entirely. ** Remember, the whole unit is a Blood Claws unit, so buffs like Lukas or Wulfen resolve against the Wolf Guard model, too. ** You can stuff three 5 man squads with a power-armoured Character into a Land Raider Crusader. Solves troops requirements for battalions, takes up 1 model for deployment rather than 5, and altogether serves as a top-notch horde/chaff removal tool allowing other units to move about more freely. Excellent place to make use of a stalker pack if you have the CP. ** Functionally, these guys are very similar to Assault Intercessors, being 1 point cheaper per model but without heavy bolt pistols and with lower Ld at size 5, yet they can access a much more diverse selection of transports and can take better Wolf Guard options/buffing opportunities. Both units dish out 4 attacks on the charge with Astartes Chainswords, at WS 3+ (i.e. 2+), with 2 wounds. ** Until it's FAQed, the terminator Wolf Guard doesn't have his 5+++ invuln, as it's missing from the Blood Claws datasheet. =====Elites===== *Many units from Codex Space Marines gain Wolf Guard. This is important for certain rules and stratagems that only affect Wolf Guard. They're listed below. ** '''Company Champion.''' ** '''Ancients of all flavours.''' ** '''Company Veterans.''' ** '''Veteran Intercessors.''' ** '''Bladeguard Veterans.''' ** '''Terminators.''' ** '''Assault Terminators.''' ** '''Relic Terminators.''' *'''Dreadnoughts:''' Your dreadnoughts can take Helfrost Cannons, which suck for their cost, and can upgrade their melee weapons to Great Wolf Claws, which is an autoinclude, since it's free and better, but none of that changes the fact that like for all chapters, Venerables are better. *'''Venerable Dreadnoughts:''' Your venerable dreadnoughts can take Helfrost Cannons, which suck for their cost, and can upgrade their melee weapons to Great Wolf Claws, which is an autoinclude, since it's free and better. In fact, a Venerable Dreadnought with a Claw, Heavy Flamer, and Assault Cannon or Multimelta (depending on what you're planning on shooting) is not only incredibly effective, it's the primary reason ''not'' to bother taking a Wulfen Dread. You can also swap ''both'' weapon arms for a Fenrisian Greataxe and Blizzard Shield. While 3+/4++/6+++ is awesome defensively, that radically cuts your offensive output so much you have to seriously consider if it's worth it - when a Wulfen Dread does melee and shield, it has an option for ''two'' heavy flamers. *'''Wolf Guard:''' The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons, and have crippled pistol access - plasma pistols only. They cost as much as Vanguard Vets base and can buy Jump Packs, Storm Shields, and Melee Weapons at Vanguard/Company prices, but buy their combi-weapons at Company Vet prices, ''not'' Sternguard. While you can field them as melee and/or shield only and pretend they're Vanguard Vets just fine, what they do that no other Chapter can is drop down with their Jump Pack wielding a combimelta and melee weapon (i.e. thunder hammer on the sergeant and either hammers or fists on the rest), shoot something nearby surprisingly well, and then either charge it, or if it was a transport and it died, its erstwhile occupants. Their Termi cousins can do this as well, but as usual for termis, trade cost and mobility for durability. *'''Wolf Guard Terminators:''' Similar to their power-armoured little brothers, Wolf Guard Terminators can mix-and-match close combat and ranged loadouts in ways no other terminators can, not even Dark Angels or Deathwatch, even able to equip each Terminator with combi-weapons (much like Chaos Terminators) and assign storm shields individually, without requiring hammers. That means a unit can basically start out as a 5-man squad of 5 storm shields, 1 heavy weapon, and any 4-5 combi-weapons you want (4 if you took an assault cannon or heavy flamer, 5 if cyclone). This also lets you issue only the sergeant, with his +1A, a melee weapon (i.e. a thunder hammer, chainfist, or lightning claw, depending on your plan). **The ''only'' downside of this otherwise best or second best (Deathwatch has a particularly compelling terminator unit) termi unit in the SM codex is that it's built for doing dakka particularly well and is attached to a very melee-focused faction. **If you don't take some combination of chainfists or heavy weapons, this'll often be just worse than fielding non-termi Wolf Guard with combis or melees and storm shields (or, if you extra committed to melee weapons, assault or relic termis). *'''Wolf Guard on Bikes (Legends):''' One option that fills a similar role to Thunderwolves in a fast moving shock unit, but a bit more geared towards shooting than stabbing. Each model can take a combi weapon and any combination of melee weapons, shield, or bolt/plasma pistol. ** Like the Wolf Guard Terminators, this can become yet another tough dakka squad. Two storm bolters and a couple storm shields mixed with melee weapons makes for a lot of shots with each model pumping out eight bolter shots at 24". A couple storm shields bump the squad to 2+/4++ and melee weapons help in case they get caught in an enemy charge. *'''Hounds of Morkai:''' For whatever reason, the furries now get a special Reiver squad made to kill Psykers (hardly surprising given the beef against the Thousand Sons and Grey Knights). These guys have a fixed load-out of grapnels, pistols, and combat knives, so no Deep Striking. Either cram them in a Transport or Outflank them with grapnels. They can always target Psykers with shooting, even if they're Characters, and they gain +1 to hit rolls and +1D against them too, both with their guns and knives. In terms of defense, this unit has a 4+++ fnp against MWs caused in the Psychic Phase, and casters within 18" suffer -1 to Psychic Tests, rising to -2 if they're within 6". With that said, they've lost Terror Troops and Shock Grenades. **There's no good way to use these, so don't - their offensive buffs against psykers aren't enough to make them actually better than just fielding a better unit for the same job (Eliminators or Jump Pack Wolf Guard), and their mobility is just overall lacking for ensuring they can be near the psyker you need harassed right now. *'''Lukas the Trickster:''' WS2+, W5, A5, and a Frost Lightning Claw (S+1 AP-2 D2, re-roll failed wound rolls - no +1A, but it's presumably in his statline), he's no slouch in combat. He also has a plasma pistol, so don't overcharge it unless you want to risk becoming a cartoonish pair of smoking boots on the ground. He can also never be hit on a roll of unmodified 1-3, so weapons taking penalties to hit will often just him at the usual rate, but weapons expecting to be accurate will suddenly not be; note that he has no special protection at all against flamers and the like. He also has a nerfed version of the old Chaplain aura, in that Blood, Sky, and Swift Claw units within 6" can re-roll melee hit rolls (i.e. he has to be near the melee when it happens - he provides always-on Litany of Hate). If he's killed in melee, both players roll off (remember, per the rules, this means you both re-roll on ties until there's a winner); if you win, the enemy unit that killed him suffers d6 MWs. Finally, the bad stuff, he can never have a Warlord Trait and ''all'' friendly Space Wolf units within 3" suffer -1Ld. **''Don't'' forget that you can re-roll successful hits to fish for high numbers, which is ''usually'' worthless, even with your Doctrine bonus up, but as an example of how this can be useful, if Lukas's re-roll applies to a unit that's also being hit with the Wulfenstone's one-off ability during the Assault Doctrine ''and'' it's WS2+ (which it almost always will be - most of the members of the units he buffs can't carry melee penalty weapons, so it's usually a fuckton of WS2+ chainswords), it is 100% worth re-rolling hit rolls of 1-4 to fish for the 5+ you need for the additional hit. ** You may think cramming Lukas and three five-man Blood Claw Packs into a Crusader is a good way to go. You wouldn't be wrong per se, but they will easily be one of the most cowardly Marine units at Ld6. *'''Lone Wolf (Legends):''' He's now more expensive than a Primaris Lieutenant, with a worse statline and zero buffing ability. He DOES have better wargear, and rerolls 1s against monsters and characters, but is awkward to transport, expensive when geared up, and he takes up one of the most crowded parts of your FoC. In the past, his utility was found in being cheap enough to be disposable while still being a credible threat to lone characters and monsters, and now with 3 attacks at 75+ points, he's neither. Hard skip. His one redeeming factor could be his one chucklesome ability to ignore the loss of his last wound, rolled per hit, which makes him acceptably good at tying up high damage, low attack volume models. *'''Lone Wolf in Terminator Armour (Legends):''' He's less terrible than his PA equivalent, but now costs more than a Wolf Lord. Teleport this bad boy next to the enemy and hope he gets his charge off. If not, your opponent will have to dump a fair bit of firepower into bringing him down, and as a character, that's only if he's the closest unit to them. *'''Wulfen:''' One of the best melee units from 8th, the Pack Leader can now swap out his weapons to match his companions. They cannot perform actions, so don't expect them to help with VP in that way. S5 T5 W2 4+ makes them a little survivable, but not much, which doesn't matter much since the whole unit can take Storm Shields to be 3+/4++. Plus, if they die in melee before they can swing, they can swing anyway on the way out. This unit always counts as being in the Assault Doctrine (thus always benefiting from the extra AP on melee weapons as well as the exploding 6s with melee attacks if you have an all-Space Wolf army) and as always having charged for Shock Assault. Finally, Space Wolf Infantry, Biker, and Cavalry units within 6" and Blood Claw units within 12" always re-roll failed charge rolls. So, 3A base + 1A from always having counted as charged. How are you using those attacks? Wulfen claws only give them AP-1, but frost claws are S+1, AP-2, D1, give +1A and re-roll failed wound rolls, and they only cost 5pts each. So unless you're lobotomised, the frost claws are effectively the basic weapon. They can be swapped for the MEQ-mulching great frost axe (S+3, AP-3, D2), but we both know you're here for the thunder hammer and storm shield combo. It does get expensive quickly however, pushing them to 41pts per model. That being said, it is always worth having at least two in your squad, as you're only sv4+ but become Sv3+/4++ with the inclusion of the shields. *'''Wulfen Dreadnought:''' Melee specialist dreads, but be warned, Wulfen Dreadnoughts kinda.. suck. Only has a single storm bolter (on BS5+, so not usually helpful) or heavy flamer as standard, along with a Fenrisian Greataze ''and'' Great Wolf Claw, which is as redundant as you'd expect - unlike an Ironclad, it gets no benefit from dual wielding melee weapons, so you'll almost certainly choose to drop one. Its Wulfen nature means it re-rolls charge rolls but cannot perform actions, and ''isn't CORE'', making it harder to buff. For options, you can pay 5 points to swap the axe or claw+bolter for a shield+bolter, granting a 4++ invuln, and you can pay 5 points per storm bolter to upgrade to a heavy flamer. That means the most broadly useful build is Claw, Shield, and two Heavy Flamers, but it'll still really struggle to keep up with a Venerable Dread with the same Claw (but hitting on 2+), one Heavy Flamer, and a ''real'' gun, especially a multimelta or assault cannon. *'''MURDERFANG:''' What Bjorn is to Venerable Dreadnoughts, this guy is to Wulfen Dreadnoughts. As a Character with fewer than 10 wounds, Murderfang can only be targeted with ranged weapons if he's the closest enemy. With a decent screen of infantry and good use of his Murderlust ability, getting him into close combat unharmed is almost too easy. His weapons are the Murderclaws (Sx2 (16) AP-3 D3, re-roll failed wound rolls) hitting on WS2+ with A5 base (but A8 in reality with Shock Assault, as he gains +3 from it instead of +1), a storm bolter on BS5+, and a heavy flamer. As a Wulfen, he cannot be your Warlord, have a Warlord Trait, or perform an action, but he re-rolls charges. Unlike his un-named cousins, Murderfang is bona fide better a melee murder, per point, than any other dread you can field, and against heavy targets especially, he borders on being your best melee, full stop. =====Fast Attack===== *'''[[Fenrisian Wolves]]:''' Fast and do some damage now that they fight at AP-1, but still die to a stiff breeze (T4 W1 Sv6+). Very cheap FA chaff, they gain more leadership the more wolves you have in a unit, and you can add a couple more Ld with a Cyberwolf sergeant, but it's still pretty crappy. If you want them to get into combat and do some damage you'll need a Wolf Priest to shepherd them; otherwise, leave them as fodder. ** These guys are basically our only good screening option if you don't want to ally with another Imperium faction. A unit of 10 or 15 dogs is cheap and makes for a fairly decent screen to help us against smiting and mortal wound spam. Consider taking them if you have a hole to fill in your list. These guys have AWFUL leadership though, and you are very likely to lose just as many models to moral as you are to shooting, which is not what you want from a screen. Don't expect these to be as effective as a Conscript conga. *'''Cyberwolves:''' This lets you field just the Fenrisian Wolves sergeant, in units of 1-3; the big seller here is that this is the cheapest thing any SM faction can field, period, at 15 points for an entire unit. If you literally just need a cheap body to throw at a problem, this unit has you covered. *'''[[Swiftclaws|Bike Squad/Attack Bike]] (CORE):''' Your Bike and Attack Bike Squads have the {{W40kkeyword|swiftclaw}} keyword, which means they also get, in a Space Wolves detachment, Berserk Charge and Headstrong, just like Blood Claws and Skyclaws do, only you have no way to attach a Wolf Guard model to fix headstrong. This doesn't really change anything about how they play, since your bikes are still fundamentally built for ranged combat. *'''[[Skyclaws]]: CORE.''' Skyclaws are essentially Blood Claws with jump packs, but their extra attack when charging gives them an edge over other versions of Assault Marines. You can fit three special weapons in the base squad, with a combi if you give them a babysitter (and the babysitter costs less than he does in a Wolf Guard squad, base). **At least right now, there's no ''good'' excuse for fielding them: the minimum two Skyclaws who are stuck with their base loadouts mean that anything this squad can do, Wolf Guard with Jump Packs can do better. The closest the competition gets is flamers - Skyclaws are 145 points for 3 flamers and a combi-flamer (plus two assholes with bolt pistols), while Wolf Guard are 155 points for 5 combi-flamers, and the latter is so much more points efficient it should be immediately obvious to you. *'''[[Thunderwolf Cavalry]]: CORE.''' Remained somewhat the same from 8th, but losing wolf claws is a smidge of a kick in the teeth. The teeth and claws give three extra S5, AP-2, D1 attacks per model, a slight increase from AP-1 last edition. Shove storm shields on them to bump them up to an amazing standard of survivability. Their Swift Hunters rule allows them to charge after advancing, giving them a 13" - 28" threat range, and the Wolf Guard Keyword gives you access to some WG-only stratagems and Character Auras. ** Field this unit for ''durability'', not melee output - due to their sheer cost, they don't actually hit as hard as Wolf Guard with Jump Packs, per point. But part of what you're paying for is higher T and W on a unit with ''very'' good mobility, since it can charge after advancing, so use what you're paying for. ** By themselves, these guys are pretty good, but they do need to be combo'd to becomes the murder machines of 7th. Harald Deathwolf grants them Ld9, Canis Wolfborn grants them an extra attack with teeth and claws, Wulfen let them re-roll failed charge distances. Wolf Priests and Rune Priests on Bikes give them the usual benefits of those to Characters. ** You could give the Pack Leader a Frost Weapon upgrade for 1CP on two lightning claws; That would give him A6 on the charge with S5, AP-2, D2, hitting on 2s and full re-rolls to wound. =====Heavy Support===== *'''[[Long Fang|Long Fangs]]:''' The Space Wolves version of [[Devastator Squad|Devastators]], only older and wiser. 9th has boiled away their unique hunter rule, and you're now just a Devastators all with Ld8 through the whole team and can take a Wolf Guard with or without Terminator armour as an extra weapons platform. The armourium cherub lets one model shoot twice once per game, and the signum lets one model shoot at BS2+ once per turn. The Long Fang Pack Leader can still take a special weapon in place of a boltgun though, so that's something, but he ''loses'' access to combi-weapons, meaning he's functionally nerfed relative to a normal Dev Sgt. ** Combine the cherub and signum. On turn 1, use the signum on a key gun (e.g. lascannon) and then use the cherub to get the extra shot. The signum will apply for the whole phase, meaning 2 powerful shots at BS2+. ** The terminator Wolf Guard does give extra firepower and mass, being able to raise to the pinnacle of Terminator-mounted dakka; storm shield, any combi-weapon you want, including a storm bolter, and cyclone missile launcher. It's a good model to use the signum and cherub on, netting you 4 BS2+ Storm Bolter shots and "4" BS2+ frag or krak missiles in one turn (due to how Blast works, against a unit of size 6-10, a cyclone frag is worth about 1.76 frags rather than 2; fired twice, it comes to 3.52). This is somewhat expensive though, with this model raising to 58 points (an actual pair of missile launcher long fangs will cost you 66 points and only one of them can be signumed/cherubed). Also, until it's FAQed, he doesn't have his 5+++ invuln, as it's missing from the Long Fangs datasheet. =====Flyers===== *'''[[Stormwolf]]:''' The [[Stormwolf]] is the Space Wolves equivalent of a [[Stormraven]] or [[Storm Eagle]], only it's a bit more expensive, holds 16 models and no dreadnoughts, and has very different guns. The flying refrigerator (wolf snout?) looks a bit doofy, but don't be fooled: this thing rocks. From a gun perspective, if you sink the extra 50 points for two melta arrays (multimeltas, with rate of fire 2 changed to 1d3 with Blast), for 350 you get what amounts to 2 lascannons, 2 multimeltas, and 2 hybrids between the two (the twin helfrost destructor has a nearly useless blast mode that's bad at murdering hordes, but in its main mode of 36" Heavy 2 S8 AP-4 D4, it acts like a compromise between 2 lascannons and 1 multimelta). A Stormraven costs 340 for 2 lascannons, 2 multimeltas, and 2 stormstrikes, which fire like the Helfrost but sacrifice AP and D for R: 72" Heavy 1 S8 AP-3 D3 each. Don't try to compete with a Stormraven kitted for anti-horde murder; you don't have the options. That said, you can cut costs and field a Stormwolf for only 300 points by leaving the multi-meltas off and sticking with the default Skyhammer Missile Launcher, a nearly useless, slightly upgraded autocannon. The main purpose of this flying boat is carrying a litter of puppies, after all, not murdering things itself. 16 is enough room for 3 truly MSU Blood Claws with a babysitter (e.g. Lukas), 2 that each have a Wolf Guard and ''four'' more dudes (or 2 termis or jump pack dudes), 2 with a ''terminator'' WGL each and 2 more dudes or 1 termi/jump pack babysitter, and so on and so forth. This is also a credible way to deliver Wulfen: you can fit an MSU unit of Wulfen, 1 MSU unit of Firstborn (e.g. Blod Claws), and 1 more dude, who can be a babysitter or a WGL on the Firstborn as you like. You can fit up to 8 Wulfen inside maximum, which can be helpful because the Wulfen sergeant is typically the only fucker in the unit ''not'' carrying a thunder hammer, so their output goes ''up'' as the unit gets bigger. *'''Stormfang Gunship:''' The Stormfang is extremely similar to the Stormwolf, but sacrifices most of its transport capacity for a bigger version of the Helfrost Cannon. Focused mode gains more S and D but loses reliable rate of fire: 36" Heavy d3 S10 AP-4 D6, Blast, making it slightly ''better'', on average, than a multimelta in melta range. Dispersed mode also finally becomes credible: 36" Heavy 3d3 S6 AP-2 D1, Blast. The Blast mode is a joke against most targets since you can't roll less than 3 regardless, but on average that mode fires 6 shots, making it an assault cannon with slightly better AP, making this the only version of the Helfrost gun where Dispersed mode is genuinely sometimes worth the price of admission. It also carries the same skyhammer/multimelta/thb sponsons as the Stormwolf, and its wing weapons are stormstrike missiles by default, but for 20 points you can upgrade to the Stormwolf's lascannons. This is 300 base, but with all upgrades it's 370 for the big Helfrost, 2 multimeltas, and 2 lascannons. That's a genuinely pathetic amount of dakka for the points, mind - 220 points will buy you 4 multimelta attack bikes with nearly identical output - and the transport capacity is only as much as a Razorback, so you ''really'' need to think carefully about fielding this. Counting the contents, a Stormwolf's efficiency is ''far'' better (the easiest comparison to draw is a Stormfang with 1 Long Fangs unit in it and a Stormwolf with 3). ====Tactics==== *'''White Scars but Different:''' This works best if you're a successor, so you can swap your tactics out for Whirlwind of Rage and Hungry for Battle. Whirlwind of Rage combines with your Doctrine bonus to make it worth re-rolling even successful hits to fish for 6s, so the name of the game is bringing full re-rolls to hit in melee: that means your HQ choices should start off with a Primaris Chaplain on Bike who knows Canticle of Hate (he'll have +2 to Advance and Charge personally, so this is for ensuring those around him can succeed on a charge as well if absolutely necessary - usually no one will need help and you'll use Litany of Hate), and you should strongly consider a Captain on Bike or Wolf Lord on Thunderwolf Chapter Master. The Warlord Trait you want most is Hunter on the Chaplain, but Majesty and Rites of War are also very helpful, so you should consider bringing all three traits across the two Characters, if possible. Neither Hunter nor Majesty should give you any significant problems popping the Saga for, and Majesty doesn't need you to pop the Saga to be helpful. Pay the CP to give one of the two the Wulfenstone, mostly because its 1/game ability is ''incredibly'' good mixed with Whirlwind of Rage + Your Doctrine Bonus + Full Re-rolls to Hit (the unit with all three should fish for 5s, not 6s). Then build the rest of your army around Thunderwolf Cavalry, Scout Bikes, and Bike Squads; if you need Troops, put Blood Claws in Rhinos. The whole mess will act like a White Scars army is supposed to be: you'll advance it shockingly quickly (remember, Hungry for Battle gives everything ''except'' the Bikes +1 to Advance distances) into the enemy, have basically no problem charging it after advancing, and then the Chaplain, the Wolf Lord if that's what you went with, and the Thunderwolf Cav will be able to Fall Back and Charge as it pleases to boot. </div></div> ==={{W40Kkeyword|[[Imperial Fists]]}}, {{W40Kkeyword|[[Crimson Fists]]}}, {{W40Kkeyword|[[Exorcists]]}}, and {{W40Kkeyword|[[Executioners]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Imperial Fists"> [[File:Imperial_Fists_Livery.png|100px|left|]] In the grim darkness of the far future, there is only defiance eternal.<br> Stubborn to a fault, the Imperial Fists are paragons of bolt marksmanship and peerless urban fighters and siege specialists.<br> On the tabletop, this is represented by their bonuses to shooting and mastery of cover use. Where their enemies find no respite, the Imperial Fists dig in whilst letting loose precise bolter fusillades and crippling heavy weapons barrages. Success not out of tricks or outlandish tactics, just shooting like a supersoldier ought to.<br> ''If you want marines with <b>fearsome firepower</b> and wish to reduce your enemy's army to mauled infantry turn one, then play as the Sentinels of Terra and fight until the bitter end''. </tab> <tab name="Crimson Fists"> [[File:Crimson Fists Livery.jpg|100px|left]] In the grim darkness of the far future, the sons of Rynn will always rise from the ashes against the enemy of mankind.<br> Thematically, these guys are Red And Blue - as the very first Space Marines and the poster boys of Rogue Trader, the primary colours - red and blue (with yellow for gunfire and explosions) - were cheap and striking to print in colour (in 1987 anyway). They’re generally cool guys and renowned for their stubbornness and tenacity, and knack at surviving pretty much anything.<br> On the tabletop, these guys are good at blending hordes with their shot multipliers and sustained fire output - very important in 8th, aka the Horde Edition. They perform better when outnumbered and in small squads, and their Intercessors and Tacticals aren’t as useless as other Chapters - nice and fluffy.<br> ''Stand firm against the numberless hordes of evil and survive anything the galaxy throws at you''. </tab> <tab name="Exorcists"> [[File:Exorcist_Pauldron.jpg|100px|left]] In the grim darkness of the far future, only strength of will and knowledge of the foe will prevail.<br> Serving as an experiment by the Ordo Malleus in how to create space marines who can better stand against the forces of Chaos, each Exorcist willingly becomes possessed and exorcises the Daemon through sheer force of will before becoming a member of the chapter. They were long thought to have been a successor chapter of the [[Grey Knights|Grey Knights]] before GW finally stated that they were Imperial Fist successors in a White Dwarf. On the table the Exorcists are expert Daemon hunters, with an emphasis on protection against mortal wounds and defense against high strength weapons.<br> ''Never rest while a single renegade draws breath. Let them fear our names''. </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== Unlike other supplements, the Imperial Fists share theirs with their Crimson Fists successors. Crimson Fists thus have a full list of relics and stratagems (and Imperial Fists don't), but have their own chapter tactic and half a warlord trait table. They're still Fists, just with some "heroic last stand" tones. <tabs> <tab name="Imperial Fists and Successors"> *'''{{W40kKeyword|Imperial Fists and Successor}} Chapter Tactics - Siege Masters:''' Enemy units do not receive "the benefit of light cover" against attacks made by models with this tactic. If the attack was with a bolt weapon, an unmodified 6 to hit scores an additional hit. [[Ork|Yellow IS shootier]]. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Works particularly well with a Chapter Master's re-roll (remember, you can re-roll a 5 if you really want that 6) and other mechanics that also trigger on 6 to hit (re-rolling for 6s is even better when that 6 also grants an autowound or -1AP or what have you). </tab> <tab name="Crimson Fists"> *'''{{W40kKeyword|Crimson Fists}} Chapter Tactic - No Matter the Odds:''' Add 1 to hit rolls for a unit shooting at an enemy that has at least 5 more models than the attacking unit has (e.g. a unit of 3 models gets +1 against any unit of 8 models or more). {{W40Kkeyword|Vehicle}}s count as 5, in both directions. Additionally, for attacks with a bolt weapon, an unmodified 6 to hit scores an additional hit. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Plus, scoring more shots than the weapon is actually capable of is always neat. This also means you suffer less from -1s to hit, including Auspex Scanners. **As if you needed an incentive to run Multiple Small Units. It works on your damaged units too, as well as low count units ([[That_Guy|Company Vet pairs]]). **Aggressors, Inceptors, and Centurions are perfect for the CF: they are three-man squads with a fuckton of bolt shots. </tab> <tab name="Exorcists"> *'''{{W40kKeyword|Exorcists}} Chapter Tactic- By My Will I Deny Thee:''' Unmodified wound rolls of 1 or 2 against a unit with this tactic always fail, even if the attacker's weapons or abilities would make it succeed. Additionally, units with this tactic get a 5+++ against mortal wounds. </tab> </tabs> *'''Combat Doctrine - Legacy of Dorn:''' Heavy Weapons with a strength characteristic of 7 or more gain +1 damage when targeting {{W40kKeyword|Vehicle}}s or {{W40kKeyword|Building}}s (although good luck finding a non-vehicle building to shoot at) in the Devastator Doctrine. No nonsense, strike some of the important targets turn one at range. But only turn one, due to the changes to Combat Doctrines. **''[[Battlesuit#XV95_Ghostkeel_Battlesuit|Does]] [[Riptide|nothing]] [[Khaine#The_Avatar_of_Khaine|against]] [[Tyranids|{{W40kKeyword|monsters}}]].'' **Without S7+ bolt weapons, it's hard to find synergy with your chapter tactics, so you might want to swap out to a Successor - Master Artisans and Stealthy, for example (Multi-Meltas are good for ''everyone'', but you may want to commit to lascannons, as the additional range can be helpful in guaranteeing it's a ''vehicle'' you're shooting). If you're going with stock, Crimson Fists do this better than actual Imperial Fists do, simply because it's easier to find yourself fighting a unit of 2 or more vehicles than it is to find yourself fighting a vehicle in light cover. ====Crusade Additions==== ====Secondary Objectives==== *''Bolster Barricades - Shadow Operations'': - Perform an action to dig yourselves in within range of an Objective Marker, the action finishes at the start of your next Command Phase. You gain a VP for each Barricaded objective within your deployment zone, and 4 VP for each objective marker barricaded in No Man's Land. **But that's not all, if the objective was barricaded, Imperial Fists Infantry gain both Light and Heavy Cover while being wholly within 6" of the objective. RAW, that cover aura extends way beyond the 3" needed to secure an objective, and continues to act as cover even if your opponent holds it. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Bitter Enemy (1 CP)''': In the Fight Phase, re-roll any Hit and Wound rolls against {{W40Kkeyword|Iron Warriors}}. The fluffy stratagem everyone seems to get. If it comes up, have fun with it. *'''Bolster Defenses (1 CP, Single Use)''': At the start of the movement phase, select an {{W40Kkeyword|Imperial Fists Infantry}} unit entirely on or within a terrain feature. As long as they remain stationary, when resolving an attack against them, add 1 to their non-invulnerable saving throw. **That's the wording. Notice it doesn't say "in the shooting phase", just says attack; if the enemy charges them, they get +1 to their armour save in melee - they're on YOUR turf. By using a Drop Pod, Impulsor or infiltration (Phobos) your unit can begin earlier on the enemy's ground and it becomes PROTECT THE BEACH-HEAD! *'''Sappers (1 CP)''': In the Shooting or Fight Phase, a unit adds +1 to Hit and Wound against a {{W40Kkeyword|Building}}. No one uses buildings, and you already have Combat Doctrine if they do. But if someone brings a Noctilith Crown or a Landing Pad, and you were too busy turn one to get it, go break it. *'''Bolter Drill (2 CP)''': In the Shooting Phase, one {{W40Kkeyword|Imperial Fists core}} unit counts hit rolls of 6 with a Bolt weapon as two hits. That's three with the chapter tactic. A tad expensive, so throw it high dakka units like Aggressors and Inceptors. *'''Tank Hunters (2 CP)''': Pick one enemy {{W40Kkeyword|Vehicle}}. Until the end of the phase, a (1) {{W40Kkeyword|Imperial Fists}} unit gets +1 to wound against it. Pop this when the enemy has a piece or armor that absolutely must die, and the combat doctrine just isn't enough for you (or you're trying to destroy it in melee). **Anti-infantry guns will wound almost any vehicle on a 4+, and Lascannons, Vindicators and Heavy/Macro Plasma Incinerators will ''wound almost any vehicle on a 2+''. *'''Praetorian's Wrath (2 CP, Single Use)''': At the start of the movement phase, when the Devastator Doctrine is active, 6s to wound with heavy weapons and grenades gain an additional -1 to their AP until the next movement phase. Note that the wording here means that it applies in Overwatch. *'''The Shield Unwavering (2 CP)''': At the end of your turn, give an {{W40Kkeyword|Imperial Fists Infantry}} unit within 3" of an objective +1 attack and +1 to (non-invulnerable)<sup>[https://www.warhammer-community.com/wp-content/uploads/2019/11/ded8a1f1.pdf 19/11/2019 FAQ]</sup> saving throws until the start of your next turn. ''Combine with Bolster Defenses or Pain Is A Lesson when the point must be held at all costs.'' </tab> <tab name="Strategic Ploy"> *'''Pain Is A Lesson (1 CP)''': Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase. *'''Close-Range Bolter Fire (2 CP)''': Turn an {{W40Kkeyword|Imperial Fists core}} unit's Bolt weapons into Pistols for a Shooting phase. They actually gain the Pistol type, so Rapid Fire weapons miss out on their double shooting, but all squads can use their guns alongside their actual pistols, and they get a boost in the Assault Doctrine. Everyone benefits, but who benefits more?: **'''Units who would like to fall back''', so that's Heavy Bolter Devastators and Bolter Inceptors (and Bikes). **'''Units who want to be in melee but don't want to miss out on their dakka''', like Auto Bolt Rifle Intercessors and Autobolt Aggressors. *'''Stubborn Defence (2 CP)''': Use at the start of the battle if your Warlord is on the battlefield. You can’t discard Storm or Defend tactical objectives, but scoring them gains you an additional victory point. *'''Clearance Protocols (2 CP)''': During the Shooting Phase, ten models in a unit can hurl grenades instead of one. Most noticeable on Assault marines and Vanguard Vets, who have an easier time closing the distance and aren't missing out on their guns. Still niche. </tab> <tab name="Requisition"> *'''Champion of Blades (1 CP)''': Give a successor chapter a Fists relic, the standard stuff. *'''Gift of the Phalanx (1 CP)''': Give a Sergeant a Master-crafted Weapon, Digital Weapons, the Fist of Terra, or Gatebreaker Bolts. **An Eliminator Sergeant's Bolt Sniper Rifle delivers Gatebreaker Bolts at BS2+ S5 and each of those wound rolls will inflict a mortal wound on a 6 to wound. The Infiltrator Sergeant's Marksman Bolt Carbine makes those three wound rolls auto pass if the hit was a 6, on top of generating another hit roll, like the Fists they do. Meanwhile a master-crafted weapon / Fist of Terra can be good on the Assault Intercessor sergeant, who can fight twice (10 A w/Fist of Terra). **Master-crafting a sergeant's blade is okay, but what about a Centurion Sergeant's D2 Hurricane Bolter? It's a Fist strategy because 6s to hit generate extra hits - 12 shots from a BS3+ model normally result in 8 shots landing, on average, but for you it's ''10''. The only downside to picking a Centurion Sergeant for this is that you can't lend him a Chapter Master re-roll to boot. *'''Sentinel of Terra (1 CP)''': Give a non-special character Warlord an additional Warlord Trait. Combine Indomitable and Stubborn Heroism for an incredible wall. </tab> <tab name="Crimson Fists"> They get two extra Stratagems, in addition to the previous ones: *'''A Hated Foe (1 CP)''': For one phase, a unit re-rolls all wounds against {{W40Kkeyword|Orks}} in either the fight or shooting phases, meaning it's not locked to melee. *'''Slay The Tyrant (1 CP)''': For one phase, a unit gets +1 to hit against {{W40Kkeyword|Characters}}. Boosting a single sniper unit could be a bit lackluster but could be useful for units who get to target a character, especially in melee. Especially when using unwieldy weapons, or to offset enemy -1 to hit tricks. </tab> <tab name="Exorcists"> *'''Cast Out Thy Blackened Soul (2 CP)''': For one shooting or fight phase, a {{W40Kkeyword|Core}} or {{W40Kkeyword|Character}} unit re-rolls all wounds against one selected {{W40Kkeyword|Chaos Daemons}} unit with 12". *'''Orison Cult (1 CP/2 CP)''': Select one {{W40Kkeyword|Core}} or {{W40Kkeyword|Character}} unit and one combat doctrine. The selected combat doctrine is active for the selected unit at all times instead of any other doctrine. Costs 1 CP for units of 5 or fewer models, and 2 CP for units of 6+ models. **Put this on a unit with heavy weapons to keep them in the Devastator doctrine all game - and therefore all ways getting the imperial fists bonuses to damage. *'''Spiritual Resolve (2 CP)''': Use this when an {{W40Kkeyword|Exorcists}} unit is targeted by a power manifested by an enemy {{W40Kkeyword|Psyker}}. The effects of that power are not resolved. **The targeting restriction significantly reduces this stratagems usefulness; but it'll come in handy occasionally. </tab> </tabs> ====Warlord Traits==== <tabs> <tab name="Imperial Fists and Successors"> #'''Siege Master:''' Add 1 to wound rolls against Building and Vehicle units. Great on a slam captain or anyone else that’s going to be in melee against Knights or tanks. This is Tor Garadon’s required trait. #*The Imperial Fists can have one of the mightiest Smash Captains of them all: Combine Siege Master with '''The Imperium's Sword''' (re-rolls charges, +1S, +1A). Then give him a relic Thunder Hammer or the cheaper Fist of Terra and now he's wounding Knights on a 2+. #*Fist Warlords aren't restricted to melee. Siege Masters can wound most vehicles on a 4+ with mere bolters. MC Auto Bolt Rifle > MC Stalker Bolt Rifle. #'''Indomitable:''' This warlord can only be wounded on a 4+. Essentially the opposite of the above, rather than being good at killing Knights this trait makes you good at not being killed by Knights (or other Smash Captains). This is Captain Lysander’s required trait. #*Better for T4 characters than for Gravis Captains; Gravis gives up the option of a 3++ for a T5 that would prevent them being wounded by S8 on a 2+, but this trait does away with silly maths. Only S5 Power Axes and Bolt Sniper Rifles would make a difference here. #'''Fleetmaster:''' Once per battle, ''at the end of the Fight phase'' and if this warlord both remained stationary and didn't do any attacks, select a point on the battlefield and roll 1d6 for each unit within '''d'''6". On a 4+ (subtracting 1 for characters), deal d3 MW to that unit. So, give up a Warlord's trait and turn to do what an Orbital Comms Impulsor does. #*Then again, it can be combined with an Orbital Comms Impulsor and Orbital Bombardment for 3d3 MW on the enemy's formation / spam 1d3 MW across the board. Rather punishing for [[Space Marines|MSU armies]]. #'''Stubborn Heroism:''' The warlord halves incoming damage (rounding up), but cannot fall back. Combine this with '''Indomitable''', and take the Adamantine Mantle on a Gravis Captain for a character who isn’t going anywhere. #*He won't die to the big stuff, but keep anti-horde measures at hand should you need them - a Terminator / Aggressor retinue can use '''Close-Range Bolter Fire'''. #'''Architect of War:''' When resolving AP-1 attacks against friendly Fists within 6" of this warlord, add an additional 1 to the (armour) save roll if that unit is "receiving the benefit of cover" (meaning IW and other IF ''do not'' nullify this trait - not only does it apply to both Dense and Heavy cover, even for Light cover, the unit still gets the bonus and then the trait bypasses it, so this still triggers - same reason it works in melee, even though ''all'' melee attacks ignore Light cover). ''While situational, enemy Bolt Rifles and astartes chainswords start at AP-1, so it can be a common situation indeed.'' #'''Hand of Dorn:''' If your army is battle-forged, gain D3 command points before the battle. Simple, powerful, always worth taking, even if it requires spending a command point for Sentinel of Terra. </tab> <tab name="Crimson Fists"> #'''Tenacious Opponent:''' If there are at least 5 enemy models within 6" of your warlord in the fight phase, he gains D3 extra attacks. #*Have him fight before killing models with other units; [[Khorne|Eight]] attacks on a good roll place him among the most damaging captains. Combine it with '''The Imperium's Sword''' or '''Champion of Humanity''' to make him even deadlier. #'''Refuse to Die:''' Unlike Robutte Girlyman you don’t need magical armour given to you by Cawl and some filthy heretical Eldar. Once your warlord loses his last wound, roll a d6, and on a 4+ he comes back with 1d3 wounds remaining as close as possible to your original position and at least 1” away from enemy models. #'''Stoic Defender:''' All {{W40Kkeyword|Crimson Fists Core}} units gain Objective Secured within 6” of your warlord, and any unit that already had that rule (your Troops) count as double their model count (5 tacticals count as 10) when determining models securing an objective, so you can steal objectives even if you're outnumbered by guardsmen. Especially hilarious when it's a sudden deepstriking ObSec captain stealing it away from non-troop enemies. Better than the vanilla codex version. #*This is the same Warlord Trait Chapter Ancients get, and is strictly better than Rites of War. </tab> <tab name="Exorcists"> #'''Enochian Guard:''' Once per battle you can modify the result of a hit roll, wound roll, or saving throw made for the {{W40Kkeyword|Warlord}} to a 6. Once per battle you can use an {{W40Kkeyword|Adeptus Astartes}} Epic Deed Stratagem without spending any CP's if this {{W40Kkeyword|Warlord}} is specified by that Stratagem's keyword. #'''Know Thy Enemy:''' Before the battle, select one unit in your opponent's army. Until the end of the battle, this {{W40Kkeyword|Warlord}} gains the following ability: #*'''Know Thy Enemy (Aura):''' While a friendly {{W40Kkeyword|Exorcists Core}} or {{W40Kkeyword|Exorcists Character}} unit is within 6" of this {{W40Kkeyword|Warlord}}, each time a model in that unit makes an attack against the enemy you selected, add 1 to that attack's hit roll. #'''Erudite in the Verses:''' This {{W40Kkeyword|Warlord}} can attempt to Deny the Witch as if it were a {{W40Kkeyword|Psyker}}. If this {{W40Kkeyword|Warlord}} is a {{W40Kkeyword|Psyker}}, in each of your opponent's psychic phases, this {{W40Kkeyword|Warlord}} can attempt to Deny the Witch an additional time. In each of your Shooting Phases, instead of shooting with this {{W40Kkeyword|Warlord}}, if it is not within Engagement Range of any enemy units, you can attempt a banishment. If you do so, roll one D6. On a 3+ the closest enemy unit 12" of and visible to this {{W40Kkeyword|Warlord}} suffers D3 mortal wounds. #*This is a great trait to put on a support character like an apothecary or an ancient. Both of those units tend to lack shooting or melee options, but may end up close to the enemy lines. You'll never regret throwing out a few mortal wounds over the course of the game, and the psychic defense is just a nice bonus. #*This also means that by taking this Trait, your non-Psyker Warlord can just point at people and say things that make them DIE. </tab> </tabs> ====Psychic Discipline: Geokinesis==== #'''Tectonic Purge – WC6:''' Any enemy units that start their charge within 12″ of the psyker must subtract 2 from the result. #*A strong defensive buff, this trait can combine withGrav Pulse strat to make even a Blood Angel unit think twice about charging out of deep strike, or work alone to help keep a unit of Centurions safe. The only major downside is the enemy needing to start within 12″, meaning the Librarian needs to be near the front lines. Combine with Tremor Shells to make charges basically impossible for an enemy unit. #'''Wrack and Ruin - WC6''': One visible enemy <{{W40Kkeyword|building}} or unit that's wholly in or within a terrain feature> within 18" has to roll 9d6, and for each 5+ (4+ if it's a {{W40Kkeyword|building}}) they suffer a mortal wound. #*Will outperform Smite, with the caveat that its targeting is heavily restricted. Deals 2.17 mortals to a non-building, 3.25 to a building. #*An opponent that knows you have this can simply have one unit member hang out outside the terrain to stop you from casting this - remember, light, heavy, and dense cover are all model-specific rules, not unit-specific. The only terrain benefit that requires a unit to be entirely within area terrain is Defensible, which allows Infantry, and only Infantry, to choose +1 to melee hit rolls or 5+ if they Overwatch when they're charged, so you generally have to be fighting Infantry and presenting a melee threat for your opponent to bother letting you cast this. #'''Iron Inferno – WC6:''' Select a point on battlefield within 18″ and visible to psyker. Roll one D6 for each enemy unit within 6″ of that point, deal one mortal wound on a 4+. #*This will deal slightly more than a third of a mortal wound, on average, to each target unit, so you need at least 5 units within range to exceed Smite. Since it's actually no more than 1 wound per target unit, this will generally fuck up enemy character support better than it will a parking lot. #'''Fortify – WC4:''' Restore D3 lost wounds to one {{W40Kkeyword|Imperial Fists Infantry}} or {{W40Kkeyword|Biker}} model within 12″. #*Has a very low WC, making it easy to cast (33/36 means it's slightly ''easier'' than a 3+ attack with full re-rolls), and turning your librarian into an Apothecary with a low chance to fail in exchange for more range. The healing won't actually stack with an Apothecary's, note. #'''Aspect of Stone – WC5:''' Add 2 to the psyker’s strength and toughness until your next psychic phase. #*Counters the positioning vulnerability in the use of Tectonic Purge, and turns a psyker into something of a melee threat; an assault can only be delayed so much. Offensively, this is much worse than casting Might of Heroes on yourself from Librarius, while defensively, T4->T6 is -1 to be wounded against Strengths 3,4,6, and 8-11, and -2 to be wounded against S5, which is a reasonable spread. Won't protect you at all against Poison weapons, of course. Naturally, if you're bringing this, the Librarian should be carrying a Force Axe, so he can be S8 AP-2 D1d3 - S7 and S9 are both much less useful breakpoints. #'''Chasm – WC6:''' Select a visible enemy unit that cannot {{W40Kkeyword|Fly}} within 18″ of the psyker. Roll 2D6; if the result is less than the lowest Move characteristic in the unit, it takes one mortal wound; if it’s equal it takes 1d3; if it’s greater then it’s a flat three mortal wounds. #*Starts outperforming Smite against M5 or less. Fuck Orks, Space Wolves who brought a Terminator along in their unit, and many severely crippled Vehicles/Monsters. Against M1/M0 (i.e. a Building) it has the same expected output as Wrack and Ruin against a non-building - otherwise, it does less, while having a less onerous targeting restriction. #*Another power that can be used to snipe out a character, this power has a 58.33% chance to do a full three mortal wounds against something with the standard six-inch movement (42.13% after accounting for failing the cast), and of course that only increases against slower units – things like Terminators or Death Guard spring to mind. ====Relics and Special-Issue Wargear==== <tabs> <tab name="Imperial Fists and Successors"> Imperial Fists get ''fewer'' Relics to choose from than any other first founding chapter. *'''The Banner of Staganda''': {{W40Kkeyword|Imperial Fists Ancient}} only. Melee attacks made by {{W40Kkeyword|CORE}} units within 6" get +1 to hit. Excellent utility for a Termie ancient deepstriking near other termies, nullifying their fists' and hammers' -1 to hit. Give them Fury of the First and you get hammers that hit on a 2+! And it's not like you don't have a [[Darnath_Lysander|named Termie captain]] to tag along. *'''The Bones of Osrak''': {{W40Kkeyword|Imperial Fists Librarian}} only. When manifesting a Geokinesis power, you can re-roll the Psychic test. **With this, Chasm now outperforms Smite at M7 or less, as all of your WC6 powers go from 72.22% to 92.28%. Iron Inferno will outperform Smite at 4 units or more - all three of your WC6 powers will deal 27.78% more mortal wounds with this. Stacks with and works better than Psychic Mastery - the Chief Librarian Warlord Trait for +1 to casts - but since Psychic Mastery works on Smite and combining the two has diminishing returns, Chasm will only outperform against M6, and Iron Inferno will need 5 targets again. *'''The Eye of Hypnoth''': {{W40Kkeyword|Imperial Fists core}} ranged attacks within 6" of the bearer re-roll 1s to wound. So, a limited Lieutenant re-roll...but that still frees up 60-70 pts and an HQ slot for a Chaplain or Librarian, so long as you're willing to give up on also buffing melee. Great for a ranged Captain baby-sitting a gunline, especially since [[Derp|Phobos Lieutenants cannot infiltrate]]. *'''The Spartean''': Vastly improved from SM1, it upgrades a bolt or heavy bolt pistol, making it 18" Pistol 2 S4 AP-3 D2, ignores Look Out, Sir. **Not as good as a Master-Crafted Combi-Plasma (fired on safe mode, of course, don't be daft), but can be useful on anything stuck with a (heavy) bolt pistol anyway, like a Bladeguard Ancient or an Apothecary, if you really can't find another relic you'd rather have. Usually worse than The Vengeful Arbiter, if you're replacing a regular bolt pistol, but with better range and the ability to target Characters. </tab> <tab name="Crimson Fists"> *'''Duty's Burden''': Replaces a master-crafted stalker bolt rifle or master-crafted auto bolt rifle (so Primaris Captains or Primaris Lieutenants only), 30" Rapid Fire 2 S5 AP-2 D2, so if you hold still, it'll be like a grav-cannon, only with one worse AP and able to benefit from your exploding hits Chapter Tactic. *'''Fist of Vengeance''': Replaces a powerfist, makes it into a tempest hammer (the Space Wolf thunder hammer that has AP-3, instead of AP-2 like a normal thunder hammer) without the to-hit penalty. **Technically, this is strictly better than the Blood Angels relic The Hammer of Baal, which is identical, except it replaces a thunder hammer, so this relic costs fewer points. But they're better at melee than you are, so... </tab> <tab name="Exorcists"> *'''Cessation''': Replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol, or absolver bolt pistol. Cessation is an 18" Pistol 1 S5 AP-3 D3 with a special ability that each time you make an attack with it you can re-roll the hit and re-roll the wound rolls. *'''Exile Plate''': The bearers has a save characteristic of 2+. While within Engagement Range of an enemy unit, each time a model in that unit makes an invulnerable save they always fail on a roll of 1-4 (1-5 for {{W40Kkeyword|Chaos Daemon}} models). **This is a real punch in the gut for armies like Daemons, Covens, Custodes, and Harlequins that rely on their invulnerable saves for durability. Outside of those factions you'll only get a a benefit against Storm Shields - which are common - but it's a pretty niche relic over all. *'''Expulsiaris''': Replaces a power sword or master-crafted power sword. Expulsiaris is a power sword with +2 Strength AP-4 D2 and a special rule that on unmodified wound rolls of 6 (or 4+ for {{W40Kkeyword|Chaos Daemon}} targets) the target suffers a mortal wound in addition to any other damage. **As with many of the rules the exorcists have this thing wrecks daemons, but is pretty lack luster compared to other power sword relics when you are fighting anything other than daemons. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle''': 5+++ Feel No Pain. *'''Artificer Armor''': 2+/5++. As always, better on support characters that lack invulnerable saves like Lieutenants or Librarians. *'''Master-Crafted Weapon''': Increase a weapon's damage by one and it counts as a relic, so it may no longer be affected by some WTs and such. Naturally, it cannot be used on weapons already named "master-crafted". *'''Digital Weapons''': Gain an extra attack that deals a mortal wound if it hits. Almost always a poor choice, because it only scales with WS - any of your melee powerhouses not only have a decent A already (which this won't scale with), they also have a decent melee weapon they could master-craft instead, and of course this won't be aided by other buffs, like a Chaplain's +1 to wound in melee. *'''Auric Aquila''': 4++ invulnerable save, and 5+++ against mortal wounds in the Psychic phase. A better invuln, and especially good for the Librarian, as it works on perils of the warp. *'''Fist of Terra''': Replaces a power fist, removing the penalty to hit and granting +1 attack. **Compared to the Crimson Fists Fist of Vengeance, this is -1D and +1A, which is usually worse: an A3 wielder will swing for 8 A*D with this, but 9 with the Vengeance. In fact, this relic struggles to compete with the Teeth of Terra, which swings for 2 less S and one worse AP, but 2 more A than it does. *'''Gatebreaker Bolts''': Gives a bolt weapon an alt-fire mode: make one hit roll that makes D3 wound rolls (allocated separately) at AP-5 D1. Since they are allocated separately, this is like making it fire D3 shots, except that if you can only re-roll one hit (e.g. cos you're burning CP to do it), it works on all 1-3 shots. Reasonably ok on an Eliminator Sergeant, since it lets his Hyperfrag rounds be AP-5 in exchange for losting Blast, but honestly, you're usually better off Master-Crafting something. *'''Warden's Cuirass''': +1 Wound. Strictly inferior to the Armour Indomitus, though the only other source of +1W is the Angel Artifice exclusive to the Chapter Master. </tab> </tabs> ====Special Units==== <tabs> <tab name="Imperial Fists"> Neither of your named characters are carrying a bolt weapon and only one of them can even make ranged attacks, because fuck your Chapter Tactics and Combat Doctrine, right? *'''[[Darnath Lysander|Captain Lysander]]:''' Lysander is a better TH/SS Terminator Captain; the Fist of Dorn is the Crimson Fists' Fist of Vengeance only better, an S10 (U+6, so it won't get double scaling from other S buffs) AP-3 Thunder Hammer without the -1 to hit penalty. If you have [[Death Guard|T5 enemies]], Lysander's the guy you schedule them a play date with. Makes nearby Fists immune to combat attrition tests, which aren't much of a concern for small units that already ignore attrition modifiers, but it's there. Do you know how to use a TH/SS Termie Captain? Then you know all there is to know about Lysander strategy. *'''Captain Tor Garadon:''' The original owner of the Spartean Bolt Pistol, now a named Primaris Captain in Gravis armor with +1 wound. He comes with a Grav-gun, making him pack just a bit more punch at range than the usual Gravis captain. He also has a Signum Array that gives a friendly Imperial Fists unit within 3" +1 to hit with ranged attacks, handed out during the Command Phase, which stacks nicely with his Captain's Rites of Battle aura, making him like a Chapter Master, but worse (the buff will have less impact, and it won't work on melee). His Hand of Defiance isn't just an aesthetically bulky Power Fist, it's ''Sx3 (so 12)'' AP-3 D3 (but still -1 to hit). Last but not least, his Siege Captain ability gives all his attacks +1 to their damage characteristic when he attacks a Vehicle or Building, so he can punch a Land Raider to death with attacks to spare or help whittle down a tank from afar. But he needs a Repulsor transport for that. </tab> <tab name="Crimson Fists"> *'''[[Pedro Kantor|Pedro Kantor (Crimson Fists)]]:''' More focused this edition than in the last several; he no longer benefits Sternguard especially, nor especially torments Orks, Pedro Kantor is a CC killing machine in 9E. His Oath of Rynn special rule is now a buff to give +1A to all friendly Crimson Fists CORE units within 6", on top of his Chapter Master rule. For his price and relatively small footprint, he can make a huge impact in any melee. **He's excellent when paired with -1 To Hit melee escorts, like TH/SS Termies/Vets or Aggressors. Add a Lieutenant and you'll be re-rolling everything. Being a footslogger, however, you'll need to find him a way to the front line, but being firstborn he's got access to Rhinos, Razorbacks, Drop Pods, and Land Raiders just fine, and at the very least he's got an Assault 4 AP-1 D2 Bolter to jog across the board. **Kantor, being a 'Chapter Master' also lends himself to gun lines. His +1A helps your Marines punch back when onrushing hordes inevitably reach the Marines, Primaris hitting as if they were Vets with chainswords. </tab> <tab name="Executioners"> *'''High Chaplain [[Thulsa Kane]] (FW Legends):''' Master of Sanctity with the most awesome name, +1A, and rather dodgy with -1 to be hit in melee like a Champion, ''and'' refunds CP on a 6 each time you spend them! Furthermore, instead of the Crozius, he uses ''Lifetaker'', a S+2 power sword with D2, which becomes D3 against {{W40kKeyword|characters}}, not unlike a Champion. And he's also got a plasma pistol with an extra shot. Though he's an impressive beatstick that buffs the melee capabilities of everyone around him, he's a footslogging firstborn, so you need to put him in a good transport, like a Drop Pod or a Land Raider. **'''Successor Tactics:''' Imperial Fists tactics are trash for Executioners; their endgame is assault and Thulsa Kane helps them do that well. This guy is an awesome force multiplier when combined with the "Whirlwind of Rage" successor trait and some high attack volume units (like Vanguards with double Chainswords). Every 6 to hit generates an extra attack AND scores an additional hit. And while those extra attacks cannot generate any more attacks, they DO generate additional hits on consecutive 6s! Add his natural Chaplain ability to reroll failed hits and you literally drown your enemy in wound rolls. Put him in a Drop Pod and take "Hungry for Battle" as your second trait so he and his company actually arrive in melee after deep striking (though you wouldn't be able to use litanies that turn). ***Even better with Incursor squads, whose Paired Combat blades score an additional hit on a 6. Combine it with Gene Wrought Might (1CP) to Auto Wound on a hit roll of 6. Exhortation of Rage means 6s generate an additional attack and Litany of Hate re-rolls any hit roll that isn't a 6. If you're fighting heretic Astartes, pop Death to the Traitors (1CP) while your at it. All up, each six we roll then explodes into 1 auto-wounds, two additional hits, and 3 additional attacks that can also roll 6s to get a further 3 auto-wounds (but no more additional attacks). </tab> <tab name="Exorcists"> *'''Captain [[Silas Alberec]] (Legends):''' Captain who can Deny the Witch. Also comes with S5, a named power fist (for that sweet S10), in the form of a sigil-etched, barbed power mace, (Sx2 Ap-3 Dd3 that does flat D3 to a Psyker or Daemon) and a S6 Ap-1 D2 bolt pistol. Best for pounding enemies into beefsteak at melee. </tab> </tabs> ====Tactics==== So you love bolters, hate vehicles, and forts trigger you despite never having seen one. What to do with all this? *'''Positioning:''' Shock Assault urges you to melee, your doctrine pulls you to range. But whatever you choose, you have to commit: unlike WS and UM, the stubborn Imperial Fists don't take falling back too well - Stubborn Heroism warlords wouldn't even think of it. Where other armies have stratagems to do complex feints, you simply gain true grit. You deny cover, but you're also geared to garisonning terrain features and objectives. Understand you're not fighting merely on a battlefield, but with it. *'''Attrition:''' Imperial Fists are balanced: they shoot well, can give the enemy a hard time closing in, and being space marines they don't suffer in melee like [[Imperial_Guard|other]] [[Tau|armies]] do. **When the enemy is far away you can outshoot them: blow up their gunships and bastions, ignore their cover, dig in yours. **When the enemy comes to you, delay them: blow up their transports, omniscramble their deepstrikes, pin them with Tremor Shells, punish their charges with Fortress of Resolve overwatch, and turn them back with Repulsor fields and Tectonic purge. **When the enemy reaches your objectives, you can use Shield Unwavering and Bolster Defense to protect them, and Close-Range Bolter Fire when falling back isn't an option. Plus, your Banner of Staganda gives you more hitsm so you can use hard-hitting units better. </div></div> ==={{W40Kkeyword|[[Black Templars]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.<br> The Great Crusade never ended for these guys. Not confined to a sector like other chapters, the Black Templars fight the enemies of mankind wherever they are. On the tabletop, these guys are the massed assault marines, with rules that encourage advancing on the enemy and annihilating them in melee with daring charges and skilled swordplay. They have lots of unique rules that enable their trademark 20-man strong Crusader Squads to defy enemy fire and land their charges. Playing on religious themes and imagery, they're known for using lots of relics, crusading, and anti-psyker abilities. Chaplains play a major role in their lists, making up for their lack of Librarians. ''[[Armageddon#Third_War_for_Armageddon|Are all orks dead?]] [[Great_Rift|Has chaos been defeated?]] Then chain your weapons to your gauntlets and '''take the fight to them'''. No [[Tau|pity]], no [[Chaos_Space_Marines|remorse]], no [[Eldar|fear]]!'' <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Righteous Zeal:''' Units with this tactic can re-roll charge and advance rolls. They also get a 5+++ FNP vs mortal wounds. **Simple yet effective, this and Shock Attack are your incentives for melee. With an individual 47.8% chance of making a 9" charge, a massed deepstrike is less of a coinflip ― the probability of ''at least one of two units'' making a 9" charge is '''72.8%'''. And you have a ton such units: ''Anything'' {{W40Kkeyword|Jump Pack}}, Reivers, {{W40Kkeyword|Terminators}}. Even melee Dreadnoughts will improve, as it makes charges vastly more reliable. But ''MSU everything'': one of two 5-man units making the charge is better than 10 dudes standing around doing nothing. It also doubles the grenades they can use (especially Reiver Shock Grenades), and the unit left behind can prevent any characters that didn't make the charge from being sniped when the others do get into melee. *'''Templar Vows:''' Huzzah, huzzah! The sacred vows of the Black Templars make their glorious return from 4th Edition! You pick one of the vows at the beginning of the game (after seeing what you're up against) and all of your units gain the listed benefits and penalties (Passion) of that vow. These replace the Super Doctrines other Chapters get, and while they do have a penalty associated with them, they are active all game long instead of being restricted to a few specific turns. **'''Accept Any Challenge, No Matter the Odds:''' Any models in melee will always gain the Assault Doctrine, which is a major convenience for early-game offense, allowing you to double dip doctrines: you can shoot with the tactical doctrine, and fight using the assault one. In addition, all units in melee gain +1 attack until the end of their fight - while this won't stack with Shock Assault, this will provide a bit of an edge in prolonged fights. In exchange, your units can't fall back so they don't want to get charged by a vehicle or monster they can't really wound or they'll be stuck there all game. ***Since the first points of AP are the most important ones, this benefits your Crusaders and Assault Intercessors the most. **'''Abhor the Witch, Destroy the Witch:''' On your first turn, your army gets +3" to their movement if there are any psykers in the enemy army. Any at all, which makes this incredibly handy. In addition, your units re-roll 1s '''to wound''' against enemy psykers. However, your units can't carry out any actions while within 18" of an enemy psyker. **'''Uphold the Honour of the Emperor:''' Your units gain a 5++ save and will never be wounded on an unmodified 2 to wound. However, they cannot receive the benefit of cover, though their saves offer quite a bit of protection. Armies that usually have an easy time wounding T4 Space Marines on a 2+ won't like this at all. ***Very good for both vehicles and big Crusader squads, which are usually too spread out to be affected by cover anyway, forcing AP-2 to be wasted on Neophytes and AP-3 to be wasted on vehicles, and you get ''5++ Dreadnoughts!'' ***Not quite the auto-take vow now thanks to Armor of Contempt, but still very useful depending on what you're up against. **'''Suffer Not the Unclean to Live:''' Natural 6s to hit a non-{{W40Kkeyword|Vehicle}} model in melee auto-wound, but whenever the unit charges, the unit has to charge the closest unengaged non-{{W40Kkeyword|Aircraft}} enemy within 12". You're usually only in range to charge one unit anyway, but a smart opponent can put a chaff unit or a tough unit like a vehicle nearer to your unit, forcing you to either charge that or do nothing for a turn. *'''Unit Restrictions:''' {{W40Kkeyword|Adeptus Astartes Psykers}} cannot be from the {{W40Kkeyword|Black Templars}} Chapter and you can't take a Chapter Champion as you already have the [[Emperor's Champion]]. *'''Wargear Options:''' Their Primaris Marshals (Captains) and Primaris Castellans (Lieutenants) get extra options. The firstborn ones don't: **Basic Primaris Captains can swap their loadouts to the manlier choice between master-crafted power sword or master-crafted power axe and plasma pistol or auto-flamer. The auto-flamer introduces the first instance of a Primaris combi-weapon, slapping a flamer on an auto bolt rifle for max-purging at full advance speed. **Primaris Lieutenants can swap their bolt rifle for a combi-flamer (yeah, a combi-flamer on a primaris model) and master-crafted power axe. Or they can replace their entire loadout for a choice between a heavy bolt pistol or auto-plasma and a choice between a chainsword or master-crafted power sword. While the option of a combi-flamer is odd when the auto-flamer exists in the same supplement, this is so that you can use the special classic mini as a primaris instead of a firstborn. Also, only they can take the auto-plasma, not the Captain. **Primaris tanks (Repulsors, Impulsors, Gladiators) can get a multi-melta instead of an ironhail heavy stubber (and increases the tank's PL by 1, if you ever use PL). On a Gladiator Valiant that means ''three'' multi-meltas on top of your twin las-talon and icarus rocket pod, which is a ''lot'' of [[dakka]]. ====Crusade Additions==== <tabs> <tab name="Agendas"> *'''Fulfil Your Vows''': Depending on which Vow you select for the battle, the following Agenda applies: **'''Abhor the Witch, Destroy the Witch''': Unit gains +1XP for each {{W40kKeyword|Pysker}} unit it destroys or +2XP for {{W40kKeyword|Pysker Characters}}, to a max of 3XP per eligible unit. **Accept Any Challenge, No Matter the Odds: Unit gains +1XP for each enemy unit it destroys that had 11 or more models, or +2XP for each unit that had 21 or more models, to a max of 3XP per eligible unit. **Suffer Not the Unclean to Live: Unit gains +1XP for each enemy {{W40kKeyword|Character}} or {{W40kKeyword|Monster}} it destroyed, or +2XP for each {{W40kKeyword|Character Monster}}, up to a max of 3XP per eligible unit. **Uphold the Honour of the Emperor: +1XP if your unit finishes the game in the enemy deployment zone, or +2XP if the unit has at least 2 models and is not below Half-strength. *'''First-Hand Experience''': Affects any units with Black Templar Scout, Scout Biker, Neophyte or Primaris Neophyte models within them, i.e. including Crusader Squads. Keep a tally for each time that unit is within a friendly-controlled objective or destroys an enemy unit. If you score at least 2 on the tally, that unit gains 2XP. *'''Reconsecration''': ''AKA the fun one''. After Deployment, let your opponent place down a Holy Relic marker anywhere outside their deployment zone. Any BT Character unit in your army can attempt to recapture it via an Action. If it does so that guy gains 3XP and you can add a Relic to your army via the Relic Requisition for 0RP. ''Brother Albrecht, where did I leave the holy fingernail of Mordred?'' </tab> <tab name="Requisitions"> *'''Relic Bearers (1RP)''': Select one of your units that has at least Battle Hardened rank. One model in the unit can become a Relic Bearer. Cannot be used twice on the same unit ''sad holy hand grenade squad''. *'''Visions from the Emperor (1RP)''': One of your existing BT Characters sees the light and is anointed Emperor's Champion. Loses any relics but can pick new traits and keeps its battle honours and experience. Nice, but realistically are you going to swap an arguably more powerful HQ for this? Might work on a Castellan or a compensating Judiciar. Might be more fun to just skip the Requisition and add a new EC. You could homebrew and say one of your Primaris Crusaders rises up? *'''The Marshall's Chosen (1RP)''': ''Neophyte, your training is complete.'' Firstborn or Primaris Crusader Squad completes it's training and gets a promotion. The unit is essentially removed and replaced with two units; one representing the Initiates becoming Sword Brethren and one representing the Neophytes becoming Initiates. Replace the unit respectively with a Sword Brethren/Vanguard Vet squad and a Intercessor/Assault Intercessor/Tactical/Assault Squad. Both units retain their experience points, battle honours and scars. Actually a very useful and fluffy way to rank up multiple units if you're starting with Crusader Squads. *'''Holy Intervention (XRP)''': ''So cowardly, it barely deserves a mention.'' Trade RP to complete Oaths if you were too pussy to win some battles. Deed/Foe/Condition/Situation costs 1/2/3/4 RP respectively. No. Don't you dare. </tab> <tab name="Battle Traits"> *'''Crusader Squad Traits (Firstborn & Primaris)''' **'''Exceptional Mentors''': Whilst any Initiates are still alive, Neophytes re-roll melee wounds of 1. **'''Faithful Squires''': Whilst any Neophytes are alive, Initiates re-roll melee hit rolls of 1. **'''Unbreakable Faith''': Start of each Command Phase, restore 1 wound to 1 model. In addition, whilst below Half-strength, add 1 to Leadership of all models. Potentially useful if you're running big blobs of 20. *'''Priest Traits (All flavours of Chaplain)''' **'''Voice of the Emperor''': Add 6" to the range of any Litanies of the Devout. Very situational, especially as Devout Litanies don't include any Auras. Meh. **'''Exceptional Recital''': ''Who said we can't read?!'' +1 to casting Litanies, all the time. Cool. *'''{{W40kKeyword|Sword Brethren, Bladeguard, Vanguard Veterans, & Terminator units}}''' **'''Strength from Conviction''': Any affecting Litanies of the Devout also give the unit +1 Strength for the duration. Scary with Chainswords. **'''Selfless Martyrs''': If unit has taken any casualties, add 1 to Attacks and Leadership. **'''Blades of the Emperor''': Any affecting Litanies of the Devout also give the unit exploding 6s in melee. **'''Illustrious Tutors''': ''Stay in school, kids.'' In your Command Phase, select one unit with Scout/Neophyte models and those models re-roll 1s to hit in melee. **'''Peerless Duellists''': +1 WS. Simple, effective. **'''Zealous Intervention''': Can perform Heroic Interventions. </tab> <tab name="Crusade Relics"> *'''Artificer Relic''' **'''Shackles of the Faithful''': The bearer can ignore any or all modifiers to the hit and wound roll *'''Antiquity Relic''' **'''Thronelight Lantern''': Aura. Enemy {{W40kKeyword|psykers}} within 12" of the bearer substract 1 from psychic tests. Once per battle, the bearer can select a {{W40kKeyword|psyker}} unit within 18", and until the end of the phase, that unit's melee attacks suffer -1 to their hit rolls. *'''Legendary Relic''' **'''The Black Sword of Sigismund''': The very same. Replaces your power sword / master-crafted power sword / relic blade for a S+3 AP-5 D3 sword, meaning ''it's better than The Burning Blade'', which is rumoured to be the Emperor's Own sword. </tab> </tabs> =====Oaths of Crusade===== The unique Templar Crusade mechanic, ''and it rocks''. At any time outside of a battle, declare an Oath of Crusade. Oaths are made of up to four parts: a Deed, a Foe, a Condition and a Situation. You must take at least a Deed, and if you can do so then take a Foe, and if you have a Foe take a Condition, and if you have a Condition you can take a Situation. In other words, make it as easy or challenging as you like. Each Oath part has a corresponding reward. You don't get the reward however until the whole Oath has been completed. Be warned, however. Once you make your Oath, you cannot change it or select a new one until the Oath is completed. So if you're facing reversals or not facing the required enemies, RAW the only way out is to spend RP via the Holy Intervention Requisition. Tricky if you have a very limited opponent pool, so choose carefully. <tabs> <tab name="Deeds"> *'''Bring Glory to His Name''': Win at least 4 Battles where you fielded Black Templar units. Reward: Casket of the Pious. *'''Bring Victory to the Chapter''': Score a total of 200 Victory Points in battles that you fielded Black Templar units. Reward: Blade of the Lost Crusader. *'''Reclaim His Domain''': In 4 Battles, have your Black Templar units capture at least two objective markers. Reward: ObSec units gain 1 XP. *'''Prosecute the Eternal Crusade''': Gain XP for 1 unit using the unique Black Templar Agendas in at least 4 Battles. Reward: Use Relic Bearers Requisition for free once. *'''Bring Down the Enemy's Outposts''': Win 6 Combat Patrol or Incursion Battles. Reward: Handle of the Sceptre. *'''Shatter the Holdings of the Enemy''': Win 4 Strike Force or Onslaught Battles. Reward: Shackles of the Penitent's Roar. </tab> <tab name="Foe"> *'''Lay Low the Foe's Mightiest Heroes''': Kill a Character from 4 different factions, or kill 8 Characters from the same faction. Reward: Seal of the Pious. *'''Slay the Enemy's Leaders''': Kill 4 enemy Warlords. Reward: Grip of the Lost Crusader. *'''Destroy the Machineries of Subjugation''': Destroy 12 enemy Vehicles. Reward: Receiver of the Penitent's Roar. *'''Decimate the Foe's Mainstay Forces''': Destroy 12 enemy Troops units. Reward: Each BT Troops units in your Order of Battle gains 2XP. *'''Cut Off the Enemy's Support Forces''': Destroy 8 enemy Heavy Support units. Reward: Stasis Casket of the Sceptre. *'''Strike Down the Greatest of Beasts''': Kill at least 8 enemy Monster units. Reward: BT Elites units in your Order of Battle gain 2XP. </tab> <tab name="Condition"> *'''Without Taking a Backwards Step''': Finish 4 Battles in which no BT units fled (i.e. lost to morale or combat attrition tests). Reward: Select up to 3 BT Core units (excluding Characters, Monsters and Vehicles), they gain the Battle-Tested Battle Trait from the CRB (gain ObSec, can shoot whilst performing Actions and auto-pass Combat Attrition if in range of an objective. Very powerful for Crusader Squads or Bladeguard etc. *'''Without Hesitation''': At the end of 3 Battles, have all BT units in the enemy's deployment zone. Reward: Every BT unit on your Order of Battle gains 2XP. *'''Without Allowing Our Holy Relics to Fall''': In 4 Battles, have a least one unit with a Relic or Relic Bearer survive. Reward: Bones of the Pious. *'''Without Allowing Our Heroes to Fall''': Have your BT Warlord survive in 5 Battles. Reward: Cross Guard of the Lost Crusader. *'''Without Suffering Overwhelming Casualties''': Play 4 Battles where you lost less than 50% of your army's Power Level. Reward: Select one eligible Character unit and give it an Artificer Relic. *'''Without Allowing the Machinations of the Enemy''': In 5 Battles, have no objective markers in your deployment zone be controlled by the enemy. Reward: Barrel of the Penitent's Roar. </tab> <tab name="Situation"> *'''Across this Forsaken Sector''': Play 10 Crusade missions with BT units. Reward: Increase Crusade Supply Limit by 10. *'''Across the Imperium''': Win at least 5 Crusade Battles against 5 different Factions. Reward: Remove one Battle Scar from up to 3 BT units. *'''Whilst Displaying our Colours Proudly''': Select the Uphold the Honour of the Emperor Vow in at least 5 battles. Reward: Head of the Sceptre. *'''Regardless of What Assails Us''': Play in at least 4 different Theatres of War (i.e. 9e Expansions, Charadon, Octarius etc). Reward: BT Fast Attack units gain 2XP. *'''Whilst Holding the Line Against the Encroaching Foe''': Play 4 Battles as the Defender. Reward: BT Heavy Support units gain 2XP. *'''At the Very Heart of the Enemy's Domains''': Play 4 battles as the Attacker. Reward: Grip of the Penitent's Roar. </tab> </tabs> =====Reclaimed Relics===== Each Reclaimed Relic requires you to have obtained the four parts of each relic through Oaths. Note you don't need to acquire the four parts in a single Oath...but that'd mean like several crusades to complete a single one. ''In the name of the Immortal Emperor, I hereby vow to...'' *'''Hands of the Pious''' - ''...Bring Glory to His Name and Lay Low the Foe's Mightiest Heroes, Without Allowing Our Holy Relics to Fall'' (Win at least 4 Battles + Kill a character of 4 different factions/[[Khorne|Kill 8 characters]] of the same faction + In 4 battles have at least 1 Relic/Relic Bearer unit survive): A Chaplain model knows ALL the Litanies of the Devout. Can also be given to a Non-Chaplain model instead, who then knows 1 Litany of the Devout and can cast it as if he was a Priest. ''Fucking sick''. *'''Sceptre of Fallen Empires''' - ''...Bring Down the Enemy's Outposts and Cut Off the Enemy's Support Forces, Whilst Displaying our Colours Proudly'' (Win 6 Combat Patrol/Incursion Battles + [[Khorne|Destroy 8 enemy]] Heavy Support units + Select the "Uphold the Honour of the Emperor" Vow in at least 5 battles): Once per Battle, in your Command phase, reveal magic sceptre and enemy units within 6" suffer -1 to hit until your next turn. *'''Sword of the Lost Crusader''' - ''...Bring Victory to the Chapter and Slay the Enemy's Leaders, Without Allowing Our Heroes to Fall'' (Score a total of 200 Victory Points + Kill 4 enemy Warlords + Have your BT Warlord survive in 5 Battles): S+2 AP-3 D2 sword that makes enemies suffer -1 to hit when targeting the bearer in melee. *'''The Penitent's Roar''' - ''...Shatter the Holdings of the Enemy and Destroy the Machineries of Subjugation, Without Allowing the Machinations of the Enemy At the Very Heart of the Enemy's Domains'' (Win 4 Strike Force/Onslaught battles + Destroy 12 enemy Vehicles + In 5 Battles, have no objective markers in your deployment zone be controlled by the enemy + Play 4 battles as the Attacker): Pistol 2 S5 AP-3 D2 pistol that ignores LoS! and dishes MWs on a wound roll of a 6. '''Awesome Unofficial Homebrew Ideas''' In this scribe's opinion, the new BT Crusade mechanics are awesome, but do remember it is ''your'' game, so long as your opponent agrees. If you want to create custom Oaths, i.e. for Helbrecht to finally catch up and kill Ghazkull, fucking DO IT, and create a custom reward too for finally slaying that SOB. Same for the reclaimed relics, which apart from Hands of the Pious are arguably a bit meh considering you need to win like 10 battles to achieve it, so go ahead and create your own fancy versions. ====Secondary Objectives==== ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Crusader's Wrath (2 CP)''': Use during a Command Phase where the assault doctrine is active. Whenever one of your models rolls a natural 6 to wound with a pistol or melee weapon, that hit improves its AP by 1. This stacks with the assault doctrine's buffs, but this is used only once, so you should save it for either felling a high-save foe or when most of your army gets stuck in. **You can read "6's to wound" as "1 in 9 attacks at WS3+". *'''Devout Push (1 CP)''': Use at the start of the fight phase, a {{W40Kkeyword|core}} or {{W40Kkeyword|character}} unit can ''either'', if it is unengaged, do a 3" <u>Normal</u> move towards the closest enemy unit or objective, ''or if he already is within engagement range of an enemy'', do a Pile-in move. **''<u>You cannot devoutly push yourself into melee because "Normal move"s cannot get you within engagement range</u>''. You can use it to creep onto an objective or basically move at M9", especially if the unit doesn't have assault weapons...but what are you going to use it on? Devastators who are walking out in the open who just so happen to be some 3" away from cover? And Terminators have 2 speeds anyways: deepstrike and charge. *'''Vicious Riposte (1 CP)''': Use at the begining of the fight phase (aka before attacks are declared) on a {{W40Kkeyword|Black Templars Core}} unit. Until the end of that phase, whenever a model of that unit is killed in melee without exploding, roll a D6; on a 5+, after the attacker's done their attacks, they receive 1 mortal wound, up to a maximum of 6 mortal wounds (you'd need 18 dead primaris crusaders for the full 6MW). ''Good for dead scouts, who only take 1 wound to kill. And even then you still need to lose 9 of them''. It manages to be even less useful than an Ancient. </tab> <tab name=" Epic Deed"> *'''For the Emperor's Honour! (2 CP)''': During the Fight Phase, pick out one {{W40Kkeyword|Black Templars Character}} and an enemy {{W40Kkeyword|Character}}. For this entire phase, the enemy character has to direct any attacks to your chosen character if they're in combat. ''This begs to be combined with Tanhauser's Bones for 1D''. *'''Bombastic Delivery (2 CP)''': In your Command phase (aka when footslogging), one of your Chaplain's litanies will automatically inspire, and they can roll to use another litany. ''So, it guarantees that litany you want, plus allowing to roll for Litany of Hate as well'' </tab> <tab name="Requisition"> *'''Revered Repositories (1 CP)''': You can hand a sergeant or Sword Brother one of the following: Witchseeker bolts (better when fired by a Primaris character's Master-crafted gun), Sword of Judgement (better wielded by someone with more WS and Attacks), the Skull of the Cacodominus (which merely needs to be held), Master-Crafted Weapon, or Digital Weapons. Your choice. *'''Heir of Sigismund (1 CP)''': Typical "warlord gets another WT" stratagem. Must be a BT trait. *'''Champion of the Feast (1 CP):''' One sergeant or Sword Brother gets +1 to their Attacks and Wounds and improves their WS by +1. **This changes things: normally a sergeant's WS3+ 2W 3+1A stats would only be okay for holding a low level relic. But WS2+ 3W 4+1A is comparable to a Lieutenant, and is especially useful for a relic bearer (or/''with'' revered repositories teammates). A unit equipped that way is basically a character + retinue, worthy of being supported by a chaplain or transport. Sergeants of note are: ***Assault Centurion (5W 5+1A), can master-craft either the drill or the hurricane bolter. They aren't CORE, though. ***Aggressor (4W 5+1A) ***Assault Intercessor (3W 4+1A) <u>Can fight twice</u> with the Fist of Balthus or master-crafted hammer, ''both unavailable to primaris characters''. ***Bladeguard (4W 5+1A) with the Sword of Judgement ''if someone else isn't wielding it''. </tab> <tab name="Strategic Ploy"> *'''Abhor the Witch (1 CP)''': When an enemy psyker manifests a power within 24" of your units, they can deny it on a 4+. This has no stipulations on only infantry or anything, so you can even have your land raiders shut down those psykers like nobody's business. *'''The Emperor's Will (1 CP)''': Use when a {{W40Kkeyword|Black Templars Infantry}} Unit advances. They can still shoot pistols, rapid-fire, and assault weapons without any penalties. While charging remains off the table, you now have a way to bring a firing line much closer and fire as soon as they get there. *'''Exemplars of the Crusade (1 CP)''': A unit of Sword Brethren (Only Primaris since we have no way to bring back the original unit) that roll a natural 6 to hit score an additional hit. *'''Deadly Cargo (1 CP)''': After a {{W40Kkeyword|Land Raider Crusader}} made its Normal move, units (''plural'') embarked inside it can disembark (3"). They cannot move any further...but they can charge. ''Assault vehicle is back!''. **The stratagem targets the Land Raider itself, meaning you can disembark three units & a character in different directions and have them all charge. M10" + 3" disembark + 9" makes Assault Centurions inescapable. *'''Strength of Conviction (1 CP):''' One {{W40Kkeyword|Black Templars Core}} unit will count as as having ObSec for this turn. ''A reminder that Dreadnoughts are CORE''. *'''Tenacious Assault (1 CP)''': Roll a d6 when an enemy {{W40Kkeyword|infantry}} or {{W40Kkeyword|beasts}} unit tries to fall back from your units. On a 4+, they can't fall back. While it can now lock up things like Flesh Hounds and spawns, the effect itself took a major blow to effectiveness. </tab> <tab name="Wargear"> *'''Heretic's Pyre (1/2 CP)''': Pick one {{W40Kkeyword|Black Templars Core}} unit during the Shooting Phase. Any flame weapons in the unit (including those spiffy new pyroblasters and pyre pistols) essentially gain Blast: a target unit of 6-10 models scores 3 hits while a unit of 10+ models scores all of the hits. They don't gain the actual rule, which matters to Dreads with flamers. Costs 2CP if the unit is {{W40kKeyword|Mark x Gravis}} aka Aggressors; still 1CP for the other sources of flame: Assault Centurions and Sternguard & Company Vets with combi-flamers. ''What better way to spread the faith and show off to those sisters than by cooking the enemy alive?'' *'''Incendiary Shells (1 CP)''': Any unit that fires their shotgun (aka Crusader Squads of both varieties, and Scouts & Scout bikers) improve their damage to D2. </tab> </tabs> ====Warlord Traits==== #'''Epitome of Piety:''' The Warlord can deny one power in the Psychic Phase, and gains a +1 on his roll to do so. Grimaldus takes this one, meaning '''he gets 2 enhanced denies'''. #'''Paragon of Fury:''' Whenever the warlord finishes a charge move, add +1 to their Strength stat until the end of the turn, and roll 1d6 for each enemy model within engagement range of the warlord; on a 5+ that unit takes a mortal wound. #*Give this guy a +3S D3 sword, like a master-crafted Relic Blade or the Sword of Judgement. Now he wounds T4 on a 2+ without a hit penalty. The Emperor's Champion's sword is S+3 already, so he'll reach S8 on the charge. #'''Master of Arms:''' The Warlord Always Fights First and adds +1 to their Attacks stat. #*Black Templars don't do fall back feints, and fighting first means the enemy cannot kill you because you killed them first. Plus, it means the melee progression becomes "you fight, they fight, you fight", as opposed to "you fight, then the enemy fights twice". It remains super powerful in 9th. You can heroically intervene and strike first in the opponent's turn, saving your brothers. #*You can combine it with the '''Champion of Humanity''' WT for a character with <u>+2A, who always fights first, and has +1 to hit and +1 to wound against characters</u>. Maybe give the Sword of Judgement to this guy instead. #'''Inspirational Fighter:''' When friendly {{W40Kkeyword|Black Templars Core}} units within 6” of this warlord roll an unmodified 6 to wound for melee weapon attacks, improve the weapon’s AP by 1. Unlike last edition, this stacks with Assault Doctrine, which means it's an easier time cutting down traitors. #*6s to wound on a 3+ to hit means "1 of 9 attacks gains -1AP". So, 3.44 attacks out of a 10-man Crusader squad charging with chainswords on everyone. Is that a lot? #'''Front-Line Commander:''' Add 1 to the Advance and Charge distances of the warlord. If the Warlord is in engagement range of an enemy unit, add 1 to the result of any {{W40Kkeyword|Black Templars Core}} charging the same unit. High Marshal Helbrecht's trait. #*Remember it doesn't stack with '''Canticle of Hate''', which has problems when the Chaplain Deep Strikes or rides up in a transport. Up to you to use a Front-Line Commander to do a turn 1 drop pod assault or be patient and wait for turn 2 with Chaplain support. #*Strictly worse than the Master of the Vanguard WLT other than working on non-Phobos. #'''Oathkeeper:''' Warlord can do 6" Horizontal, 5" Vertical Heroic Interventions. The Emperor's Champion has this as an innate rule, but unlike Grimaldus he actually cannot get this trait. Not that he'd want to anyway. A 9" inescapable intervention, now that would have been something. ''Maybe useful for characters leading Crusader squads, which are huge and may get to fight without him despite him behing within 1" of them''. #*'''BAD'''. When was the last time your enemy charged the captain's retinue but it was far away from him and he didn't get to fight? Never. When was the last time you said "I wish my character was eligible to be struck before he gets the chance to fight"? Never! <u>Taking this is not taking Paragon of Fury</u> or Master of Arms; you cannot defend that. ''Could be combined with Master of Arms to have a character that both intercedes and fights first though. Also has a niche use in getting a Judicar where he needs to be.'' ====Relics and Special-Issue Wargear==== <tabs> <tab name="Chapter Relics"> *'''Adamantine Mantle:''' 5+++. Not that great in an army with access to so many rolls to negate wounds. *'''Ancient Breviary:''' {{W40Kkeyword|Chaplain}} only. When you roll for a litany for the bearer, you can roll 2D6 and discard either result. **Equivalent to being able to re-roll. Can give 97.55% reliability to Litany combos for a Master of Sanctity. *'''Aquila Immortalis:''' +1 to the bearer's Toughness and Attacks. Can either make a character feel like they're wearing Gravis without the bulk of it, or double-down on a character already wearing Gravis (or a bike) for T6 W8. The '''Iron Resolve''' WT gets them to T6 W9 Fnp6. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. Best put on a model with a decent amount of wounds but no invulnerable (Lieutenants and Ancients). *'''Aurillian Shroud:''' Once per battle at the start of your command phase (aka when footslogging), the bearer of this relic can activate it. When they do, until the end of the battle round, models in friendly {{W40Kkeyword|Black Templars Core Infantry}} units have a 4++ invulnerable save while within 3” of the relic bearer. ''Make 4+/4++ neophytes ignore AP for a turn''. *'''Breath of the Throne:''' Replaces the flamer part of a combi-flamer or auto-flamer. 12" Assault 3+D3 S5 AP-1 D2. This is a pretty sizeable buff for the combi-flamer by not only guaranteeing a minimum of 4 hits but by strapping a master-crafted heavy flamer onto your bolter. *'''Crusader's Helm''': Increase the range of the model's aura abilities by 3", to a maximum of 9". Also, during your Command phase (so it doesn't work in deepstrike/transports), pick a friendly {{W40Kkeyword|Black Templars Core}} unit with the Combat Doctrines ability within 6" of this model. Until your next Movement phase, the Assault Doctrine is active for that unit, replacing the current doctrine. *'''Perdition's Edge:''' Replaces a power axe or MC power axe. S+3 AP-2 D2 but deals 2 mortal wounds on a natural 6 to wound (some once each six attacks at WS2+ Rr 1s to wound). Honestly not much when compared to the Sword of Judgment, but this can punch past invulns. *'''Tännhauser's Bones:''' The damage of ANY attacks are reduced to 1, effectively telling all plasma, melta and hammers to eat shit and die. ''Combine it with the '''Iron Resolve''' WT for +1W and FnP6 and teach newbies what '''Eternal Warrior''' means''. </tab> <tab name="Sergeant Relics"> These are assignable like normal relics, but also assignable via the Revered Repositories strat to a Sergeant or Sword Brother: *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Usually worse than a Master-Crafted Weapon on anything you can be bothered putting a melee relic on. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4. *'''Skull of the Cacodominus:''' Enemy psykers within 12" of the bearer suffer a -1 to channeling rolls and will suffer perils on any doubles instead of double 1s or 6s. Once per game, the bearer can activate it and make an 18" bubble that adds an additional -1 to casting checks. Though your guys can still be targeted by psykery, this will make it a difficult affair. *'''Sword of Judgment''': Replaces a power sword, master-crafted power sword, or relic blade with a master-crafted relic blade: S+3 AP-3 D3. Compared to a Thunder Hammer, hitting on a 2+ but wounding on 3+ is the same as hitting on a 3+ but wounding on a 2+, unless you have access to a buff that's only on one of them - in particular, it's a lot easier for you to re-roll hits than wounds, making the Thunder Hammer better in practice if you brought that to the party. **Despite this using a relic slot (1CP) to do what a regular Thunder Hammer does, this relic sword costs ''one tenth'' the points and can be wielded by Primaris characters, who can't use hammers. *'''Witchseeker Bolts:''' Goes with a bolt weapon and you can shoot this instead of its normal ammo. You only get one attack, but the attack can ignore Look Out, Sir against a {{W40Kkeyword|PSYKER CHARACTER}}. Also, a hit on a {{W40Kkeyword|Psyker}} causes an extra 1d3 mortal wounds. ''Put it on a Master-crafted Stalker bolt rifle for D3+1d3 to witches. So does a Master-crafted Instigator bolt carbine, but the RG FAQ confirms a '''Marksman's Honours''' warlord does get +1D when shooting relic ammo''. </tab> <tab name="Relic Bearers"> A bit of a weird addition, but you can also add a relic from this list to one model (doesn't need to be the sergeant) in a {{W40Kkeyword|black templars Core}} or {{W40Kkeyword|biker}} unit, raising the PL of that unit as well as the point cost for buying that upgrade - you can only upgrade a unit once and you can only hand out each of these relics once. This also gives the model the {{W40Kkeyword|Relic Bearers}} keyword for use in any stratagems or objectives. ''Can be used with Revered Repositories to have two relics in the same unit''. *'''Beastpyre:''' Replaces a flamer or pyreblaster. 15" Assault d6 S6 AP-2 D1. *'''Bones of Mordred:''' Any melee attacks the bearer makes that roll a nat 6 to wound deal a mortal wound as well. *'''The Crux Obsidian:''' Any damage the bearer suffers is reduced by 1 to a minimum of 1. ''Use it on Centurions, Aggressors, Bladeguard, or Outriders, your units with the most wounds''. **Keep in mind that once you begin allocating wounds onto a model, any further wounds must be allocated onto it until it either dies or heals to full; if you tank a multi-D wound, the enemy can then waste the crux by next attacking with D1 weapons until the bearer dies. *'''Fist of Balthus:''' Replaces a power fist with a +1 to hit, +1D Power Fist (or equivalently, +1 to hit, -1AP Thunder Hammer): Sx2 AP-3 D3 without any penalty to hit, making it a pretty easy grab. **Compared to a MC Thunder Hammer (which is 33.33% better than a normal one), the accuracy buff alone is worth the same (+33.33%) on a WS3+ model but is only worth +25% on a WS2+ model, and the improved AP is <s>often useless</s> a roughly 25% increase in damage against 3+ Sv targets with no invuln. 20% in Assault Doctrine, either way more than a 33% increase. The MC Thunder Hammer wins out against things with exactly 4 wounds, or 7-8 or 10+ wounds and an invuln. So Ltns, Gravis Captains, ect. The fist beats vehicles and regular gravis infantry better. Also the MC Thunder Hammer takes a command point. *'''Holy Orb:''' The Holy Hand Grenade of Antioch returns yet again. Once per game on the shooting phase, the bearer can chuck this on an enemy within 6" and hit on a 2+. The target suffers d3 MWs and won't be able to fight until after all of your army does, making it a handy tool for supporting a charge. *'''Icon of Heinmann:''' All attacks allocated to the bearer with AP-1 or AP-2 are reduced to AP0, which is useful for shutting off power axes and bolters. **A Bladeguard, Terminator, or squad in cover can use the Icon to save up to AP-2 on a 2+. **A unit can combine it with Uphold the Honor of the Emperor to save up to AP-2 on a 3+, while AP-3 hits can be tanked by 5++. Especially good for Crusader squads who can use Neophytes for that. *'''Light of the Emperor's Grace:''' Grants +1 to the unit's Leadership and the psyker debuff aura from the Skull of the Cacodominus without the perils part. *'''[[Sigismund]]'s Seal:''' Mark one enemy unit during the first turn of the game. The bearer's unit gets to re-roll to hit and to wound against that unit. Mark it for a key unit in your enemy's army, maybe mark it for a hero that your characters won't be able to handle because they have better priorities. </tab> </tabs> ====Litanies of the Devout==== To compensate for their lack of a Psychic Discipline, the Black Templars gain six unique Litanies for their Chaplains to use instead of the usual ones. They all only affect one friendly {{W40Kkeyword|black templars Core}} or {{W40Kkeyword|Character}} unit within 6". They are all useful, awesome, and extremely flavorful despite not being auras. #'''Litany of Divine Protection''': The target gains a 5+++ FNP, as in, no longer restricted to mortal wounds only. #'''Psalm of Remorseless Persecution''': Target unit deals a MW on an unmodified 6 to wound in melee, in addition to any normal damage. You can only score up to 6 mortal wounds in this way. Unlike the others, this one doesn't affect characters. #*You need some 13 crusaders on the charge to get the 6 MW. However it's actually a good effect: basically a +1D that does spill onto the next target on a 6 to wound. #*Strictly better than Exhortation of Rage (+1 to wound) on D1 weapons, and is generally best on weapons with poor AP and D (so the +1 MW matters more), and is more noticeable on weapons with lower S (so more of your successful wounds trigger the mortal wound). #'''Plea of Deliverance''': ''Fuck psykers!'' Target is immediately cleared of any effects from an enemy psychic power and can ignore the effects of any powers cast upon them until your next command phase. This is the closest you'll get to actually being immune to psykers, so consider saving this for moments where your preferred unit needs to be free of any witchcraft in order to make their charge. #'''Fires of Devotion''': Target gains +1A if it charges, gets charged, or makes a Heroic Intervention until the end of the turn. #*Now that it works when the target unit is charged, it can also make for a useful bunker strategy. Can stack with Psalm of Remorseless Persecution and reach the target 6 MW for a unit of 10 Crusaders when they get 5A on the charge. ''Add the Honor Vehement and Accept Any Challenge to eviscerate everything in existence.'' #'''Fervent Acclamation''': The target gains the effect of one Templar Vow that isn't already in effect. Considering that all the vows are quite awesome and none of them overlap in any way, you can find some nice combos. #*RAW your unit will take all of the effects of the Vow, including the Passion that vow has. While this won't matter too much, it is something to consider for something like ''Suffer Not the Unclean to Live''. #*This is a very useful toolbox litany depending on what you're up against. If your opponent has any Psykers, use this to apply the benefit of Abhor the Witch and yeet a Brutalis Dreadnought 13 inches up the board on turn 1. If a unit is still stuck in melee a second turn, throw Accept Any Challenge on them and it's like they charged again. If a unit gets charged by a really tough enemy vehicle/monster, throw Suffer Not on the unit so they can do some damage to it. #'''Oath of Glory''': The chaplain always fights first that turn at +1S, and any unmodified 6s to hit scores two extra hits. ====Special Units==== =====HQ===== *'''[[Grimaldus|Chaplain Grimaldus]]:''' THE guy for Black Templar's Black Tide lists, now a Master of Sanctity with two litanies ([[Fail|but only Ld9]]) and sporting the spiffy new Primaris look. He comes with a standard plasma pistol (which you'll never supercharge) and an Artificer Crozius (S+2 AP-2 D2). **Unlike prior editions, his servitor retinue is now permanently attached to him and each providing a different relic. The first one lets friendly {{W40Kkeyword|Black Templars Core}} or {{W40Kkeyword|Character}} units within 6" add 3+d3" to advance rolls instead of d6", the second provides them a 6+++ FNP against any wounds rather than just mortal wounds, and the third gives the man +1 to his litany rolls, meaning his place is leading huge blobs on foot. Bear in mind that as written, if Grimaldus dies and then rises back up on a 4+, the servitors still die. Get all the juice out of them that you can before they become meatshields for Grimaldus. *'''[[Helbrecht|High Marshal Helbrecht]]:''' The big boss of the Black Templars. In addition to being a 9th edition Chapter Master with the Captain and Chapter Master Aura/Ability, all {{W40kKeyword|Black Templar Core}} units within 6" gain +1S, and S5 is a sweet spot in this edition. So when this guy rolls up in an Impulsor like a good Primaris, disembarks, waits an entire battle round to be polite (since you can't charge out of an Impulsor), and then charges you with his S5 re-rolling-hit-rolls-of-1 homeboys with chainswords... you're dead. End of discussion. He himself is no slouch in combat, packing an improved Sword of the High Marshals (S+2 AP-3 D1 with double the attacks or Sx2 AP-3 D3). Even his servitor retinue that's with his new model can make some token swings. **His combi-melta from the olden days has been replaced with what's effectively a heavy bolt rifle (though with a shorter 30" range) that's also a combi-melta. Not only can Helbrecht now decimate whatever he sees with his sword, but now his gun can punch holes in whatever opposition he finds. **Like any Chapter Master, he can't grant his full re-roll ability while also disembarking from a transport. *'''The Emperor's Champion:''' This guy will brutally murder any enemy Character, taking the Chapter Champion's role and cracking the dial to 11, being technically ''the only Primaris Champion anyone has'' (yeah he's Primaris now). He takes a crowded HQ slot instead of being in the very forgiving Elites one. As for stats, he's a Primaris Chapter Champion with +1W and an improved Invuln: WS2+ S4 A5 W4 Sv2+/4++. Sigismund's Heir lets him re-roll to hit ''and'' wound enemy {{W40kKeyword|Characters}}, not just wounds like a normal Chapter Champion. He has the Chapter Champion standard abilities of ASF and 6" interventions against Characters and -1 to be hit in melee. He strikes with the Black Blade, a super-sword that can swap between a relic blade (WS2+ S+3 AP-3 D2) or a thunder hammer (WS3+ Sx2 (8) AP-4 D3), because he didn't get the memo Chapter Champions aren't allowed nice weaponry. **Monsters are the closest the Champion has to a weak spot, as his offensive boosts pretty much evaporate the moment he runs into a Carnifex or Maulerfiend. Fortunately, his Black Blade's been buffed to be able to at least put up more of a fight against these foes and a supporting Chaplain might even push that a little further. **Entirely dedicated to being a beatstick, he needs support, most notably a Transport. Furthermore, his retinue will need support because he lacks an aura himself, and you both lack Librarians and cannot use Litanies out of a transport without spending a CP. Unless you take Sigismund's Seal for them to target the retinue of the enemy character your Champion will be fighting. =====Troops===== *'''Crusader Squad:''' You have a unit of tactical marines that can also take up Scouts as cheap meat shields and now also let the unit use the Smokescreen stratagem. Going melee any Initiates can swap their bolter for a chainsword for free, and the Sword Brother leading them can take a power weapon/fist/special/combi-weapon while another initiate can take a special weapon, and another can take a heavy/melee weapon that isn't a Chainsword or Thunderhammer. Basically, they can take weapons much like a normal tactical squad but with extra melee. Neophytes (scouts) can replace their bolter for either a shotgun or knife. **Crusader squads only make sense (barely) when taken at 11-20 size and boosted with stratagems or litanies that target a single unit. Changes to morale don't affect large units as much as smaller ones but blast weapons are now a thing. Chaplains (especially Grimaldus) help their morale at the same time they increase their lethality. So do Captains(Helbrecht)/Lieutenants/Ancients, and the Standard of the Emperor Ascendant/Rites of War Warlords makes them immune to morale, so 20-man Crusader squads love them, as they can't fit inside most transports and you can't Combat Squad them. **Also hurting things is the loss of the re-rolls given to neophytes for having more initiates with them. **While they are now priced the same as Tactical Squads, they are still the objectively better choice over Assault Intercessors due to the plethora of different weapons the squad has access to. LOOKS LIKE MELEE IS STILL ON THE MENU BOYS *'''Primaris Crusader Squad:''' The mainstay of your army lists, this unit is purpose-built to capitalize on the Black Templars' chapter tactics and play style. They can be taken in units of 10-20 and it's highly recommended to max them out in order to get the most out of our buffs. The initiates all get auto bolt rifles while the neophytes are basically "Carapace Intercessors" (2W 2A), with bolt pistols and Chainswords. **As has been the case with other Primaris units, all of your weapons choices for the rank and file tend to be all-or-nothing; any number of initiates can trade their bolt rifles for heavy bolt pistols and chainswords while neophytes have to all swap their chainswords and pistols for either shotguns or bolt carbines. In a minimum 10-man unit, two initiates can equip either pyreblasters (new flamers with improved range and AP-1) or power fists and heavy pistols. Double that if you take a full 20-man squad. **Your Sword Brother already comes stock with a power sword, and can swap that only for an axe while the bolt pistol can be swapped for a pyre pistol, giving a hand flamer with AP-1. ***[[Pyrovore|We now have a contender for]] [[Dark Commune|the most useless unit of 9th edition here thanks to Arks of Omens!]] Can now take free weapons like their Primaris brothers. Issue? They are now [[what|MORE expensive than primarily crusaders]]. Literally the only advantage they have is not needing to take five scouts with a squad, so unless +5 pts and a massive downgrade in combat ability is worth taking a five man squad, these things are now worthless. =====Elite===== *'''Primaris Sword Brethren:''' Base 3A like Primaris Vets, they''re all armed with Heavy Bolt Pistols and Chainswords, which any of them can swap for a power weapon for +3 points each. The unit is a minimum of 4 models rather than 5 as each one is the lore equivalent of a Sergeant already. **If the unit is 4-9, ''one'' marine can take a thunder hammer, then another ''one'' can take paired lightning claws. Another one can take an axe and another one can take a maul (like you'd ever want to). In addition, ''one'' marine can swap their pistol for a plasma pistol, and up to 2 can swap it for a pyre pistol. Double those numbers if there're 10 models in the unit, aka, if you want them to be forced to walk. **These guys are the only unit that can ignore the Templar Vow Passions. **While they are often compared to Bladeguard in both appearance and battlefield role, Sword Brethren are less resilient but more aggressive. They have a variety of gear options; they can be kept relatively cheap with just Heavy Bolt Pistols and Chainswords for clearing chaff, or they can be upgraded with Power Weapons to go elite hunting. The addition of thunder hammers, power claws, and relic bearers allows them to be equipped for basically any melee purpose. (Ex: Sword Brother with Suffer Not the Unclean to Live, Lightning Claws, Champion of the Feast, Bones of Mordred, Fires of Devotion, and Exemplars of the Crusade = 1 model with 7 attacks, 6s to hit doing extra hits and also auto wounding, 6s to wound doing mortal wounds, re-rolling all failed wound rolls and that's just one model in the unit) ====Tactics==== *'''Crusader Spam:''' Black Templars aren't necessarily the best melee chapter but '''they can reliably get lots of models stuck in''', (all the melee buffs in the world don't matter if your units fail their charge rolls). What BT have over other assault-focused chapters is a series of interlocking buffs that makes massed foot-slogging surprisingly viable. You can't advance and charge, but thanks to Uphold the Honor of the Emperor and Righteous Zeal, your army has a 5++ and an additional 5+++ against Mortal Wounds on ''every'' model. Sprinkle in our unique Litanies of the Devout and HQ auras and you've got scary large units that can annihilate anything they charge. **'''Termie deepstrike charge:''' The ''one'' thing BT can do that other chapters struggle with is getting terminators into melee quickly and reliably without paying for Land Raiders; others can get +1 or +2 to charge, but not a re-roll. And you can get +1 or +2 with a Front-Line Commander or Commanding Oratory Canticle of Hate, from a Captain or Chaplain you have to bring anyway, to alleviate the -1 to hit from the termies' weapons. **This applies to anything melee you want to deep strike, including Vanguard Veterans, Company Veterans in a Drop Pod, etc etc. *'''Vehicle Spam:''' Uphold the Honour of the Emperor works just fine on your vehicles, although immunity to being wounded on 2s is less useful the tougher the model; you still get the 5++, and you won't ever notice not having access to cover. An example unit you should consider fielding is a Redemptor Dread with Macro Plasma - you're more willing than other chapters to fire overcharged plasma, and the Redemptor loves getting the same invuln a Contemptor has. Bear in mind ''most'' things that can carry heavy plasma cannons can also carry a multimelta, which is better against just about everything - don't take plasma just because it's an option. Since you're also good at charging, vehicles that are good in melee - like the Redemptor - are also better choices for you. </div></div> ==={{W40Kkeyword|[[Blood Angels]]}}, {{W40Kkeyword|[[Flesh Tearers]]}}, and {{W40Kkeyword|[[Lamenters]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Blood Angels"> [[File:Blood Angels Pauldron.jpeg|100px|left|]]In the grim darkness of the far future, there is always a risk of becoming blinded by rage. Thematically, these guys are a bunch of poncy space vampires who constantly battle their own genetic curses. These curses turn out to be their greatest strengths, as they become genuine monsters made to [[Rip and Tear]].<br> On the tabletop, these guys go pretty deep for both melee and speed. While they aren't bike-crazed like the White Scars, they have a stratagem that can make all their tanks faster on top of their bonus to charge distance. In melee, their chapter tactics make them hurt harder - especially if you decide to grab the Death Company. This is hands down the best stock chapter for brutal melee. ''If you plan on getting the first blow before the enemy, the Blood Angels are the best choice.'' </tab> <tab name="Flesh Tearers"> [[File:Flesh Tearers Livery2.jpg|100px|left|]]In the grim darkness of the far future, blind anger can be a powerful tool.<br> Thematically, these guys are the edgier and far more violent version of the Blood Angels. While their founders sought to uphold their nobility in the field of battle, these guys aren't as inclined to keep to the stylishness.<br> On the tabletop, these guys go pretty deep for both melee and speed. While they aren't bike-crazed like the White Scars, they have a stratagem that can make all their tanks faster. In melee, their chapter tactics make them hurt much harder - especially if you decide to grab the Death Company.<br> ''If you hunger for ripping and tearing huge guts, pick the Flesh Tearers'' </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== <tabs> <tab name="Blood Angels"> *'''Chapter Tactics - The Red Thirst:''' Add +1 to all charge and advance rolls. When a unit charges, gets charged, or make a heroic intervention, they can add +1 to their wound roll for the turn. **This makes your lot a bit zippier and choppier than most marines. This stacked with shock assault means that your guys will absolutely be able to lay on the hurt without hesitation. **This makes you ''insanely'' good at wounding things - so much so that in your hands, a lightning claw is actually better at wounding than a power fist or thunder hammer, meaning you take them just for the higher D when you do. *'''Unit Restrictions:''' Blood Angels Ancients can't be upgraded to Chapter Ancients, which is a rule that ''doesn't'' seem to apply to their successors. Sanguinary Ancients carry chapter banners, but aren't chapter ancients themselves, so Blood Angels just don't have access to chapter ancients. </tab> <tab name="Flesh Tearers"> *'''Chapter Tactics - Fury Within:''' When a unit rolls a 6 to wound in melee, the AP of their hit improves by 1. When a unit charges, gets charged, or makes a heroic intervention, they can add +1 to their wound roll for the turn. **Compared to the BA, this makes you far more vicious in a fight, But slightly harder to get there. One inch may not be much but it can add up espeically with the few 'charge and advance' ability so it's nothing to be discounted. On the other blood stained hand, Now that even chainswords can mulch light infantry, you can bet your ass that you'll find more uses with basic weapons as you reduce power armor into shreds, especially since it now stacks with Assault Doctrine. </tab> </tabs> *'''Combat Doctrine - Savage Echoes''': While the Assault Doctrine is active, add 1 to the Attacks of models in units that charged, were charged, or Heroically Intervened (i.e. double the normal benefit of Shock Assault). **Yes, this ''does'' stack with Black Rage, so your Death Companies will be able to spit out a disproportionately high number of attacks for their unit size. Don't forget the regular marines: scouts, assault troopers, and intercessors are rocking 4 attacks, 3 on tacticals. Makes for some added punch in the later stages of games when you're scrapping over objectives with smaller squads and/or a single sergeant. **Turn 3 (or earlier, with a Sanguinary Priest on hand) charges are absurd this time around. Hang back in LR crusaders or use Jump Packs and let loose turn three; frankly, it's like 7th when trying to add up and account for all the modifiers and +1s your marines will be under, but when you get it right, you will crush everything. If you're not tabled by turn 3, your deep strikers will utterly change the game if you combo everything perfectly. *'''Black Rage:''' Your death company rules. These guys can never fall back, gain another attack when charging or heroically intervening, and have a 6+++ FNP. However, they are incapable of doing any other actions, meaning they're less useful in a more objective-focused game. *'''Options:''' **Adds inferno pistols and hand flamers to the pistols list, which comes up all over, but is probably most noticeable on your Assault Squad sergeant. **Adds heavy flamers to the heavy weapons list, so you can field Devastator Squads of 4 heavy flamers and a combiflamer (or hand flamer, but that'd be silly). **Assault squads can replace up to two flamers with plasma guns or meltaguns. *'''Death Company:''' In addition to the exclusive units, you can also consign a captain and two lieutenants to the black rage by spending a few points/1 PL. Doing so will give them all the benefits of doing so but now every buff aura must be exclusive to {{W40kKeyword|Death Company}} units. These HQs are also no longer able to accept the Masters of the Chapter upgrades but do not count against Company Command restrictions. **'''Death Visions:''' Each {{W40kKeyword|Death Company Character}} can opt to trigger a certain vision of Sanguinius's final moments, granting them a particular boost once per game. ***'''On the Bridge of the Vengeful Spirit:''' Triggered if your "hero" sees an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. They gain an extra attack for every 5 enemy models within 6" of them and they can re-roll any bad hit rolls, turning them into a blender. ***'''Grace of the Angel:''' Triggered if your "hero" is engaged with an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. This model gains a 3++ invuln save, making their survival much closer to guaranteed in any case, but especially if they're bogged down by hordes. ***'''To Slay the Warmaster:''' Triggered if your "hero" sees an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. Instead of the standard combat phase, both you and your enemy must roll 1d6. If you win, one model of your choice suffers 3+d3 mortal wounds, likely enough to fell any Marine HQ and seriously wound hive tyrants and skorpekh lords. ====Crusade Additions==== ====Secondary Objectives==== ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Descent of Angels (1 CP):''' Trigger after setting up a {{W40kKeyword|Blood Angels Core Jump Pack}} unit in the Reinforcements phase. This unit doesn't suffer any penalties to charge for this turn and adds +1 to hit this turn. Note this includes shooting, so inceptors like this just as much as acc units. *'''Vengeance for Sanguinius (1 CP):''' Your version of Death to Traitors. Whenever a {{W40kKeyword|Blood Angels}} unit is in combat with a {{W40kKeyword|Black Legion}} unit, you can re-roll all hit and wound rolls. *'''Refusal to Die (1/2 CP):''' Use in any phase after the {{W40kKeyword|Death Company}} are targeted with an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isn’t lost. You can only use this once per turn. Return to previous levels of refusing to feel pain. Costs 2 CP for a unit with 5+ models. *'''Flesh Tearers only - Aggressive Onslaught (1 CP):''' Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them an extra 3" pile-in distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. </tab> <tab name="Epic Deed"> *'''Angel's Sacrifice (1 CP):''' Nominate one {{W40kKeyword|Blood Angels character}} (barring any Dreads) during the fight phase. Anyone within engagement range with this character now must attack your designated martyr. This can prove to be particularly useful if you grabbed a Termie or Gravis captain to tank the blows. *'''Spiritual Might (1 CP):''' Your {{W40kKeyword|Blood Angels Psyker}} can cast an additional power this Psychic phase. *'''Visions of Sanguinius (1 CP):''' Use when a {{W40kKeyword|Death Company character}} is chosen to fight. They can now trigger a second Death Vision if they already used one before or trigger two simultaneous death visions at the same time. Normal restrictions of not re-using Death Visions still apply. </tab> <tab name="Requisition"> *'''Angel Ascendant (1 CP):''' One use. Generic "Give Sergeant Special-Issue Wargear" stratagem. *'''Angel Exemplar (1 CP):''' One use. Unlike stratagems that give another character a Warlord trait (which all marines get anyway), this allows your Warlord to have a second Warlord trait, which has to be a Blood Angels/Flesh Tearers trait depending on which chapter your Warlord is from. This could propel your Warlord into truly terrifying levels of smashy-dom - consider traits like Imperium's Sword combined with Gift of Foresight, for example. *'''Lucifer-Pattern Engines (1 CP):''' Use this stratagem before the battle to give a non-Dreadnought vehicle overcharged engines, meaning their Advance moves always add 6" rather than rolling.. **Why hello Relic Sicaran...did you know red ones go faster? *primes red spray paint* *'''Honoured by the Arx Angelicum (1 CP):''' One use. Lets you give a Blood Angels relic to a successor. A copypaste in form, if not in name. </tab> <tab name="Strategic Ploy"> *'''Red Rampage (1 CP):''' One use. When the Assault Doctrine is active, ALL Blood Angels units who roll a 6 to wound get an additional -1 AP to their pistol and melee attacks until the next Command Phase, which stacks with the Doctrine itself. With luck, that means your power swords can be AP-5. *'''Unbridled Ardour (1 CP):''' Use in the enemy's Charge phase to let a {{W40kKeyword|Sanginary Guard}} unit Heroically Intervene 6" by 5" as though it were a character. *'''Forlorn Fury (1/2 CP):''' Use before the first turn begins to give a {{W40kKeyword|Death Company}} a move of 12", as long as it doesn't take them within 9" of an enemy. For {{W40kKeyword|Dreadnoughts}} or units of 6+ models this costs 2CP. *'''Upon Wings of Fire (1 CP):''' Select a {{W40kKeyword|Blood Angels Core Jump Pack}} unit in your army. It immediately leaves the field and be set up again in the next Reinforcements phase so long as it's at least 9" away from an enemy model. *'''Flesh Tearers only - Savage Destruction (1 CP):''' Use when a morale test is failed for an enemy unit within Engagement Range of a {{W40kKeyword|Flesh Tearers}} unit. Until the end of the turn, subtract 1 from combat attrition tests for the unit. This could cause some serious losses to a large unit. </tab> <tab name="Wargear"> *'''Chalice Overflowing (1 CP):''' Your sanguinary priest can trigger their blood chalice ability a second time. Awesome. </tab> </tabs> ====Warlord Traits==== <tabs> <tab name="Blood Angels"> *'''Speed of the Primarch:''' Always Strike First. **This is a bad idea, because you only need ASF when you're staying in melee, which you'll never choose to do (and your dudes who have no choice can't have a Warlord Trait). Far better to bring a Librarius Librarian along with Veil of Time, so you can get ASF if you find out you need it. **Mephiston has this trait. *'''Artisan of War:''' Your warlord gains one of the following special-issue items ''without'' blocking access to another relic: Adamantine Mantle, Artificer Armour, Master-Crafted Weapon, Digital Weapons. The fact that this stacks with any other relic is quite helpful, like combining the pinions with an MC weapon. **This is particularly nice because you can use a strat to generate this as a Warlord Trait instead of generating it as an actual relic, so it's genuinely hard to find yourself unable to take this. Angel Exemplar will let you take this on your Warlord without displacing his real Warlord Trait, while Hero of the Chapter will let you take this on any other character. **There isn't much point to doing this, but due to how this trait works and the wording on the relic, you can use this trait to fire a Quake Bolt from a master-crafted weapon. *'''Soulwarden:''' Gives every {{W40Kkeyword|BLOOD ANGELS}} unit within 6" an FNP of 5+++ vs mortal wounds. Incredible against some armies, abysmal against others. Note that it will keep your librarians and plasma vehicles safer, as it works on ''all'' units. **Astorath and Lemartes have this trait. *'''Heroic Bearing:''' Rites of Battle, Tactical Precision, Chapter Master, and Spiritual Leader abilities used by this character gain +3" range, up to 9". Also gains a 9" aura giving +1 Ld to {{W40Kkeyword|BLOOD ANGELS CORE}} units. **Dante and the Sanguinor have this trait. *'''Gift of Foresight:''' Gives the Warlord a hit, wound, and save re-roll each turn. Particularly nice for a Librarian Dreadnought to get the most out of their force halberd. **Corbulo has this trait. *'''Selfless Valour:''' Your Warlord can heroically intervene at 6″ instead of 3″. Not great, but not worthless, as you can set up for a quick one-two punch from your bodyguard and then your Warlord. **Both versions of Tycho have this trait. **Honestly if you're really looking to do this go play space wolves, you're more likely slamming your warlord into charges than being on the receiving end. </tab> <tab name="Flesh Tearers"> *'''Merciless Butcher''': Gabriel Seth has this. Gain +1 attack (max 3) for every 5 enemy models within 3". Pretty much a necessity if you decide to go knee-deep in guardsmen or gaunts. Don't expect to get much from this one unless you face mob armies. Makes a damn good secondary warlord - hurl this guy at a horde with 5 stock DC and the fancy relic chainsword and you ''will'' see blood spilled. Let your main warlord perform his standard duties and survive the game. *'''Of Wrath and Rage''': Every unmodified 6 to hit in melee grants you a bonus hit with the weapon you used. The fact that it needs a die roll of 6 to trigger it makes it harder to pull off, but when you do it's gonna be worth it. **Stacks with Unleash Rage (the Sanguinary power) -if you ''do'' stack them, make sure you slap a full re-roll to hit on the guy (e.g. via a Chapter Master), and then re-roll even successful hits to fish for 6s. *'''Cretacian Born''': No Overwatch or Set to Defend against units the Warlord declares as charge targets (so don't try this against the Tau), and may re-roll charge rolls. </tab> </tabs> ====Psychic Discipline: Sanguinary==== #'''Quickening''': WC 6. Re-roll advance and charge rolls made by the Psyker, and make d3 additional attacks in the fight phase, until your next psychic phase. #*Remember, psychic is after movement, so this won't make you advance faster until the following turn; accordingly, a lot more useful for buffing a charge you're about to make, but still of somewhat limited use, since it's self only. Combine this with Wings of Sanguinius to get into the melee you want to get into, ''right now''. #'''Unleash Rage''': WC 6. Select a {{W40Kkeyword|Blood Angels Core}} unit within 12", and if they roll an unmodified 6 to hit in melee, they gain a bonus hit. With the high amount of attacks certain units can kick out, this can be anything from awesome to unneeded overkill. Has a more noticeable effect the lower the target's WS, since it's mathematically identical to +1 to hit (although it works on WS2+ models, bringing them to an expected accuracy of 100%). #*This is the Space Wolves Combat Doctrine, on a Librarian stick. #*If you can put a Chapter Master or Chaplain full re-roll on the target, they can fish for sixes by re-rolling successes, which has no purpose by itself (Unleash Rage isn't good enough to justify it), but combined with anything else (e.g. if you're a successor chapter and you swapped out +1 to wound for Whirlwind of Rage, which does the same thing this spell does, so now on an unmodified 6 you land ''three'' hits) it can be totally worth it. #*Remember, you can't take any Core Librarians, so you can't ever cast this on yourself. #'''Shield of Sanguinius''': WC 6. Select a {{W40Kkeyword|Blood Angels}} unit within 18" and gift them a 5++ until the next Psychic Phase. Ideal for slapping on a unit that's about to charge off into melee. #*Note the benefit of this over Psychic Fortress, from Librarius: since this ''isn't'' a bubble on the caster, you can throw this onto a unit and let it charge into melee without worrying about needing the caster to keep up to maintain the effect. That and the 18" range are the only upsides - obviously, Psychic Fortress offers better protection otherwise, since it gives the same invuln to as many units as you can pack in around the caster. #*This one can be cast on the Librarian in a pinch, but of course it's more useful the more it protects, so that's a very niche case. #'''Blood Boil''': WC 6. Select an enemy unit within 18" and roll 2d6, comparing against the highest toughness value in the unit. If the roll ''exceeds'' that value, the unit suffers 1d3 mortal wounds. If the total is ''more than'' double, the mortal wounds become an automatic 3. Like most non-Smite powers, worse than Smite in the majority of cases, but as it has been improved from a 6" to 18" range it does allow for some mid-range character sniping now. After accounting for its worse chance to be cast, this only beats Smite against T2 or T1 targets, although it's only slightly worse against T3. #'''Blood Lance''': WC 6. Select a visible enemy model within 18". Draw the shortest possible line between the psyker and the model. Roll a d6 for each ''model'' (friend or foe) the line crosses; on a 5+, the model's unit suffers a mortal wound. This can potentially hit a unit multiple times, so it's best used on hordes with lots of models in them. #*Because it is harder to cast than Smite, you need to draw the line over at least 8 models to probably do at least as well as Smite should have done, although 7 models isn't ''drastically'' worse than Smite. #*Very similar to Fury of the Ancients from the Librarius discipline you also have access to, so here's the difference: Fury automatically deals 1 mw per unit, while this one is 1/3 per model. That means as soon as this power crosses over at least four models from the same unit, that unit will take more mortal wounds, on average, than it would from Fury. It also means that if all you care about is mortal wounds ''total'', Blood Lance needs to touch 3 times as many ''models'' as Fury would hit ''units'' to break even, plus one to do better. This means Blood Lance is much better against one unit of many models (i.e. a horde) than Fury, while Fury is much better against many units of one (or very few) models each (i.e. character spam where all the characters are in a conga line for some reason). The other difference is how you draw the line: Fury lets the caster draw any line you like, while Blood Lance requires the line to be shortest possible, making it potentially harder to get the line you want unless you were ''very'' careful back in the movement phase. #'''Wings of Sanguinius''': WC 6. Praise the Angel, it's back! The psyker can immediately move or fall back as if it were your movement phase, but his Move characteristic is 12" and he gains the {{W40Kkeyword|fly}} keyword for this phase. #*Combining this with a jump pack or terminator (or drop pod - looking at you, librarian dreadnought) librarian will allow you to deep strike in, then move within 3" of the opponent for an inferno pistol shot, then charge with no chance to fail. Pay attention to which is actually better: Quickening will, on average, add 2 attacks if you succeed, which amounts to 1 4/9 attacks, while Smite will deal a scooch more than 1.79 mortal wounds, which is pretty much ''always'' better, even on a librarian dread. Hence, on the deep strike turn, your best bet will be Wings, then Smite if Wings succeeds, and Quickening if it does not. #*If you want a frankly amazing combo, take two Librarians: the first will take the Tome of Malcador, letting him know Wings of Sanguinius and Null Zone, while the second will know Veil of Time and Might of Heroes. The second casts those two on the first, which ends up being slightly better than Quickening's effect, then the first casts his two and rips through whatever displeased you at +1 S, +1T, +1A, Always Strikes First, and Ignores Invuln Saves. Since Null Zone also turns off your own invuln saves, don't be the dumbass who does this with a Terminator Librarian. ====Relics and Special-Issue Wargear==== <tabs> <tab name="Blood Angels Relics"> *'''Gallian's Staff''': Force staff with an extra AP that gives its bearer +1 to cast Sanguinary discipline powers; functionally worse than the equivalent relics from Salamanders (+1 to casting and +1 power known) or Imperial Fists (re-roll casts), but it's what you've got. If you're giving a relic to a Librarian, you should strongly consider the Tome of Malcador, as the Sanguinary Discipline has a ''lot'' of synergy with Veil of Time and Null Zone from Librarius. *'''Hammer of Baal''': Thunder Hammer with an extra AP and without the penalty to hit. **''Only'' better than a Master-Crafted Thunder Hammer when ''both'' bonuses apply (assuming the target has enough wounds for D4 to matter, of course), and if the wielder can re-roll hit rolls, the Master-Crafted hammer is still better against Sv4+. Technically, the Crimson Fists have a strictly better relic than this - they have the exact same relic, only theirs replaces a Power Fist, so it costs fewer points. *'''Icon of the Angel''': Gives all {{w40kKeyword|Blood Angels}} units within 6" re-rolls to their charges. Seriously?! Fuck YES!! And note that unlike most auras, this one ''isn't'' limited to affecting {{W40kKeyword|Core}} units, so use your imagination with that. Do your best to ''always'' take this Relic. *'''Visage of Death''': Melee attacks against the wearer are at -1 to hit, and enemy units within 3" lose their Objective Secured type rules. A character with this and the Rites of War Warlord Trait can wreak some serious havoc. *'''Wrath of Baal''': Sanguinary Ancient only. Add +2" to the Move of friendly {{w40kKeyword|Blood Angels Jump Pack}} units within 6” when they make Normal, Advance, or Fall Back moves. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle''': 5+++ FNP. Not that great in an army with widespread access to FnP already, but hey, at least you're not Iron Hands. *'''Artificer Armour''': Gives a model a 2+ save and a 5++ invulnerable save. This can allow your characters to survive much more, especially librarians who need to sacrifice a cast to get an invuln. Best put on a model with a decent amount of wounds but no invuln, such as Primaris Librarians and Lieutenants of all stripes. *'''Digital Weapons''': When you fight, you make 1 extra attack using the “close combat weapon profile” and if you hit, you score a mortal wound. Completely worthless on everything in your army, skip this. *'''Master-Crafted Weapon''': Give a weapon +1D, and it’s considered to be a Chapter Relic. The gold standard by which all melee relics are judged, because a master-crafted thunder hammer is fucking awesome. *'''Quake Bolts''': The Blood Angels special bolter ammo. Give this to someone and you can choose to shoot one of these bolts instead when firing a bolt weapon. When you shoot with these, make only one attack, but if you hit, the target is “felled” until the end of the turn and the attack continues. When you attack a felled unit in melee, add 1 to the hit roll. ** Good to amplify the damage dealt by your melee units, especially if said units bring hammers or fists. The higher your chances to hit the better, so slapping it on a character with nice BS or access to re-rolls makes it do more work. Notice you can only make 1 attack per shooting phase with these, so you won't get better result by slapping them on a character with a storm bolter. ** Did you know that bolt pistols are the greatest pistols? These unique rounds are proof. On a captain these will help you get another 1 or 2 hits with a power fist. ***Alternatively, if you like Intercessors with Stalker bolt rifles, the range of those weapons lets a sergeant with these bolts support whichever combat looks like it will need it the most. ****If you ''really'' want the Quake Bolt to probably land, the best person to make it happen is a Devastator Sergeant Drop Podding in with 4 Heavy Flamers, since he'll be BS2+ and can Cherub to shoot the Quake Bolt ''twice'' (and if you give him the ability to re-roll 1s to hit, odds are crazy good both shots will land). Or, if you're enamored with the above idea of a long range sergeant putting the bolt where it's needed without moving, an Eliminator Sergeant is not only BS2+, he can ignore Look Out, Sir if you need this applied to a Character, ''and'' if necessary he can cancel out a -1 to hit penalty. *'''Archangel's Shard''': Replaces a standard or master-crafted power sword with S+2 AP-4 D2, which is 1 better S and AP than the MC sword (which itself is 1 better D than the normal sword). Against {{W40kKeyword|Chaos}} units D goes up to 3, and against {{W40kKeyword|Chaos Monster}} units the damage is a mighty 4! D4 with no accuracy penalty is ''tasty'' for you, but it doesn't come up often enough to warrant this choice over something better, namely The Burning Blade all Space Marines can take. *'''Fleshrender Grenades''': Replaces ''frag'' grenades with some that are type Grenade d3 S5 AP-3 D2 Blast, Ignores Light Cover. These are reliably better than krak grenades against anything you'd throw krak grenades at, but there are plenty of targets where you'd rather you still had your frag grenades. You probably don't want this relic. *'''Gleaming Pinions''': Replaces a jump pack. The bearer can charge in a turn in which he fell back, and gets to re-roll charge rolls. This allows you to reactivate all of your charge bonuses, allowing Smash Captains to keep swinging at full potential each turn, and makes sure you don't end up tarpitted. This is great because such a Captain can receive 3 or possibly more attacks on the charge depending on how you build them. Not ''as'' useful as the Icon of the Angel in general, but can be good for making a smashfucker. </tab> <tab name="Flesh Tearers Relics"> *'''The Crimson Plate''': {{W40kKeyword|Terminator}} model only. The wearer gets +1" M, can charge after advancing, and can make pile in and consolidation moves up to 4" away. **If you were going to take a Terminator Chaplain anyway, this will help them keep up with what they're praying for, but why were you going to do that? Anything else in terminator armor wants to deep strike, not footslog, so you'd probably prefer a jump pack and gleaming pinions. *'''Severer''': Replaces an Astartes chainsword with a master-crafted/omnissian power axe (S+2 AP-2 D2, no extra attacks). Any unmodified wound roll of 5+ also inflicts an extra mortal wound. **This is deceptively ''bad'' because of how your chapter tactics work - with an S6 weapon, you'll never wound on worse than 4+ (so the ability to hurt anything on a 5+ won't come up), and on a 6+ to wound, you already have improved AP, so the extra wound being mortal isn't quite as useful. It's generally better than the chainsword it replaces, of course - the extra mortal wound on 5+ to wound means as soon as you have A4 or better, you're doing better than the base chainsword against anything in the game - but it can't compare to a master-crafted thunder hammer. </tab> </tabs> ====Special Units==== =====HQ===== *'''Librarian Dreadnought:''' Our super special dreadnoughts have definitely seen an improvement. He was mostly spared from the 9th edition point increases and is at 150 points for storm bolter, or 155 with meltagun or heavy flamer. His stats are the same as every other Furioso dreadnought, barring the {{W40Kkeyword|character}} keyword (and the lack of {{W40Kkeyword|core}}), making him hard to shoot, since he has W8 like your other basic dreads. His force halberd has had a change, giving you an extra S8 attack with d3+3 damage on top of his Furioso fist. Has the same psyker stats as your other unnamed librarians, even the psychic hood, except that he's locked into Sanguinary powers, and can't take Librarius ones. Sadly, can't drop his smoke launchers for a magna grapple, no matter how entertaining it would be. This model can be your warlord (''and'' a Chief Librarian, if you want), and Gift of Foresight will help make the most of his force halberd, although the Chief Librarian Warlord Trait for +1 to all casting will probably serve you even better. Regardless, though, much like Slamguinius, Smashnought will pulverize literally anything without an invuln save; it all depends on whether you want to dish out 6-8 wounds or 12 or more. Finally, remember returning fire - once the dread hacks apart its first victim, it's a safe bet to assume some big guns are going to wind up pointing in his direction, and he will likely be out of his character bubble. When equipped with a meltagun, this guy becomes a brutally effective monster hunter. Consider: smite and wings in the psychic phase, melta in the shooting phase in melta range, then charge and finish off what's left with punchy/stabby attacks. This guy is one of your prime candidates for Quickening + Wings of Sanguinius, giving you a net movement speed of 18", then a re-rollable charge with the Blood Angel +1" boost, then getting into melee with great combat weapons for typically 6 attacks; the only other Librarian you can field with a melee weapon on par with that Force Halberd is Mephiston. However, with no invulnerable save and T7, he probably can't take too much of a beating if he doesn't finish his target, although Duty Eternal is of some help with that. *'''Sanguinary Priest:''' An Apothecary in the HQ spot, rather than Elite. Rather reworked in 9th edition, and will perform differently with certain units. Compared to a normal Apothecary, he has 1 better WS and Ld, at 2+ and 9, respectively. Has the same wargear, except he has the option to take a Jump Pack. In terms of abilities, he trades Command Squad (the ability Apothecaries have to avoid taking up a slot if you have a Command Squad in the detachment) for Blood Chalice, a Command Phase ability targeting a single friendly non-Vehicle Core or Character Blood Angels unit within 6" that forces them to be in the Assault Doctrine whenever they attack, regardless of the actual Doctrine present. It's close to impossible to make this useful turn 1, since you can't use it after deep striking or disembarking, so you should consider it as primarily a way to start kicking serious ass turn 2 instead of waiting until turn 3. Because he does have the Apothecary keyword, he can be a Chief Apothecary to boot (useful if he's near two units that each have an injured model). He currently runs you 15 more points than a real Apothecary, at 90 rather than 75. **'''Jump Pack:''' 12" movement, {{W40Kkeyword|JUMP PACK}}, and {{W40Kkeyword|FLY}}, and Death from Above, for ''30'' more points, sadly. Pairs well with Sanguinary Guard, Vanguard Vets, Death Company, etc - he can't deep strike and chalice, but he ''does'' have a pressing need to keep up with your melee dudes, and he doesn't dare ride a transport, as that will also shut down his Chalice, so you basically have to consider the pack mandatory, and him as a 120 point model. **'''Sanguinary Priest on Bike (Legends):''' 14" movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to normal priest - as well as becoming a {{W40Kkeyword|BIKER}} - for 25 more points. Sanguinary Priests, both regular and biker varieties, work amazingly with units armed with Power Swords. S5 AP-3 is a nasty profile that can put wounds on most things reliably, particularly since you will reliably have the Red Thirst up - you'll wound T4 or less on 2s! ======Special Characters====== <tabs> <tab name="Blood Angels"> *'''Master of Sanctity [[Astorath]]:''' {{W40kKeyword|Master of Sanctity}} with {{W40kKeyword|Jump pack}}, with 1 better Sv (2+), A (4), W (5), and hilariously BS (2+) for shooting his bolt pistol and grenades. His axe is now S+2 AP-3 D3. He has the basic Chaplain aura and an additional one that makes death company auto-pass morale tests. He knows Litany of Hate plus any two Litanies, and can cast any two, like any other Master of Sanctity, but he ''also'' knows the Mass of Doom Litany, which is radically different from previous editions. If it's inspiring, select a {{W40kKeyword|Blood Angel Core}} or {{W40kKeyword|Blood Angel Character}} (excluding vehicles) within 6" of him. No matter what happens, it gets +1 to melee hit rolls. Roll 1D6. On a 1, a model in that unit is destroyed (which is why you should ''never'' actually use this on a character). On a 2-5, nothing else happens. On a 6, the unit also gains a 4++ invuln until your next command phase. The reason to choose this over Litany of Hate (which would otherwise be much better) is that you sling it onto the unit and let it charge off, rather than needing to keep up to maintain the bubble, so Astorath's other two Litanies should ''always'' be Canticle of Hate (if the +1 to charge rolls, since the +2 overlaps with your Chapter Tactic, is critical, which it probably is, since your target is going to run away where Litany of Hate can't reach it... and since your target will likely die, that +3 to consolidate can be clutch) and Exhortation of Rage. Odds are basically 0 you'll want the Mass of Doom and Exhortation of Rage on the ''same'' unit, but you can't pray the same Litany twice. Note that Mass of Doom is functionally the same ability as your Sanguinary Ancients have, only worse, since it can fail and it can kill (although the chance for a 4++ isn't awful), although they do stack. **Unfortunately, Mass of Doom's risk is better on larger, cheaper units, but its benefit is best if you're BS4+, which means your models are expensive. There's no perfect solution, but you can hedge your bets by keeping a Sanguinary Priest (''with Jump Pack'') nearby - Mass of Doom happens before Movement, so he'll need to keep up with target unit, but with him on tap, you can Combat Revival strat the poor sucker Astorath killed at the end of Movement. If you don't care about his blood chalice, you can even deep strike him in for the revival. ** Astorath can be overshadowed by Lemartes' ability to re-roll charges, but at least there are several ways to get charge re-rolls - that Sanguinary Priest you were just told to have on hand can be carrying the Icon of the Angel, for example. ** Unfortunately, Litanies need to be used in your command phase, but the deep strike happens at the end of the movement phase, so you can't use it on a unit that is deep striking this turn, nor can you use it while deep striking Astorath himself. However, there is a stratagem which can get around this restriction in Codex: Space Marines called Commanding Oratory; its only flaw is that you can't use it unless Astoratch hasn't already prayed, so if he's already on the table, you can't prep Canticle of Hate, then let the Mass of Doom target Deep Strike in, then Mass of Doom them with the strat. *'''Chief Apothecary [[Corbulo|Brother Corbulo]]:''' Corbulo is a Chief Apothecary/Sanguinary Priest. 25 points buys you +1A (4), +1W (5), hilariously +1BS (2+) for shooting his bolt pistol and grenades, and a weirdly nerfed sword - he goes from a standard SP's SU AP-1 D1 A+1 chainsword to S+1 AP-2 D1, but since he has +1A baked into his statline, his melee sees an overall buff. He really is a Chief Apothecary, able to heal twice, which is theoretically where 15 of those 25 points went. His chalice is both better and worse than a normal one, as his is a bubble - meaning he can deep strike/disembark and it'll work just fine, but he has to be within 6" of the unit ''at combat time'' instead of being able to slap the unit and send it packing. The reason this is a problem is that he has no jump pack or option to take one, and his mandatory Warlord Trait is absurdly shitty on him (re-roll one hit, wound, and save per turn on a pure support dude is quite awful), and as a Character you can't give him a relic, so it can be mighty challenging making him work. Also, his aura is ''mandatory'', so if you leave him next to something that's actually enjoying the Devastator or Tactical Doctrines, he'll tell you to go fuck yourself. *'''[[Erasmus Tycho|Captain Tycho]]:''' Tycho changed a bit with the codex. Like usual, he is a captain with a master-crafted boltgun like other captains, but it has a meltagun strapped to it, and he has a 2+ save and doesn't like orks, gaining +1S and +1D against them. He also has an incredibly terrible melee weapon, Dead Man's Hand: S User AP-3 D1, which is a -1S power sword. **Actually building him from a stock Captain can't be done, but he's functionally a foot-slogging Captain who got to keep his master-crafted bolter when he bought a combimelta, with a storm shield ''and'' an... ''ok'' melee weapon, all for less than an actual SS/Combi-Melta Captain would cost. But why would you ever do that and not give the model a jump pack? Don't field Tycho. **'''Tycho the Lost:''' Edgy Tycho now doesn't help his friends. His re-roll aura no longer works for any non-DC units, but gains the Black Rage for a 6+++ and +1A on the charge, and he also gains Death Visions like all DC Captains, and he drops another 25 points in cost - but why would you do that? If your goal is paying HQ taxes cheaply, you can take a Sanguinary Priest for 1 point less, a Techmarine for 8 points less, or a Lieutenant for 10 points less, all of whom provide actual utility - and the Black Rage doesn't really impress on a model carrying a weapon that shabby. Don't field Tycho. *'''Chief Librarian [[Mephiston]]:''' The only ''named'' Primaris character for BAs, Mephiston is similar to last edition, with a bullshit statline of M7" WS2+ BS2+ S5 T5 W6 A5 Ld9 Sv2+/5+++. On top of that, his melee weapon is a Dd3 Power Fist with no to-hit penalty, meaning, since he hits at S10 and has +1 to wound from your Chapter Tactic, he hits and wounds just about everything in the game on a 2+; that BS2+ is for his Plasma Pistol, which you'll never overcharge, and his grenades. He has the standard Chief Librarian ability set of Cast 2 Deny 2 Know 3+Smite and +1 to Deny within 12", but he's locked to the Sanguinary discipline and can't be given any relics, so he's actually a worse Psyker than if you build a Chief Librarian yourself from a generic librarian - plus, he's locked into the WL trait for Always Strike First, so he can't take the Chief Librarian +1 to cast. Knowing 3 Sanguinary powers is awkward, since they're in three sets of 2 (2 worse-than-Smites, 2 self-only buffs, and 2 buffs you want on something else), so what makes the most sense is either all three buffs he can legally cast on himself (Quickening, Wings, and Shield) if you just want a melee beatstick or the two he can cast on others paired with the better of the two self buffs for getting himself into position to cast (Wings, Shield, and Unleash Rage). In either case he's in direct competition with simply making yourself a Chief Librarian Dreadnought, and he'll generally come up lacking. *'''Chapter Master Commander [[Dante]]:''' Despite being the "I'm too old for this shit" character, Dante is still a beatstick. Coming in with the classic wargear of The Axe Mortalis (a relic blade), an Inferno Pistol, a Storm Shield, and a jump pack, Dante hasn't really changed much, but does have W6 and A6. A lucky lascannon can still kill him, but he is a whole bunch tougher against small or even medium arms fire. Dante loses out on his cool tactical and jump pack warlord rules and now has the standard Chapter Master re-roll command option, which is... alright, and retains Rites of Battle, both of which gain range due to his Warlord trait. Since he's the fucking big cheese #1 space marine of all the Imperium, he can perform a single Epic Deed stratagem free of charge per battle, and gains an additional CP if he is your warlord. Further, his Death Mask of Sanguinius is so terrifying, every attack roll against this model is reduced by 1, not just melee swings. **He'll pay you a CP to be your Warlord, but he's locked into the WL trait that makes his Captain and Chapter Master abilities 3" longer, and you can't give him a second Warlord Trait, so consider carefully. **'''Primaris Dante:''' The leaks are true, Dante sold out to the Rubicon Primaris. Aside from the bump in Toughness and Wounds however, he's not any different from before. *'''Chaplain [[Lemartes]]:''' A jump chaplain with +1A (4) and -1AP on his Crozius (-2). He has the Black Rage, but curiously not Death Visions. He has a 6" aura letting DC BA Core and Characters re-roll charges, and his standard chaplain aura works on BA DC instead of BA Core (meaning he can give his Ld9 to your DC Lieutenant, if that's helpful somehow). His litanies are nerfed to only work on DC in addition to any other restrictions they have. Like a Master of Sanctity, he knows and can recite two litanies in addition to Litany of Hate, but he has the DC keyword, not Master of Sanctity. Mostly, he's not as useful as making your own Jump Master of Sanctity with the Icon of the Angel, but he can be taken in addition to the relic (and, in fact, in addition to a Master of Sanctity!), and having the black rage on him makes him entertaining in melee. Since his re-roll charges aura works on himself, his biggest flaw is not carrying a power fist, as he's a poster boy for the three litanies that rely on him charging into melee to be useful (Litany of Hate for re-rolling misses, but he's WS2+; Litany of Faith for 5+++ vs Mortals, but he has Black Rage for 6+++ already, and so do his charges; and Mantra of Strength for +1 S, A, and D, but as mentioned, he's not carrying a Power Fist to double the S benefit and give him a hit penalty for Hate to fix). Still, Litany of Hate is great for Thunder Hammer Death Company, and neither of the other two are ''useless'' on him. Since when you DS you need to use the Commanding Oratory strat to get a Litany out, usually your best choice will be Litany of Hate for buffing BS4+ DC. That's his best trick, since a DC Captain with Icon of the Angel only provides re-rolling of 1s to hit, and a non-DC Chapter Master has no strat for getting his ability out when he DSes. *'''[[Sanguinor|The Sanguinor]]:''' Our special snowflake is now a very pointy snowflake. Similar to Dante for 25 points less, with -1 wound and attack, but his weapon is AP-4 vs Dante's AP-3 in exchange for only S+2 D2 compared to Dante's S+3 D2 (the extra point of AP is ''better'', of course, since we're talking about S6 vs S7 on someone who already has +1 to wound), and causes an extra mortal wound on an unmodified 6 to wound. He retains his aura of fervour, granting +1 attack to {{W40kKeyword|Blood Angels Core}} and {{W40kKeyword|Character}} units within 6" that doesn't stack with Shock Assault (which is like making Shock Assault always on, only worse if you have an ability that makes Shock Assault grant more than 1 attack, which Blood Angels don't currently have but Space Wolves do, so it might come up in the future), making him a natural fit with Sanguinary Guard/Vanguard Veterans as warlord. He may also fall back from combat and still charge that turn, has a 6" Heroic Intervention range, and is wearing a Death Mask for -1 to be hit in melee. Perhaps his most noticeable ability is that after the enemy successfully charges you he can deep strike directly into melee with them and counts as having heroically intervened when he does so, which is a ''great'' way to ruin your opponent's day. Don't forget, he's BS2+ with those grenades he's totally carrying in those pockets he totally has... somewhere. </tab> <tab name="Flesh Tearers"> *'''Chapter Master [[Gabriel Seth]]:''' Gabriel is a Captain with +1W and +1A and the new Chapter Master ability of selecting one {{W40Kkeyword|Flesh Tearers Core}} unit or CHARACTER and allowing them to re-roll ''all'' failed hits (which doesn't matter for 2+ models, but is twice as good for 3+ models); his melee weapon is a Thunder Hammer with no inaccuracy penalty, and he carries a Bolt Pistol. His aura also lets {{W40Kkeyword|Flesh Tearers}} CORE units within 6” to re-roll 1s. Whirlwind of Gore has been reworked and now states that at the end of the fight phase, if Seth is within engagement range of any enemy units, he may fight again. This pushes his output up to a potential 12 attacks (14 if in assault doctrine, Sup Kharn think your fucking badass??????). Lord of Slaughter has also been reworked. It is now a 6” aura that says CORE {{W40Kkeyword|Flesh Tearers}} units who roll 6’s to wound with a melee attack do an additional point of damage. He also received a point increase up to 160. Rip and Tear! No seriously, this guy is very good now. Take him alongside Chainsword armed Vets or Death Company and maximize their D1 attacks like the White Scars. Functionally, Flesh Tearers with Seth now gain more A, better AP, better S, and more D. Every component of an assault weapon is increased. </tab> <tab name="Lamenters"> *'''Chapter Master [[Malakim Phoros]] (FW Legends):''' Holy fuck, how did THIS character become the most overwritten entry on this page? Yeeted into Forgeworld Legends, this guy is a 145 point Chapter Master with the usual 4++ Iron Halo, Captain Rites of Battle Aura, and updated Chapter Master ability. His statline is that of a Captains with +1A and +1W. Lord of Ruin rules lets him re-roll any wound roll of 1 and Rage Unto Death lets him fall back and charge. He has a 12" range inferno pistol, and the Glaive of Lamentation: S+3, AP-4, D3, -1 to hit rolls. ** The Dec 2020 FAQ saw the removal of his Stealth-Armour rule, so he's no longer an angry Raven Guard wannabe. All his rules are for you to Rip and Tear, so cram him into a transport that allows him to do that. </tab> </tabs> =====Elites===== *'''Sanguinary Ancient:''' A single Sanguinary Guard character holding a perfectly standard Chapter Banner (but he ''isn't'' a Chapter Ancient, in terms of keywords). Costs 125 points compared to a Chapter Ancient's 95, not that you can take a Blood Angels Chapter Ancient. The extra points buy you a ''lot''; the most important is the jump pack, spiking him to M12 with {{W40kKeyword|fly}}, but you also get +1Ld to 9, which is useless, +1Sv (making him 2+), which is pretty great, and the standard issue Sanguinary Guard abilities of -1 to be hit in melee and +1 to hit while within 6" of a {{W40kKeyword|Blood Angels Warlord}}, both of which are quite nice due to his wargear: he loses access to most of a Chapter Ancient's guns, only able to choose between an inferno pistol, a plasma pistol, and an 18" Assault 2 AP-1 bolter, but the bolter's very points efficient for his primary role of supporting your army, and critically, his melee weapons access, while sharply curtailed as well, happens ''in addition to'' his gun, unlike with a normal Ancient: you can take a master-crafted power sword or power axe, or a power fist, as normal for Sanguinary Guard dudes. While he can't apply his banner to himself, his power fist is currently the same cost as his other weapons choices, so especially if you can count on his +1 to hit happening (e.g. if he's your warlord), it can be a very good choice. *'''Sanguinary Guard (CORE):''' The latest iteration of Sanguinary Guard are 32 points in their cheapest form, which amounts to 128 points stock. They possess W2, A3, Sv2+, and -1 to be hit in melee, and jump packs along with free Angelus Boltguns (18" Assault 2 AP-1 bolters that can be swapped for inferno or plasma pistols for the usual cost, so the bolters are usually better) and access to power fists (which cost 5 points) and master-crafted power swords and axes (which means the fist amounts to paying points to take the sword from WS3+ S5 to WS4+ S8, although their +1 to hit reverse aura can help make the fist a better choice, even though your chapter tactics mean S5 and S8 are closer than they seem). That reverse aura lets them get +1 to hit while within 6" of a {{W40kKeyword|Blood Angels Warlord}}. Thanks to +1A relative to DC, they have the same practical melee output in isolation, with different durability (Sang Guard are Sv2+ -1 to be hit in melee, not Sv3+/6+++); due to the costs involved, they're better than Jump DC if you wanted any of a power sword, a power axe, or a power fist, in any legal combination DC can take with a bolt pistol, inferno pistol, or plasma pistol. Since there's no reason to field bolter DC in the first place, and power mauls are laughably bad on them, the only DC builds with the potential to outperform Sang Guard are Chainsword and Bolt Pistol or Hand Flamer, which can generate more raw attacks per point than Sang Guard can muster, or Thunder Hammer DC, since Sang Guard don't have access to D3 weaponry. Sang Guard can also be fielded in units of size 4 (max 10), which is smaller than most units can be fielded, including DC. **Heirs of Azkaellon is the real the game-changer for these guys - +1 to hit while near your Warlord makes them very accurate - combining with Captains and Lieutenants will mean they'll have a near-enough perfect hit and wound rating in melee. ***If you have the patience to buff them ''after'' the drop, because they're core, both a Sanguinary Ancient's +1 to hit in melee and a Chapter Master's full re-roll to hit will work on them (they won't usefully stack, though - 2+ to hit responds to a Captain and a Chapter Master ''identically''). **The bolters are often their best ranged choice, because they're free and have better range and rate of fire than the pistol options - as always, Inferno Pistols suffer from needing to be within 6" to shoot (and you can't advance and shoot them), while these models are too expensive for overcharged Plasma, and the safe single shot at S7 AP-3 D1 isn't often much better than ''two'' shots at S4 AP-1 D1. Obviously, if you're going to let yourself be stuck in melee, inferno pistols are the way to go, every time. *'''Death Company (CORE):''' Now blessed with W2, Death Companies function as your high output melee assaulters. 22 (25 w/jump pack) points gets you 4 attacks on the charge and a 6+++ FNP along with the Black Rage keyword, though with LD 7 and now only squads of 5-10. Of their loadout choices, bolter DCs aren't using their Black Rage, Power Sword/Axe/Fist DCs are basically Sang Guard but worse (assuming they take Jump Packs, which they always should - otherwise we have to start comparing them to Company Vets, and that's not a comparison they can win), and Power Mauls are hilariously inefficient with your chapter tactics. That leaves chainsword and bolt pistol or chainsword and hand flamer for spamming more attacks period than Sang Guard can, per point, or Thunder Hammer spam (Sang Guard ''can't'' take D3 weapons). The Thunder Hammer and Chainsword builds are in competition with Vanguard Vets; the tl;dr on the Chainsword is that you'll never be as points efficient as Vanguard Vets with Lightning Claws (you'll have better durability, since you have a free Apothecary, but if that's an issue the VV can both pick up a Storm Shield and stand next to a Sanguinary Priest). That leaves the Thunder Hammer, where for 40 points you simply out-swing any VV except for the Sergeant. Because Company Vets can't take Jump Packs, this is your niche: jumping into melee with a hammer and rage. Skip all the other builds; they're traps for the unwary. *'''Death Company Intercessors:''' Apparently, Primaris Marines ''can'' fall to the Black Rage. Thanks a lot, ''Cawl''. This is a squad of Veteran Intercessors with no sergeant and at -1 Ld (i.e. 7). The rules for your equipment are basically an awkward re-wording of that for Veteran Intercessors, since you have no actual sergeant, so instead you can pick one schmuck for sergeant equipment, but several things got lost in translation; your options are listed below. The short version is that you can ''either'' take chainswords on everyone ''or'' a power fist or thunder hammer on one guy, but not both, so weirdly, DC Intercessors are still pretty committed to their guns. **The most obvious choice is heavy bolt pistols and chainswords for everyone, and then up to 2 dudes can swap their heavy bolt pistol for a hand flamer or plasma pistol. However, that's as far as this build goes. **You can leave everyone carrying any of the three Intercessor guns (same for the whole unit), with the standard ability to take 1 grenade launcher every 5 dudes (so 2 max). This opens up other possibilities, all on one model. ***One model can now simply take a chainsword, power sword, power fist, or thunder hammer. ****Or, it can still take the chainsword or power sword, but give up its rifle for literally no reason, as the rifles are free. ***It can swap its rifle for a hand flamer or plasma pistol, which is the only way to combine those two pistols with a rifle unit. This can be combined with the melee options as you like, by choosing what order to take the wargear bullet points in carefully. *'''Furioso Dreadnought:''' This is a completely stock Dreadnought chassis, the basic kind, but with new loadout choices, and for some reason, ''not'' core, making it incredibly hard to buff. For starters, you can drop the Smokescreen keyword for a magna-grapple, which means when a Vehicle tries to Fall Back from you, you can roll 2d6, and if you meet or beat its S, it can't Fall Back and must Remain Stationary. Highly entertaining, and recommended. Also, your base loadout is still a DCW with storm bolter or heavy flamer, but your other default arm is a frag cannon, which is a very nerfed Predator Autocannon: 18" Heavy 2d3 S7 AP-1 D2, Blast. Instead of being able to swap it for another gun, all you can do initially is swap it for a second DCW and a meltagun, which gives you +1A, up to A5. The meltagun can turn into a storm bolter or heavy flamer, to match the other arm, but you can't have two meltaguns. If you want to keep committing, you can now swap both DCWs for Blood Talons, which means you drop from AP-3 to AP-2 and from S12 to S10 on your punches, but now you re-roll wounds. Since you generally wound everything on 2+ in melee to begin with, this amounts to losing a point of AP for being 7/6 again as good at wounding (i.e. re-rolling 1s to wound), so the decision is target specific, as you might imagine. This means you're now in direct competition with an Ironclad, who has 1 more T than you do, and if he's committing to melee, re-rolls 1s to hit, which is just as good as re-rolling 1s to wound. That's where the comparison stops working out for you; A5, 6 with SA, 7 during your Doctrine, at ''worse'' AP than the Ironclad's, times your damage is 15-18-21, while the Ironclad's worse A4-5-6 with better AP and Damage comes out to 16-20-24, even more against Vehicles. Give this one a miss. *'''Death Company Dreadnought:''' Your normal Furioso but ''angry''. Already dropped his frag cannon, so 2 fists/talons and black rage on a very durable frame. The 6+++ from Black Rage immediately means you're actually ''more'' durable than an Ironclad, and the bonus A means your new A*D is 18-21-24, so thanks to your inferior AP, you're better in melee than the Ironclad ''except'' during the Assault Doctrine. However, this isn't Core either, so it's harder to buff than it needs to be, and you may well find it easier to just field an Ironclad so you can buff it properly. =====Heavy Support===== *'''Baal Predator:''' You thought Twin-Linked Assault Cannons were good before, now get ready for 12 shots! The dakka loadout of AC and heavy bolters now spits out 18 shots a turn, 12 at S6 AP-1 D1, 6 at S5 AP-1 D2. The flame cannon got buffed and now has a range of 18" on top of S6 AP-2 D2, and now that heavy flamers have a 12" range an all-burny loadout may even be useful, but it has to compete with a Devastator Squad rocking 4 Heavy Flamers and a Combiflamer, not to mention Vanguard Vets with 2 Hand Flamers each ''and jump packs''. Overcharged engines are now turboboost like a biker, but you want to be shooting, so meh. ====Tactics==== *'''[[Warhammer Legends|Legendary]] Suicide Meltas''': While it's only legal via Legends, Company Veterans can take Jump Packs. They can also take Combi-Meltas. Deep Strike 2-5 of them and possibly a similarly equipped Lieutenant near an unguarded enemy character or [[Troll|warlord]] and watch it evaporate instantly. Assuming you took five plus the Lieutenant, you'll deal an average of 8 damage to and thus likely killed your target at the cost of only 260 points, plus you can give them Storm Shields for another 20 points if you want them to survive the opponents return fire. **Do note your friends probably won't play Legends with you anymore after you use this tactic. </div></div> ==={{W40Kkeyword|[[Iron Hands]]}} and {{W40Kkeyword|[[Sons of Medusa]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, the Flesh is Weak.<br> Thematically, these guys are more machine than <s>man</s> Astartes, having a strong affinity with machines. With calculated Rage, they are unyielding, precise, and show no mercy.<br> On the tabletop, these guys are one of the most durable chapters for infantry and vehicles and have a strong affinity with heavy weapons and tanks. Makes you feel like [[Death Guard]] with everything having ''Feel no pain'', Damage reduction, and vehicle stats take more wounds to degrade, experts at wielding heavy weapons of all types, and as an added bonus Optimizes gunfire and sword swing for both Cyborgs and tanks. <br> ''If you like '''big guns and bigger tanks''', the Iron Hands is the Chapter for you.'' <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - The Flesh is Weak:''' 6+++ Feel No Pain - ''this doesn't work with supercharged plasma since that slays models without wounding them (except the ones mounted on vehicles; spam those plasma redemptors)'' - and Scions of the Forge (models with a damage table are considered to have double the number of wounds with respect to said table). So not only is Steel strong, but it's also ''reliable''. **Being more difficult to kill is an obvious bonus to your Warlord, but unlike Guilliman, who is classified as a {{W40Kkeyword|Monster}}, your {{W40Kkeyword|<chapter> infantry}} Captain can be healed by an Apothecary. And then you add the Shield Eternal...yes, it's [[Chapter_Master_Smashfucker#8TH_EDITION:_CAPTAIN_SMASHFUCKER_AND_THE_IRON_BASTARDS|Smashfucker]] all over again. **Stronger than it first appears, because there is an interaction with units of multiple multi-wound models and weapons that deal more than 1 damage. After failing your save, you are allowed to roll for each lost wound individually. For example, a unit of 2 wound models being attacked by a D2 weapon is approximately 35% more durable. This is because if you save either one of the lost wounds (27.78% chance to resist exactly 1; 30.56% chance to resist at least 1) it takes a whole second shot to even try to kill that model, thanks to damage not spilling over. ***This improvement is still ''best'' on 1-wound model units - the interaction above means it's not as worse on multi-wound as it first appears, and Iron Hands have some kick-ass Primaris units, but the ability is generally more noticeable the fewer wounds the model with it has remaining. ***While your boost to survivability is around 20% to the RG's 25%, yours isn't situational, and even works in the melee Shock Assault urges you to be. **Vehicles also get a noticeable boost from this. Even before you account for the FnP effect, the slower rate of stat loss from damage will keep your tanks and dreads at full effectiveness for much longer than vehicles of other Chapters. ***The boost's benefit also varies with Wounds, as GW tends to use the same algorithm to build all of your degradation tables. By and large, this ''reduces'' the tendency of wounds to be useless - for example, ordinarily going from W13 to W14 is not useful, because the extra wound happens in the middle band of the degradation table, compared to going from W10 to W11, where the extra wound happens in the top band. Under Iron Hands, both wounds show up on top. The effect is particularly noticeable on W11 and W15, and at its absolute worst when Wounds is a power of 2 - your W16 Land Raiders will get the least benefit from this compared to most other things you can field. *'''Combat Doctrine - Calculated Fury:''' Whilst the Devastator Doctrine is active, models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll hit rolls of 1. **Fully half of your Chapter Tactics only apply to models that weren't suffering a penalty to moving and shooting anyway, but don't let that worry you. Plasma Redemptor Dreads can make ''excellent'' use of your Chapter Tactics + this re-roll. **GW, in all its wisdom, has decided to roll back the changes to Doctrines automatically cycling in Q1 2023. This means you can now continue to stay in the Devastator doctrine for the entire game, and because SM no longer pay for weapon options, [[Bullshit|you can go ham on the heavy weapons with additional AP, no movement penalty, and re-rolling 1s.]] (Devastators? Nah, think Eradicators). ***This is especially egregious when you consider that Iron Hand Devastator spam ''was the entire reason'' for the change in the first place: powergamers would take drop pods filled with Grav and Melta, then first turn wipe anything that could potentially be a threat. And because they had a 6+++, they were very sturdy and could potentially take 2 turns to remove, and then the opponent has to deal with the Repulsors/Leviathan/character dreads that are slowly marching from your Deployment zone. ====Crusade Additions==== *'''Not an actual Crusade addition, but worth mentioning:''' One of the Battle Honors a Space Marine infantry unit may receive when it ranks up is the Centurios Service Studs, which allow the unit to disregard whichever Doctrine is active for the rest of the army and just pick one in the Command Phase. This is absolutely nuts on Iron Hands: If you're [[that guy|willing to go hardcore on a Crusade campaign]], give this to Eliminators (Who will never miss with BS2+ and rerolling 1s and will murder 2-3 terminators every shooting phase [[awesome|while still being able to move]]) or Eradicators (Who will be moving and double tapping with their intact BS, giving a world of hurt to whatever you point them at). Hellblasters with heavy plasma incinerators are suddenly a good idea as well, as they basically become 5-men Eliminator squads. Basically any Heavy Support infantry unit you give this to will become something that your enemy cannot afford to ignore. ====Secondary Objectives==== *'''Cold Fury:''' - NO MERCY, NO RESPITE: One Victory point for each of the following conditions you meet: *# One or more Iron Hands Vehicle (not Aircraft) wholly within the opponent's deployment zone *# One or more Iron Hands Vehicle wholly within 6" of the center of the battlefield *# One or more enemy units destroyed by a Vehicle's ranged attacks *# Same as above, but by Melee **A fluffy secondary, with a bit of both killing and board control, but as a result tends to be all over the place. Don't take this as a secondary all on its own, but to give you an additional VP as you score other secondaries. E.G. if you're also taking Behind Enemy Lines, you can at least gain an extra point from this, or gain an extra point when using vehicles to score Bring it Down. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Mercy is Weakness (1 CP):''' ''Mercy is Weakness, it's your opponent's fault for not playing Space Marines'' Choose after a unit decides to shoot or fight. Select an enemy unit, and until the end of that phase, every {{W40Kkeyword|Iron Hands}} model that attacks this unit wounds twice on unmodified wound rolls of 6. Since this is like +1 to wound rolls (only better), this is functionally ''better'' than the strats some others have to hit twice on hit rolls of 6, as wounding hard is more difficult than hitting hard. *'''Vengeance for Istvaan V (1 CP):''' Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight. Re-roll hit rolls vs {{W40Kkeyword|Alpha Legion}}, {{W40Kkeyword|Iron Warriors}}, {{W40Kkeyword|Night Lords}}, and {{W40Kkeyword|Word Bearers}}. *'''Wrathful Machine Spirit (2 CP):''' Used in the shooting or fight phase when a {{W40Kkeyword|vehicle}} is chosen to shoot or fight; it can re-roll hit rolls for that phase. Went from a '''no''' to a '''yes''' with the 9th codex, let Iron Hands remember the fun of re-rolling dice on a gun platform. *'''Reject the Flesh, <s>[[Meme|Return to Monke]]</s> Embrace the Machine (1 CP):''' Use in any phase when an {{W40Kkeyword|Iron Hands infantry}} unit in your army is chosen as a target for an attack. FNP on 5+++. If it's a Warlord with All Flesh is Weakness, he gets a 4+++. **Radically better on Successors, as this overlaps with the stock Iron Hands tactic (and with Apothecaries) ''and'' can't be used on anything with W10+, meaning it has no synergy with the other half of the stock tactic. *'''Engine Purge (2 CP):''' Use at the start of your movement phase if the devastator doctrine is active (so, your first movement phase). Until the start of the next battle round, when resolving an attack made with heavy or grenade weapon by an {{W40Kkeyword|Iron Hands}} model in your ''army'', an unmodified 6+ to wound increases the AP of that attack by an ''additional'' 1 (presumably, this means it stacks with the Doctrine bonus to AP). *'''The Gorgon's Rage (1 CP):''' Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight. Until the end of the phase, that unit adds +1 to melee hit rolls. If the target is {{W40Kkeyword|emperor's children}}, enjoy an additional +1 to wound. *'''Optimal Repulsion Doctrines (2 CP):''' A unit during your opponent's charge phase that's already firing overwatch now enjoys 5+ overwatch. If you're Iron Hands and not a successor, enjoy 4+. If you use this on a unit next to a chapter master then you'll have 3/4 shots hitting in overwatch, brutal - albeit expensive, at 1 CP to fire Overwatch and then 2 to bump up the accuracy. </tab> <tab name="Epic Deed"> *'''Machine Empathy (1 CP):''' After a Techmarine heals a vehicle, that model can use that ability again. Remember, our vehicles' wounds count as double for the purposes of their bracket, so even a single repaired wound can bump up a damaged vehicle to a better bracket. While it's inconvenient that it only allows you to repair two different vehicles rather than double heal one, it'd definitely help if you're seeing these tanks/dreads taking a beating. </tab> <tab name="Strategic Ploy"> *'''Methodical Firepower (1 CP):''' If the devastator doctrine isn't active at the start of your movement phase, pick a unit. Now it is for this unit. No need to say how good this is on units with heavy weapons. *'''Souls of Iron (2 CP):''' Deny on 4+ within 24" of an Iron Hands unit. *'''Mnemonic Auto-Savant (2 CP):''' If your WL is on the battlefield upon completing a tactical objective, do not discard it. You can use it again in the subsequent round. Nice. </tab> <tab name="Requisition"> *'''March of the Ancients (1 CP):''' Once per battle, after nominating a warlord, select a single Dreadnought in your army. That Dreadnought gains the {{W40Kkeyword|Character}} keyword and adds 1 to its attack and Leadership characteristics. Beware that Dreadnoughts with 10 or more wounds can still be targeted, and Cogitated Martyrdom now doesn't protect vehicles. Still enjoy having a Venerable Dreadnought Rifleman who has the protection of being a character! Or, finally be able to screen that Ironclad Dreadnought as it runs up with the Chainfist, appreciating the extra attack! **9th has also added contemptor dreadnoughts to the list, with the Relic version included. *'''Scions of the Forge (1 CP):''' Your sergeant gets toys! Yay! Special issue wargear to sergeants (chosen from m-c weapon, digital weapons, Teeth of Mars, and Haywire Bolts). *'''Bequeathed by the Iron Council (1 CP):''' Iron Hands relics for successors. Yay!!! *'''Paragon of Iron (1 CP):''' Bonus warlord trait for your non-named character. Must be from the chapter's list. The usual supplement special, but ideal for you, because it lets you put a warlord trait on the character dread you made with March of the Ancients. *'''Cogitated Martyrdom (1 CP):''' Use at the start of an enemy shooting phase. An {{W40Kkeyword|Iron Hands infantry}} unit can intercept attacks before rolling FNP for non-vehicle {{W40Kkeyword|Iron Hands characters}} within 3". On a 2+, take a MW on the infantry unit. **Enjoy treating Intercessors as drones, especially the heavy ones. Particularly useful as your characters will be high priority targets for your opponent like the new iron father or anyone with the ironstone. Maybe use it for servitors. This lets you shove some poor sod in front of the Sniper-lascannon aiming for your characters. </tab> </tabs> ====Warlord Traits==== #'''All Flesh Is Weakness:''' 5+++ FNP. #*This is just better than Iron Resolve in general, if that's what you wanted. #'''The Will of Iron:''' Can deny a psychic power. If they can already deny, they can deny one more. #'''Adept of the Omnissiah:''' Can repair vehicles like a techmarine, but only repair 1 wound. If you can already do this, you repair d3+1 wounds instead. #*Barring an FAQ entry we don't have yet, you have to choose this ''or'' your Master of the Forge ability if you're a Master of the Forge with this Trait, since both replace healing 1d3 with a new rule (i.e. neither one can legally replace the other, only the original), so just don't take this, since it's Master of the Forge but worse (same average result, more variance). #'''Merciless Logic:''' The Warlord's ''unmodified'' 6 (''not'' 6+) to hit with any attack procs an extra attack with the same weapon, which can't proc this again. #* Essentially multiplies his attacks by 7/6; a good choice for that Character Dreadnought you brought along. #'''Student of History:''' When consolidating, the Warlord can move up to 6", and doesn't need to move towards the nearest enemy. Malkaan Feirros has this as his warlord trait, not that he wants to be in melee. #*Great on smash captains if you want more mobility rather than hitting things, lets him run from enemy swings, or engage a bubble-wrapped character. Remember, you can Heroically Intervene in, hit some things, then Consolidate back out with this. Also good on Character Dreadnoughts. #'''Target Protocols:''' In the shooting phase, pick a friendly {{WH40Kkeyword|Iron Hands}} unit within 6" of the Warlord. They can re-roll one hit, one wound, and one damage roll that phase. #*Good for ensuring that forgeworld death titan cannon destroys something while the techmarine babysits it. ====Psychic Discipline: Technomancy==== The best spells here are Blessing of the Machine God and Psysteel Armor, in general. #'''Blessing of the Machine God (WC5) Blessing''': Grants +1 to hit for a friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 12", like a Techmarine but with more range and working on melee hit rolls in exchange for only having a 5/6 chance to succeed. You need to get at least an 8 on the psychic test to use this on {{WH40kKeyword|Titanic}} units, so better take the repairman if you want to buff that Fellblade or Astraeus. #*Note that this +1 will stack with both a Techmarine's +1 and a Chaplain's, should the need arise (the cap of +1 to hit happens after all additions, so e.g. if you're shooting a target with a -2 to be hit, you can stack all three modifiers to reach +1 to hit), although both of them only buff range and the Chaplain only works on Core/Character. #* This works on entire units, unlike a Techmarine, and ignores both Core and Character restrictions, unlike a Chaplain. That means you can hit an entire unit of Land Speeders with it, or, if you prefer, an Invictor Warsuit (putting this on something that's about to charge will let you take advantage of getting +1 to hit on both range and melee). #'''Objuration Mechanicum (WC7) Malediction''': If manifested, select one visible enemy unit within 18". When that unit rolls unmodified 1s to shoot, it takes a mortal wound after it finishes the gun in question. Enjoy self-immolating bolter aggressors, Tau fire warriors, and Chaos havocs with miniguns. #*While the actual output of this weapon depends on the number of shots the target unit makes, and penalties to hit won't affect it (although re-rolling will), one of the big values is forcing your opponent to decide if shooting with the unit is worth the mortal wounds it will suffer. It also has better scaling the more guns the unit uses to make those shots, since a given gun gets all of its shots before any mortal wounds happen, but mortal wounds will happen between guns. #**Without any relevant buffs, the number of shots the target has to make to suffer at least as much as Smite would have - bearing in mind that this happens ''after'' it shoots, not before, as it would with Smite - is 19, so anything with at least that many shots - such as a Leman Russ Punisher, or 5 models within 12" with Storm Bolters, or what have you - will die to this power ''faster'', with, again, the caveat that the mortal wounds won't happen until ''after'' each gun fires. #*Point at plasma wielding squads for double the fun; now a roll of 1 on an overcharge will both kill the gunner ''and'' drop a mortal wound on one of its buddies. If you really want to cheese it, get something to force -1 to hit modifiers on your unfortunate victims and your opponent will just plain give up on shooting with them (it won't help this power hurt them, of course). #*Naturally, this power won't have any impact on shooting weapons that don't roll to hit, like flamers. #'''Fury of Medusa (WC6) Witchfire''': Select an enemy model within 18". Draw a line 1mm wide between the psyker and target. For every enemy unit the line crosses, including the target model's, roll 1d6, adding 2 for {{WH40Kkeyword|vehicle}}s; the unit takes a mortal wound on a 4 or 5, and 1d3 mortal wounds on a 6. #*This needs to cross 4 non-vehicle units, 2 vehicle units, or 1 vehicle and 2 non-vehicle, in order to outperform Smite. #*This is basically Fury of the Ancients, only instead of 6/6 mortal wounds per target, it's 4/6 per non-vehicle and 8/6 per vehicle, with the added major downside of having more variance (i.e. being more swingy). You're better off, if you can, taking a Librarius librarian with that instead. #'''Psysteel Armour (WC6) Blessing''': Select an {{WH40Kkeyword|Iron Hands}} unit within 12" of the psyker. Add 1 to non-invulnerable saving throws for it. #*Because this stacks with all other armor save bonuses, this is particularly powerful in combination with the Stealthy successor tactic. To give you an idea of what it looks like at an extreme, this plus light/heavy cover plus a combat/storm shield on a base 2+ unit (such as terminators) takes you from 0+ to -1+, meaning even ''melta'' only reduces you to a 3+ save. #'''Reforge (WC5) Blessing''': Heal D3 lost wounds on a {{WH40Kkeyword|vehicle}} within 3". #*This turns your Librarian into a much more expensive and much less reliable Techmarine, and you don't even get a range benefit. #'''Machine Flense (WC6) Witchfire''': Select a visible enemy {{WH40Kkeyword|vehicle}} unit within 18". It takes 1d3 mortal wounds. Then select an enemy unit that was within 6" of that {{WH40Kkeyword|vehicle}} and visible to it when the power was manifested (meaning the original target ''need not'' still be on the table). Roll 1d6 for each mortal wound the original target suffered. On a 3+, the secondary target takes a mortal wound. #*After the cast, this will on average deal 2 mortal wounds to the target and 4/3 mortal wounds to the secondary target, meaning that this power actually does do more mortal wounds than Smite (1.79 for Smite, 1.44 to the target, 0.96 to the secondary target, 2.41 total mortal wounds dealt by this power, taking cast odds into account), assuming no bonuses to the cast are available. Of course, the power isn't even castable without a vehicle to target - you can't cast this against Tyranids, for example. ====Relics & Special-Issue Wargear==== Don't forget, you are explicitly banned from giving {{W40Kkeyword|vehicle}}s relics, even if you use a strat to make them a {{W40Kkeyword|character}}. <tabs> <tab name="Relics of Medusa"> *'''Aegis Ferrum''': Primaris Model only. +1T and the model takes -1D (to a minimum of 1). *'''Axe of Medusa''': Replaces a power axe. Gives it S+3 AP-3 D3, or relative to the base weapon, +1S -1AP +2D. Completely identical to a Master-crafted relic blade except for what it replaces (and hence who can carry it). For non-primaris only simply because primaris haven't earned the right to swing axes yet. **Note that this ''can't'' replace an Omnissian power axe. *'''Betrayer's Bane''': Replaces a Combi-Melta. The Melta part becomes Assault 2. Yay. You will probably never take this. *'''Gorgon's Chain''': 4++ and equipped model has -1 to be wounded by ranged attacks. **Can't be wounded on anything worse than a 3+. Sadly nerfed from its 7th edition incarnation, but now Smashfucker has a few new toys to play with above such as the Aegis Ferrum or the Ironstone. *'''Ironstone''': At the start of the battle round, select one friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 3" of the bearer of this relic. Until the start of the next battle round, when resolving attacks made against that unit, if the bearer is within 3" of that unit, you can reduce any damage suffered by 1 (minimum 1, explicitly won't stack with any other damage reduction). **Another method of keeping the damage tables from getting to you never hurts. Give it to a techmarine and the vehicles he sticks near will never die. Sadly, this no longer stacks with Duty Eternal. *'''Mindforge''': Force Sword, Axe, or Stave. Your force power fist of choice! Sx2 AP-3 Dd3, essentially a force power fist. You get the hint that they want you to take non-captain characters? **A Master-crafted Force Sword will serve you better, if you're really after giving a Librarian a melee upgrade. *'''Tempered Helm''': Roll 1d6 for every command point spent whenever you use a stratagem while the equipped model is on the battlefield. On a 5+, the command point is refunded. Only 1 command point can be refunded in this way per battle round (no limit on stratagems used outside of a battle round, i.e. before the battle begins). ** Per the September 2019 FAQ, you can't use this to refund command points before the battle begins, even if the model is on the battlefield. </tab> <tab name="Special Issue Wargear"> The first four relics in the Special Issue Wargear section are copy-pastes for each Supplement, then there's a selection of unique mini-relics. *'''Adamantium Mantle:''' 5+++. You have a Warlord trait that does the same thing, but because it's Wargear, this relic is also available to successors and lets you add some variety to your unkillable characters. *'''Artificer Armor:''' 2+/5++. Excellent on Lieutenants and Librarians who don't get invulnerable saves to start. Or, throw it on a Sergeant with Scion of the Forge. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Master-crafted Weapon:''' +1 to the damage characteristic of one of the bearer's weapons, which is then considered a relic. D4 Thunderhammer baby! *'''Automedicae Bionics:''' Heal 1d3 wounds at the start of the turn. Actually a decent pick! *'''Dataspike:''' Roll 2 dice and drop the lowest result when healing vehicles. Generally speaking, this will turn 1d3 healing from average 2 to average 2.44, change the odds of rolling at least 2 from 67% to 89%, and change the odds of rolling 3 from 33% to 56%, in terms of your ability to repair a target enough to change wound brackets. *'''Haywire Bolts:''' Affects a bolt weapon. It can only do 1 shot, but when targeting a {{WH40Kkeyword|vehicle}}, an unmodified wound roll of 4 or 5 does d3 mortal wounds, and a 6 results in a flat 3 mortal wounds, in addition to normal damage. Can be useful for chipping off the last few wounds from a vehicle. You know, in case your Heavy Weapons under the Devastator Doctrine somehow didn't finish the job. **The additional damage is both mortal and additive, so the effect is more noticeable on a weapon with poor AP and D to begin with, and it happens on a 4 or 5 even if the shot failed to wound, so also more noticeable on low S, and for obvious reasons, you want to take it on a 1-shot weapon to begin with. The upshot is that while this is very efficient on an Eliminator Sergeant, it'll have more of an impact on a Primaris Lieutenant with a stalker bolt rifle. *'''Teeth of Mars:''' Replaces a chainsword, SU AP-2 D2 A+1; becomes Sx2 AP-2 D2 A+1 when resolving attacks against {{WH40Kkeyword|vehicle}}s. **This isn't as good as a Master-crafted Lightning Claw, so smack yourself if you find yourself contemplating this. </tab> </tabs> ====Special Units==== <tabs> <tab name="Iron Hands"> *'''HQ''' **'''Malkaan Feirros:''' The Iron Hands' first named character and is a Primaris Techmarine Master of the Forge. Stat-wise he's like a Gravis Captain with 7 wounds, 5 attacks, a 2+ save, and a 5+ FNP instead of the Chapter's 6+ FNP, and offense-wise his Gorgon's Wrath is an AP-2 D2 Heavy Bolter, and his Harrowhand is a S+3 AP-2 D2 axe. Naturally, you want him for his buffing abilities, as awesome as his punch and durability may be. He gives all Iron Hands INFANTRY units (FAQ) within 6" a 5+ Invulnerable save. He's also a superior techmarine (which should be obvious being the Master of the Forge and whatnot) and repairs a flat 3 wounds to vehicles instead of d3 wounds (or 6W with Machine Empathy strat). He also has a Signum Array that gives a friendly unit within 3" +1 to hit with Ranged weapon at the start of the shooting phase, Practaly BS2+ on marines. </tab> <tab name="Sons of Medusa"> *'''HQ''' **'''Vaylund Cal(Legends):''' Chapter Master/Techmarine. If you ever wanted to see the mechanized fusion of a Techmarine with a Chapter Master, this is the motherfucker for you. Also makes an excellent anchor for a Dreadnoughts, because he gives both a re-roll bubble, +1 to hit, ''and'' can repair vehicles. His price was dropped to 165, making him a clear pick over a tech marine with an upgraded captain. While slightly less flexible, it will save you a few points. ** if you want to go Dreadnought Crazy, also brings a Cheif Techmarine with March of the ancients Warlord trait, and may also include a lieutenant and Chaplain for cheesy time with friends. </tab> </tabs> ====Tactics==== In the month following the release of their codex supplement but before the October FAQ nerf, the Iron Hands enjoyed an unprecedented level of popularity and brokenness. An article on Warhammer site Goonhammer reported a winrate of 71% overall in 234 qualifying games, far higher than any other faction had enjoyed since the launch of 8th edition. This helps to explain why, on October 17 of 2019, an initial, rather anemic FAQ was amended within hours to include a number of changes to try and get ahead of the situation. As a result of these nerfs, the tactical situational for the Iron Hands is in something of a transitional state. It remains to be seen if the changes will have their intended effect. In the mean time, here is a brief list of several of the most popular units from before the nerfs. *'''[[Steel Rain|Iron Rain]]''' - Turn 1 drop pods + Devastator Doctrine means no move penalties and re-roll 1s on your within-12" Multimeltas. It is only the most logical course of action.<s> ''Go on, remind them about the Drop-site Massacre.''</s> *'''Stormhawk Interceptors, Stormtalon Gunships, and Stormraven Gunships''': A popular choice on several competitive lists. All three flyers pair well with the Iron Hands Chapter tactics, and units like the Stormhawk and Stormtalon, which have heavy weapons but not power of the machine spirit, benefit greatly from both the Devastator doctrine and the chapter doctrine. *'''Thunderfire Cannons''': Another popular competitive choice and almost an auto-take in an Iron Hands army thanks to the interaction between Devastator doctrine and the Chapter doctrine. *'''Repulsor Executioners''': Initially broken as fuck due to the interaction between Feirros and the Ironstone. Now far less so thanks to the nerfs to both units, but still solid for all the expected reasons. </div></div> ==={{W40Kkeyword|[[Ultramarines]]}}, {{W40Kkeyword|[[Emperor's Spears]]}}, {{W40Kkeyword|[[Silver Templars]]}}, {{W40Kkeyword|[[Tome Keepers]]}}, and others=== This includes the following successor chapters which were left out of the subsection title for brevity: *{{W40Kkeyword|[[Castellans of the Rift]]}} *{{W40Kkeyword|[[Fire Angels]]}} *{{W40Kkeyword|[[Fire Hawks]]}} *{{W40Kkeyword|[[Howling Griffons]]}} *{{W40Kkeyword|[[Marines Errant]]}} *{{W40Kkeyword|[[Novamarines]]}} And some non-successor chapters which Forge World recommends treating as Ultramarines successors for rules purposes: *{{W40Kkeyword|[[Astral Claws]]}} **{{W40Kkeyword|[[Tiger Claws]]}} are Astral Claws successors, so implicitly they belong here. *{{W40Kkeyword|[[Blood Ravens]]}} *{{W40Kkeyword|[[Red Scorpions]]}} <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Ultramarines"> [[File:Smurfpauldron.jpg|100px|left|]] In the grim darkness of the far future, courage and honor will yet win the day.<br> [https://en.wikipedia.org/wiki/Primus_inter_pares First among equals], the Ultramarines set the standard for everyone else, and are paragons of strategy. Appropriate, since their Primarch wrote the Codex Astartes.<br> On the tabletop, their tactical flexibility is represented by them having a special named character for everything and abilities to change the current Combat Doctrine. From being able to form a moving gunline that isn't hard countered by melee, or fighting like a collection of champions, the Ultramarines have an answer for every situation. Where the first casualty of any battle is the plan of attack, Ultramarine tactics are shielded by their inability to be tied up or tarpitted, and they can get extra CP to circumvent Space Marine's trademark thirst for CP.<br> ''If you want your marines to '''always fight on your terms''', then march for Macragge and you shall know no fear''. </tab> <tab name="Castellans of the Rift"> In the grim darkness of the far future, there is one last line to protect the gate. Introduced in Warzone Nachmund, the Castellans of the Rift are an Ultima Founding chapter tasked with defending the Nachmund Gauntlet against the forces of Chaos, establishing outposts across the sector. While their mettle was tasted during the [[War of Beasts]], Abaddon's return trip proves that they will require everything on hand in order to protect their territory. On the tabletop, the Castellans are a little tankier and a little more aggressive compared to most marines. ''If you want to field Marines that won't crack under pressure while remaining tactically flexible, then the Castellans of the Rift shall hold.'' </tab> <tab name="Emperor's Spears"> [[File:Emperor's_Spears_Livery.jpg|100px|left]] In the grim darkness of the far future, you must redden the earth to achieve victory.<br> Thematically, they were brought to the forefront in ADB's novel ''Spear of the Emperor,'' these chaps are the Celts to the Ultramarine's Romans, placing value in druidic and tribal traditions with runic heraldry and pelts to match. On the tabletop, they reflect the "barbarism" that was portrayed onto the Celts by the Romans, having rules that emphasize bonuses in the fight phase and ways to get stuck in faster, likewise they have some rules that also show their more nature entuned beliefs.<br> ''If you want marines that can get to the fight soon and support their brothers in the thick of it, then its time to '''skovakarah uhl zarûn!''' </tab> <tab name="Silver Templars"> [[File:Silver Templars Armorial.png|100px|left]] In the grim darkness of the far future, focus and fury shall bring down all foes.<br> Thematically, they are the poster boys of Primaris-only chapters, the Silver Templars value martial prowess, fighting through the enemy so their champions can engage the enemy leaders. Naturally they are an UM successor despite being, you know, ''Templars''.<br> On the tabletop, by doubling down on the knightly themes, the Silver Templars show how a successor chapter isn't required to be the same thing as their primogenitor just with another color (just like other, darker templars). They accomplish this with rules that promote comitting to a direct fight instead of using feints to fall back from it, bringing down infantry and fighting with increased tactical precision.<br> ''If you want marines that battle their way to the enemy's leadership with covering firepower, then fight with focus and fury, and show the galaxy why Primaris marines are humanity's greatest hope.'' </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== <tabs> <tab name="Ultramarines"> *'''{{W40kKeyword|Ultramarines}} Chapter Tactics - Codex Discipline:''' Stoic (+1 Ld, making all 4-man and some 5-man units immune to morale) and can also fall back and still shoot, with a -1 modifier to hit. **Falling back's main purpose is to give the rest of your army a clear shot; now, when you do it, the unit that fell back can still contribute to the murder. The following weapons get particularly improved: ***Flamers and anything else that autohits can ignore the -1 penalty. ***Anything that would take the -1 to hit penalty ''anyway'': combi-weapons you wanted to fire in combined mode regardless (i.e. combi-flamers) and Heavy weapons on Infantry (since Fall Back is a kind of move). ****After considering how your Combat Doctrine works, you should be strongly contemplating infantry with multi-meltas, since you won't care much about not getting the on-doctrine AP bonus - during the Tactical Doctrine, you can move and shoot without penalty, and before and after that, moving and shooting has a penalty, but falling back has no additional penalty. ****This means combi-flamers are very compelling for you, Tactics-wise: the flamer half ignores the penalty and the bolter half was going to take the penalty anyway. Your Combat Doctrine won't help this weapon much, but it ''will'' still let you make a Normal Move and shoot the bolter half twice at 24", which isn't nothing. **The bonus to Leadership is just bad, and not even the best Successor tactic for making your units braver - ''don't'' interpret it like the Dark Angels do (they have the better Successor Tactic for morale) and take it as permission to stop fielding your units MSU. ''Do'' take it as a slight disincentive against Chaplains, Ancients, and other support that offers Ld buffs, as you'll benefit from them less than other chapters. </tab> <tab name="Castellans of the Rift"> This Chapter is Primaris-only (they don't even have Scouts) and is restricted to Primaris units and their vehicles; in order to be from this chapter, a unit must be at least one of {{W40Kkeyword|primaris, gladiator, storm speeder, impulsor, invictor tactical warsuit, redemptor dreadnought, repulsor, repulsor executioner}}. *'''{{W40kKeyword|Castellans of the Rift}} Chapter Tactics - Unyielding Resistance:''' Born Heroes (+1 to hit after charging) and Stalwart (your units can't be wounded on anything better than 3+, giving you a bit of a buffer against heavy weaponry). **Obviously not worth the chapter's keyword restrictions on its own, since you could roll your own chapter with the same Chapter Tactics and not have the restrictions; the only reason to tolerate using this chapter is if you really want access to its other rules (Warlord Traits, Relics, and Stratagems). </tab> <tab name="Emperor's Spears"> *'''{{W40kKeyword|Emperor's Spears}} Chapter Tactics - Redden The Earth:''' Hungry for Battle (+1" to advance and charge distances) and Whirlwind of Rage (unmodified hit rolls of 6 with melee weapons while Shock Assault is active counts as two hits). **Note that these are the best two Successor Tactics for melee. As a reminder, your chapter doctrine specifically buffs Heavy weapons and Rapid Fire Bolt weapons, both ranged. </tab> <tab name="Silver Templars"> *'''{{W40kKeyword|Silver Templars}} Chapter Tactics - The Bond Martial:''' Duellists (your models' melee attacks auto-wound {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Biker}} units on unmodified hit rolls of 6) and Master Artisans (each of your units can re-roll a single hit roll per time they are selected to shoot or fight). </tab> <tab name="Tome Keepers"> Tome Keepers get most of their rules from White Dwarf 458, which was 8E content, but as they got some Crusade rules in WD 465, which was 9E content, presumably their 8E rules continue to apply. *'''{{W40kKeyword|Tome Keepers}} Chapter Tactics:''' Bolter Fusillades (Re-roll hit rolls of 1 with bolt weapons) and Indomitable (automatically pass Combat Attrition tests). </tab> </tabs> *'''Combat Doctrine - Scions of Gulliman:''' During the Tactical Doctrine, models can move and count as stationary as long as they didn't also fall back or advance during that movement phase. Not only does this mean Relentless infantry (in this respect, you basically have the Iron Hands doctrine but worse), but it also means '''you always get bolter discipline''' during turns 2-3, until you reach the Assault Doctrine, where you'll be in close range anyway. **Since you can't Advance and use this, the only general benefits are on Heavy weapons and Rapid Fire Bolt weapons. **This has no synergy at all with Ultramarines tactics (since it can't be combined with falling back), so ignoring other concerns, like relics, you're better off making a successor chapter. The most directly synergistic choices are Bolter Fusillades, Long-range Marksmen, and Stealthy. Devastator Squads with 4 Multi-meltas and a Storm Bolter are strongly encouraged by this, as they gain so much from being allowed to move and shoot as if stationary (if you stick with your stock tactics, strongly consider a combi-flamer on the sergeant). ====Crusade Additions==== ====Secondary Objectives==== ====Stratagems==== Bland but reliable, Ultramarine stratagems are Tau-like in that they're focused towards shooting, teamwork, and avoiding melee. Guess it's an Eastern Fringe thing. <tabs> <tab name="Battle Tactic"> *'''Martial Precision (1 CP)''': Use this stratagem before resolving an attack made by an {{W40kKeyword|Ultramarines}} model from your army in your shooting phase, do not make a hit roll, it automatically scores a hit. Note that it only applies to a single attack made by any weapon, so don't go thinking that you can have a Captain automatically hit with all of his Thunder Hammer strikes. Use this against Eldar and other opponents who stack ridiculous amounts of -1 to hit. Can be good with a Las Fusil eliminator to make sure that one 3D shot really lands. *'''Vengeance for Calth (1 CP)''': Use when an {{W40kKeyword|Ultramarines}} unit from your army is chosen to fight in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon in that unit against a {{W40kKeyword|Word Bearers}} unit, you can reroll the hit and wound roll. Potent, if you can find one of the three people playing Word Bearers that is. *'''Sons of Guilliman (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} from your army is chosen for the Shooting or Fighting phase. If that unit has a Troops Battlefield Role, until the end of the phase, when resolving an attack made by that unit, you can reroll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can reroll a hit roll of 1. *'''Avenge the Fallen (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army is destroyed by an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an {{W40kKeyword|Ultramarines}} unit from your army against that enemy unit, re-roll hit rolls of 1. *'''Courage and Honour! (1 CP)''': At the start of the Morale phase, add 1 to the Leadership characteristic of {{W40kKeyword|Ultramarines}} models from your army until the end of the phase. **May mean the difference between losing an expensive model and keeping it around. More efficient when used on Chaplain. *'''Tactical Expertise (2 CP, Single Use)''': Can be used at the start of any movement phase when the Tactical Doctrine is active; all {{W40kKeyword|Ultramarines}} whose Rapid Fire or Assault weapon makes an unmodified wound roll of 6 before the next battle round has the attack's AP improved by an additional 1 (e.g. AP0 becomes AP-1 from the doctrine bonus becomes AP-2 if it rolls a 6, due to the stratagem stacking with the doctrine bonus, per the word "additional"). Usually an extreme waste of CP. </tab> <tab name="Epic Deed"> *'''Inspiring Command (1 CP)''': Use at the start of the Shooting or Fight phase. Select one {{W40kKeyword|Ultramarines Chapter Master}}, {{W40kKeyword|Ultramarines Captain}}, or {{W40kKeyword|Ultramarines Lieutenant}} model from your army. Until the end of that phase, the range of that model's aura abilities is increased by 3" (max 9"). </tab> <tab name="Strategic Ploy"> *'''Cycle of War (1 CP)''': Use this stratagem at the start of the battle round if an {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The current active doctrine is changed so that the Devastator Doctrine is now active. When there's nobody left in assault range, pop this, move up your heavy weapons and perhaps pop a grenade or two - and more importantly, get a second chance to switch to the Tactical Doctrine. If the game is going to last at least six turns, that is. Essentially single-use, probably not worth it now that games are five turns exactly (though it may still find use if you want to hit Assault in turn three, then pop back to Devastator the turn afterwards). *'''Rapid Deployment (2 CP)''': Used at the start of the battle round before the first turn begins, select up to three {{W40kKeyword|Ultramarines}} from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players can do this, roll-off to see who redeploys first). **Can be combined with the '''Lord of Deceit''' Vanguard Warlord Trait and redeploy your entire army. No need to go that far, but having a second chance at deployment after your enemy already committed to it can disrupt their plans even before the game begins. *'''Fall Back and Re-Engage (1/2 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army falls back. That unit can shoot and charge this turn. If that unit actually has the Codex Discipline Chapter Tactic (it could be a successor), the hit roll penalty for falling back and shooting does not apply for that unit this turn, and this strat only costs 1CP instead of 2. *'''Defensive Focus (2 CP)''': Use this stratagem if an {{W40kKeyword|Ultramarines}} unit from your army is chosen as a target of a charge. Select up to three {{W40kKeyword|Ultramarines}} units that are more than 1" away from any enemy units and within 6" of the targeted unit. The selected units fire Overwatch at the charging unit as if they were targets of the charge. ''For the Greater Macragge!'' **Something something Eliminator sergeants with Instigator carbines moving after shooting Overwatch. The complete opposite would be to use this near a 'Nobility Made Manifest' Warlord to further reinforce the immune response effect. In which case, something something Aggressor double Overwatch. [[Tau|Notice how deadly it is to charge]] an Ultramarines gunline? *'''Squad Doctrine (1 CP)''': Use this stratagem at the start of your Movement Phase; select an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} unit from your army, and then select the Devastator, Tactical, or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine ''instead''. *'''Tactical Insight (2 CP, Single Use)''': Use this stratagem after generating your Tactical Objectives. If your {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield. Immediately discard your Tactical Objectives and generate new ones. </tab> <tab name="Character Upgrades"> *'''Exemplar of the Chapter (1 CP, Single use)''': Use this stratagem after you nominate an {{W40kKeyword|Ultramarines}} model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique. <u>Give him Adept of the Codex</u> if they didn't have it already; that'll make this Stratagem more than pay for itself. ''Finally, a reason to have a warlord other than Calgar or a named character''. *'''Honoured by Macragge (1 CP, Single Use):''' After nominating a Warlord from an UM successor chapter, you may give one of their characters a Relic of Macragge ''instead'' of one from the main SM codex or a Special-Issue wargear. *'''Honoured Sergeant (1 CP)''': Before the battle, select one {{W40kKeyword|Ultramarines}} model that has the word "Sergeant" in their profile. They may take a Master-crafted weapon/Digital weapon/Hellfury Bolts/Sunwrath pistol, even though they are not a {{W40kKeyword|Character}}. All relics must be different. **While a Devastator sergeant can shoot Hellfury at BS2+, an Incursor one ignores all modifiers to hit, and an Eliminator/Scout Sniper one can shoot it at characters. The other 3 special issues are close combat-oriented. Also, while it looks cool, don't give a Sunwrath to the Hellblaster sarge, he'd be wasting his squad's range on a just-in-case relic. Nobody stops you from giving this to an Assault Centurion Sergeant, four strength 10 siege drills in the face for 4 damage. </tab> <tab name="Silver Templars"> They get two extra Stratagems, in addition to the previous ones: *'''The Swordsman's Strike (1 CP/ 2 CP)''': If a {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} {{W40Kkeyword|Core}} unit's making an attack against a {{W40Kkeyword|Character}} unit during the Shooting or Fight Phase, they all get +1 to hit. The cost of this Stratagem varies depending on the number of models in the selected unit, 5 or less cost 1 CP, 6 or more cost 2 CP. **This basically turns a squad of your choice into Snipers-lite, except it also works in melee. Space Marines hitting on 2+'s bad news in everyones' books. *'''Claim Runes (1 CP)''': If a {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} unit starts within Engagement Range of an enemy unit that outnumbers it during the Fight Phase, they all get +1S and -1AP with whatever weapons they're swinging! **Space Marines are pretty much always outnumbered, so this's a reliable one. It can be used to buff a regular squad, or make Powerfists, Thunderhammers, and Chainfists even nastier. Perfect for Lightning Claw units ('Nators/Veterans) who are knee deep in hordes, or, melee tank hunters attempting some T8 or T9. </tab> <tab name="Emperor's Spears"> They get two extra Stratagems, in addition to the previous ones: *'''Skovakarah Uhl Zaurn (1/2CP, Battle Tactic):''' An Emperor's Spears Core or Character unit that charged, was charged, or Heroically Intervened gains +1 to their wound rolls. If the unit contains six-or-more models, this stratagem costs 2CP. *'''Fight As Brothers (1CP, Battle Tactic):''' An Emperor's Spears Infantry unit that is within 1" of an enemy unit and one-or-more other Emperor's Spears Infantry unit can re-roll hit rolls in the fight phase. ** Characters are also Infantry units, so a Character can count as the other unit to trigger this for their retinue. </tab> <tab name="Castellans of the Rift"> *'''Unfailing Nerve (1CP, Battle Tactic):''' When one {{W40Kkeyword|Core}} unit shoots at an opponent within half range with their bolt weapons, those guns improve their AP by 1. *'''Let Them Come (1CP, Battle Tactic):''' When a {{W40Kkeyword|Core}} unit gets charged, they get +1 to hit in order to score an edge over the enemy. *'''Unbowed and Unbroken (2/3CP, Battle Tactic):''' When a {{W40Kkeyword|Core Infantry}} unit is shot while within range of an objective, they gain a 5+++ FNP. Costs 2 CP for a unit with 5 models or less. *'''Push Them Back (1CP, Battle Tactic):''' One unit can re-roll to hit when shooting an enemy within your DZ. *'''Regroup and Strike (1CP, Battle Tactic):''' When a unit fights or shoot, they improve their AP by 1 if the unit's below its starting strength and can re-roll to wound when below half strength. Makes your kamikaze units more dangerous at any range. *'''This is Our Ground! (2CP, Epic Deed):''' At the end of the charge phase, pick one unit within range of an objective. This unit gains ObSec or counts as having one more model if they already have it. *'''Take the Fight to Them (2CP, Strategic Ploy):''' One unit can heroically intervene despite not being a character with a range of 6". *'''Defense in Depth (2CP, Strategic Ploy):''' At the game start, three units can make scout moves, letting them get in position to shoot or alpha-strike immediately. </tab> </tabs> ====Warlord Traits==== <tabs> <tab name="Ultramarines"> #'''Adept of the Codex:''' When you spend a Command Point to use a Stratagem, roll a 5+ to get it refunded. Versatile, always active (as long as he's on the field and not inside a transport), and gives you more freedom when using Stratagems; it's one of the best traits you can get. Calgar starts with this one. #*The rules limit CP regain to 1 per battle round, but "WT: 5+CP" is still damn useful, even more so with the bonus CP handed out by Calgar. #'''Master of Strategy:''' Once per battle round, select an {{W40Kkeyword|Ultramarines}} unit within 6" of the warlord. Until the end of the battle round, whenever models of that unit attack the Tactical Doctrine is considered to be active (this does not stop either of the other two Doctrines being active, so you can have two active at once this way). Librarian Tigurius and Telion have this as their trait. #*Their best doctrine one turn ahead of schedule. Also when your army (but not your warlord) is committed to the Assault. #'''Calm Under Fire:''' Friendly {{W40Kkeyword|Ultramarines}} models within 6" of the warlord ignore the -1 to hit penalty to shooting when they fall back. ''More like Calm Under Melee''. Sergeant Chronus come with this. #*This makes Ultramarines Successors function at a slight disadvantage, as this warlord trait simply doesn't work on them, as shooting after falling back isn't available as a successor tactic, so they don't have as many traits to choose from as with other chapters. #'''Paragon of War:''' This warlord's unmodified wound rolls of 6s (ranged and melee) inflict mortal wounds in addition to all other damage. ''Balanced, offensive champion-type warlord''. Captain Sicarius and Uriel Ventris start with this one. #'''Nobility Made Manifest:''' 6" Aura of Heroic Interventions for friendly {{W40Kkeyword|Ultramarine Infantry}} and {{W40Kkeyword|Bikers}}. ''For The Greater Imperium''. Guilliman starts with this one. The loss of Adept of the Codex hurts a bit, but you can always just pay 1cp to give another character Adept of the Codex, and that one out of Guilliman's 3 bonus ones will pay for itself. #* ''If you mess with one, you mess with all''. It achieves an immune effect by preventing your opponents from eliminating units one by one in melee, and stops them from surrounding a single friendly unit and taking hostages. #'''Warden of Maccrage:''' This warlord's heroic interventions are 6" long. ''Why?'' Chaplain Cassius has this one. </tab> <tab name="Silver Templars"> #'''Accomplished Duellist''': Your {{W40Kkeyword|Warlord}} may fight first if they start within Engagement Range of any enemy units during the Fight Phase, and they can re-roll To-Wound in melee if they performed a Charge or a Heroic Intervention. #*Striking first's always nice, re-rolling To-Wound's just the icing on the cake. #'''Precision Commander''': One {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} {{W40Kkeyword|Core}} unit, within 6" of your {{W40Kkeyword|Warlord}} during your Command Phase, can re-roll a single To-Hit and To-Wound roll in each Shooting and Fight Phase until your next Command Phase. #*Gives a chosen squad even more re-rolls, for when you absolutely positively need something taken down. Ideal on a Eradicator or Eliminator squad but also works on a melee squad with a Thunder Hammer or Power Fist. #'''Spiritual Synergy''': A single non-Relic weapon your warlord carries inflicts 1 Mortal Wound on an unmodified To-Wound roll of 6 as well as regular Damage. #*No limitations, so this can go on anything. It's got a bigger impact on weapons with worse S, AP, and D, and scales with accuracy and rate of fire, so slap this on a storm bolter, combi-flamer, chainsword, or lightning claw to murder your way through things. Note that in very rare situations - T2 with good saves and/or an invuln, like ratlings getting a 5++ from an inquisitor - the claw can re-roll successful wounds to fish for extra mortals and come out ahead. </tab> <tab name="Emperor's Spears"> #'''Bloodied But Unbroken:''' Warlord gains +1A and an additional +1A after they lose their first wound. #'''Tribal Heritage:''' Once per battle, this Warlord can re-roll one failed hit, wound, OR saving throw, and if your army is Battle-Forged, one Epic Deed stratagem can be used on your Warlord for free. #'''Sentinel of The Veil:''' Warlord always fights first and can make a 6" Heroic Intervention. </tab> <tab name="Castellans of the Rift"> #'''Hit-and-Run Master:''' Each command phase, pick one unit within 9" of the warlord. They can shoot after falling back. #'''Exemplar of the Chapter:''' Warlord gets +1 attack and cannot be wounded on anything better than a 4+, making him even tankier against enemy weapons. #'''Tip of the Sword:''' At the end of your movement phase, mark one enemy unit within 12" of your warlord. {{W40Kkeyword|Core}} units can re-roll charges against this enemy and gain +1 Strength against them when fighting in melee. #*This offers quite a sizeable boost for your troops, but it also forces you to focus on key units in melee. </tab> </tabs> ====Psychic Discipline: Indomitus==== #'''Precognition (WC5): Blessing''' Until the start of your next Psychic phase, this psyker has a 5++ invuln, and when resolving an attack made against this psyker, subtract 1 from the hit roll. #'''Scryer's Gaze (WC7): Blessing''' If your army is Battle Forged you can immediately gain 1 CP. If you choose not to, once this turn, when resolving an attack made by a model from a friendly {{W40kKeyword|Ultramarines}} unit within 18" of this psyker, you can re-roll the hit, wound, or damage roll. #'''Telepathic Assault (WC7): Witchfire''' Select one visible enemy unit within 24" of the psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit. #*Thanks to the cripplingly high WC, starts outperforming Smite at Ld6 and gets better as Ld degrades from there. Don't even try this power on an Ork horde. #'''Storm of the Emperor's Wrath (WC6): Witchfire''' Select the nearest visible enemy unit within 18" of the psyker. Roll a D6 for each model in the unit; for each 6, that unit suffers 1 mortal wound. #*Starts outperforming Smite at unit size 15. #'''Psychic Shackles (WC6): Malediction''' Select one visible enemy unit within 18" of this psyker. Until the start of your next Psychic phase, halve the move characteristic (rounding up) of models in that unit, and when a charge or advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this and the Tenebrous Curse psychic power at the same time, but nothing is stopping you from locking down two different units. Also doesn't seem to say you can't use this and tremor shells, something to bear in mind. #'''Empyric Channelling (WC5): Blessing''' Select one other (can't cast this on yourself, sorry) friendly {{W40kKeyword|Ultramarines Librarian}} within 12" of this psyker. Until the end of this Psychic phase, when a Psychic test is taken by the target, add ''2'' to the total, and the target does not suffer Perils of the Warp on a roll of double 1 or double 6. #*This is generally a bad idea - HQ slots are a bit precious - but if Tigurious is somehow still not reliable enough for you, a second librarian with this strapped to him means you can just assume all of his powers will go off, even WC7 ones, whenever you want. In fact, with this on him, he can't fail WC5 powers, so his Smite gets even more ridiculous, as he's only rolling the cast to fish for an 8+ to guarantee him the full 1d6 mortal wounds. If that's your plan, your other power should probably be Scryer's Gaze, so you can fish for CPs, rather than taking a power that might encourage you to separate from Tiggy. For mortal wound output, it's also hard to beat double smite: this librarian goes first, casting smite and channeling, and then Tiggy goes, and his Smite can only fail on double 1s. ====Relics & Special-Issue Wargear==== Relics are now split into three categories. Relics of Macragge may only be taken by Ultramarines (unless you use a stratagem). Special-Issue Wargear can be taken by Ultramarines and their successor chapters. and the Silver Templars get their own relics. <tabs> <tab name="Relics of Macragge"> *'''Armour of <s>John</s> Konor:''' Terminator model only. 4++, halve damage rounding up. Calgar's clothes, for when you want yet another beatstick or cannot afford papa smurf himself. *'''Helm of Censure:''' Aeonid Thiel's helmet that started the tradition of serges wearing red hats. The bearer can re-roll 1 hit roll of 1 and 1 wound roll of 1 per attack (which usually means all hit and wound rolls get it - it's like having a captain and a lieutenant nearby). When attacking {{W40kKeyword|Heretic astartes}} ''or {{W40kKeyword|Adeptus Astartes}}'', add 1 to both hit rolls and wound rolls in addition (damn). **While a librarian benefits lots (WS3+, Power Axe), the boost also affecting ranged combat and ''not replacing any weapon'' means a Captain's Combi-plasma/melta wounds a CSM Predator on a 2+, and can even shoot both profiles at BS2+ (although this will have worse performance than safely overcharging just the plasma profile). *'''The Sanctic Halo:''' {{W40Kkeyword|Captain}} or Chapter Master only (in all his forms, including Primaris). Gives him a 3++ and can deny one power per turn like a Psyker. Fantastic for the warlord himself, as his most important job is staying alive so you can use Adept of the Codex. Denying psychic powers is also extremely useful since so many of them allow a Psyker to target a character and inflict mortal wounds that bypass their saves. Plus, you won't need to give up your ranged weapon for the Storm Shield, which is nice. Better than the Armour Indomitus to give your Gravis Captain a 3++ on his already sturdy frame. *'''Soldier's Blade:''' S+1 AP-4 D2 sword. Available to characters with either a power sword, master-crafted power sword, or, most importantly, ''a combat blade'', making it ''one of the few melee relics for Phobos Characters''. Otherwise, don't bother - the Burning Blade is better. *'''The Standard of Macragge Inviolate:''' Ancient only, +1A to friendly {{W40kKeyword|Ultramarine Core}} and {{W40kKeyword|Character}} units within 6" of the bearer. Friendly UM units within 12" also autopass morale tests. That's fine, but your nearby UM units are already Ld9 and Ld10, and Ancients are much better at ranged support, due to how their base banner works, so consider carefully if you really want this over the Space Marine relic banner for a 9" death frenzy bubble. This ''is'' strictly better than the relic banner Chapter Ancients can take, though, since theirs does the same thing, but for death frenzy attacks instead of on the active turn, and doesn't improve morale at all. *'''Tarentian Cloak:''' The bearer has 5++, and regains d3 wounds at the start of the movement phase. *'''Vengeance of Ultramar:''' Twin Storm Bolter (rapid fire ''4'') that re-rolls wound rolls against non-vehicles. Best when used by a Termie captain, this is better than the Primarch's Wrath against most targets, although it's worse against vehicles or anything with a 2+ and a 4++ or worse. **This can be vicious with the '''Paragon of War''' Warlord Trait. Almost guarantees at least ONE mortal wound. Also consider this build on a bike captain with the extra bolter shots... 12 dice at 24" </tab> <tab name="Silver Templars"> *'''Armour of Zanaris''': {{W40Kkeyword|Silver Templars}} exclusive, {{W40Kkeyword|Primaris}} only. AP-1 and AP-2 Attacks against the wearer are reduced to AP0, and Mortal Wounds are ignored on a 6+++! **Laugh as Power Axes and Lightning Claws harmlessly bounce off your champion, then cry [[Anal_Circumference|when a surprise Powerfist reminds him it's there]] [[Awesome|(but not a Thunder Hammer... now AP-2, thanks 9e!!)]]. *'''Banner of Echos''': {{W40Kkeyword|Silver Templars}} exclusive, {{W40Kkeyword|Primaris}} {{W40Kkeyword|Ancient}} only. Usable once per battle during your Command Phase, gives all friendly {{W40Kkeyword|Silver Templars Primaris Core}} units within 6" of the bearer +1A until your next Command Phase. **Goes well with assault-oriented units obviously, and gels with both their Stratagems for some potent combos. </tab> <tab name="Emperor's Spears"> *'''Druidic Talisman:''' Librarian or Chaplain only. Once per turn, you can re-roll a Psychic Test or Inspiring Litany Test. Not bad at all, gets more mileage out of the Chief Librarian or Master of Sanctity. *'''Beast-Hide Cloak:''' Attacks against the bearer suffer -1D (D1 minimum). Death Guard Disgustingly Resilient? *'''Horizon Blade:''' Replaces bearer's power sword or master-crafted power sword. S+2 AP-4 D2, becomes AP-5 and D3 if the bearer charged or made a Heroic Intervention. </tab> <tab name="Castellans of the Rift"> *'''Maruk's Wrath:''' Replaces a heavy bolt rifle, but for some reason [[FAIL|doesn't say RAW if a master-crafted heavy bolt rifle can take it]]. A super-powered heavy bolt rifle with Rapid Fire 2 S6 AP-4 D1. If this did, then your primaris captain would have an absolutely murderous gun that can rip through heretics with ease. *'''Primarch's Codex:''' Chaplains only. You can now re-roll litanies and boost their range by 3". Good thing that your chapter tactics prefer being on the aggressive side. *'''Gauntlet of the Imperium:''' Replaces a boltstorm gauntlet. The gun's now S5 AP-2 D1 and the fist's now Sx2 AP-3 D3 without any hit penalties, making it a really strong take. Even if you just grab one fist, you can make it ram through enemies with ease. *'''Armour of Phourion:''' The bearer always fights first and has a 6" heroic intervention range. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' Fnp5+++. "Not dying" is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with. *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Hellfury bolts:''' You can choose the bolt weapon it's used on to make only one attack, but it inflicts 1MW if it hits (and the shooting sequence ends). *'''Master-crafted Weapon:''' +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). ''4D Thunder Hammer!'' *'''Reliquary of Vengeance:''' Once per battle (at the start of the fight phase), friendly chapter units within 6" of the bearer gain +1A. *'''Seal of Oath:''' Designate an enemy before the first turn begins. The bearer has a 6" aura for {{W40kKeyword|Ultramarine Core}} and {{W40kKeyword|Character}}s of re-rolling ''all'' hits and wounds against [[That Guy]], failed or not. *'''Sunwrath Pistol:''' Cawl's plasma pistol of safe supercharge. But it's Pistol 2, so that's a double improvement. </tab> </tabs> ====Special Units==== <tabs> <tab name="Ultramarines"> =====HQ===== *'''[[Marneus Calgar|Chapter Master Calgar]]:''' Papa Smurf, nuff said. He now gets +1T thanks to his Gravis armour without the -1 to movement like the majority of Gravis units, as well as +1W and +1A from being Primaris, and he even gets to keep his 2+/4++ along with the halved damage. This makes him even more powerful than he ever was, although being in a Gravis suit does mean that if he wants to actually get into combat he'll either need to footslog or pay for a Repulsor. **Something for consideration: Calgar, with the right supports, is actually a deadlier fighter in melee than Guilliman is. For starters, while Guilliman can feel the pain from larger foes and their absurd damage, Marneus can, for the most part, walk out less damaged and more annoying thanks to the halved damage. Assuming all damage is multi-wound rather than 1 damage, Calgar technically has ''16'' wounds, versus Guilliman's 9. In addition, while Guilliman can resurrect with D6 wounds, Calgar can receive near-constant healing through an Apothecary as he is an <INFANTRY> rather than a <MONSTER> (what, you thought Apothecaries can understand the anatomy of pseudo-demigods?). Excluding the cost of a Librarian and Victrix Guard (since Guilliman can benefit from those too) and you can have a better beatstick than Guilliman (though you do lose his super-aura). The only main weakness of Calgar in this regard is that he has slightly less toughness and strength (you ARE using Might of Heroes through Calgar's Librarian, aren't you?) than Guilliman, and he's stuck with D3 damage for his fists. TL,DR: Calgar is far cheaper for a super tough HQ and can benefit from other buffs where Guilliman can not. Calgar can certainly buff your army, but Guilliman does it better. However, Guilliman delivers more melee offense overall and functions better in situations devoid of support. **Somebody is really [[Matthew_Ward|overestimating]] Calgar here. Against incoming attacks that are 2 damage, D3 damage, 3 damage, and D6 damage respectively, Calgar essentially has 16, 12, 12 and 14 wounds respectively (the results of D3 damage halved rounding up are 1, 1 and 2 and so D3 damage weapons average 1.333 damage against him). Now this is impressive, but the kinds of things you’re talking about fighting will usually force him to use his invulnerable save, which is a 4+, and so his effective hp is actually 32, 24, 24 and 28. Guilliman has 9 wounds on a 3++, so his effective hp is 27 in all scenarios, so the differences are actually minor against the bigger damage weapons without accounting for his revive ability, but between rerolling wounds and D3 mortal wounds on 6+ his melee output is potent enough to deal 7.778 wounds to Calgar in a single fight phase, ie basically killing him on average. How much damage can Calgar accomplish against Guilliman, or Calgar himself (Abaddon)? 2.6 wounds in both cases, 3.02 and 3.78 with the might of heroes. You may notice by this point that you’re paying half the points for less than half the melee power even with psyker support (at least in this case, but I think this is a decent benchmark). Add in that Calgar’s halve-damage durability is completely negated by things like the mortal wounds from snipers, and well... *'''Marneus Calgar (Legends):''' Probably the most impressive Firstborn statline in the game, but holy FUCK do you pay for it with power level 13 and 250pts. Compared to a Terminator Captain, he's W7 and A5. His Armour of Antilochus grants him a 2+ armour, 4++ invulnerable save, Deep Strike, and halves any damage he suffers. He has the 8th edition Chapter Master rule (all Ultramarine units within 6" re-roll failed hit and wound rolls), but you'll change it to the 9th edition Rites of Battle and Chapter Master rules if you're not That Guy. Master Tactician grants you +2CP if he's your Warlord. Finally, he's armed with a relic blade and the Gauntlets of Ultramar (24", rapid fire 2, S4, AP-1, D2 or melee, Sx2, AP-3, Dd3). ** He's behind the times with regards to his rules, even FW updated their Legend units to a 9th edition standard. His relic blade and Captain/Chapter Master rules specifically. *'''Marneus Calgar in Artificer Armour (Legends):''' Papa Smurf, before Swarmlord ate his arms, his legs, and half of his face. Same as above, but 235pts with no Deep Strike or halving damage. Pay the 15pts. *'''[[Cato Sicarius|Captain Sicarius]]:''' For 115 points, you get a 2+ save ''without'' giving up melee or ranged, combined with relatively inferior melee and ranged. He has a plasma pistol that's on permanent overcharge safely and a force sword that deals d3 mortal wounds instead on um6 to wound; by comparison, a thunder hammer/combi-melta captain is 110 points and has better melee ''and'' better dakka, but is only Sv3+, and you have to give a weapon up to carry a storm shield; if he gives the gun up, he's down to just a bolt pistol. The real reason you take Sicarius and his major downsides of not being allowed to wear a jump pack or take relics or choose his own warlord trait is that at the beginning of each battle round, he can pick a character or core unit within 6" to be objective secured for the round. That means you generally want him in a transport initially, to help ensure you can get him to the objective and use his ability. He's great for riding a Drop Pod in turn 1 so he can start handing out his buff on turn 2, or you can start him on the table so he can hand out his buff at the start of 1 before embarking. *'''[[Uriel Ventris|Captain Ventris]]:''' Another Black Library Character given tabletop life. 110pts gets you a Primaris Captain with Invictus (30", rapid fire 1, S4, AP-2, D2) and the Sword of Idaeus (melee, S+1, AP-3, D3) makes him deadly at all ranges. His special rule is Unorthodox Strategist, allowing you to use the Adaptive Strategy Stratagem (one <Chapter> unit from your army counts as having all doctrines active for one turn) for 1CP instead of 2CP if you use it on an Ultramarine Core unit within 6". His fixed Warlord Trait is Paragon of War (unmodified wound rolls of 6 inflict an additional mortal wound) and he gains the Master of the Fleet Honorific if he's included in a Crusade Force (Orbital bombardment Stratagem can be used twice per game and only costs 1CP). ** His rules are unique and fluffy, but CP intensive, so find a way of gathering CP from another source if you want to make full use of him. Papa Smurf can be an option; and simultaneously fluffy and unfluffy at the same time depending on the situation. ** His model is pretty baller, with a lot of detail included from his background (Inquisition icon from his Deathwatch Service and Rose of Pavonis from his first assignment as a Captain). ** Even if you don't use Unorthodox Strategist, he is still a 5 point upgrade from a basic captain to have a true Intercessor master-crafted bolt rifle and a better power sword for the price of a bad warlord trait (pro tip: he doesn't have to be your Warlord to get his rules going). If you '''have''' to use a standard Primaris Captain as an Ultramarine and not the Indomitus version, this is probably the best option for the points. Unorthodox Strategist is just icing on the cake. *'''[[Ortan Cassius|Chaplain Cassius]]:''' He grants a mortal wound against enemy units that kill an Ultramarines model within 6" on a 6+. 3+ Marines die often, so with big numbers in your army Cassius has some punch and hurts the enemy in their phase. Combine with a Company Ancient and Apothecary to make the marine shoot as he dies, confer a mortal wound, and be brought back to life to shoot the next turn. But with marines all getting 2 wounds, this ability will see a little less use. **Cassius provides two Litanies for your marines. Using the +1 to hit and +1 to wound litanies can give squads that can generally hit on 2s, and a minimum wounding of 5s. *'''[[Varro Tigurius|Chief Librarian Tigurius]]:''' The primary reason to take this guy is that he's the best Psyker in the Imperium right now - he gets +1 to all Denies and Casts, ''and'' re-rolls casts, making his smite *ludicrous* - he can and should re-roll anything below a 10 on the first cast (remember, his Smite gets better on a 10+, not 11+), giving him a total expected Smite value of 2.32 Mortal Wounds. Unlike most named Librarians, he's ''not'' locked to the Ultramarines discipline, so he can stick to Librarius if he wants. At the start of the battle round, he can pick a core or character unit within 6" to be at -1 to be hit, which is baller as hell. He's armed with a Force Relic Blade, i.e. a Relic Blade only worse at Dd3, and a bolt pistol and grenades. Compared to the famously powerful Mephiston of the Blood Angels, almost his entire statline is worse and so is his weapon, but he's unquestionably better at casting spells. *'''[[Antaro Chronus|Sergeant Chronus]]:''' Stick him in a Rhino, Razorback, Predator, Stalker, Hunter, Whirlwind, Vindicator, or Land Raider. That Vehicle heals one lost wound per turn, gains Character, and is always BS2+ no matter the damage. If the Vehicle is destroyed, he pops out as... Well, as someone pretty useless. BS2+, W4, A2, and a servo-arm, but no Techmarine fixing ability. *'''[[Torias Telion|Sergeant Telion]]:''' Telion makes Scouts, Scout Bikes, and Land Speeder Storms better. He is armed with a better Sniper Rifle, and at the start of the Shooting phase he can pick a Scouts unit within 3" to be BS2+ for the phase. Unfortunately, Scouts suck, and he can't use his ability while embarked, but he ''can'' embark on a Land Speeder Storm, so if he does, this can be helpful if you want to pop him out and have both models shoot. =====Elites===== *'''Chapter Ancient:''' <Ultramarine>-exclusive Chapter Ancient. Costs the same as making your own Chapter Ancient, provided you bought him a power sword (which you never would), and the benefit in exchange for locking to a power sword is 1 better Ld (which is useless) and 1 better Sv (which is not). This version also ''can't'' be made slotless via company vets. *'''Chapter Champion:''' <Ultramarine>-exclusive Chapter Champion. Costs the same as making your own, plus 5 points ''and'' you give up the stock model's 5++ and bolt pistol. Instead, you get re-rolling melee hit rolls against characters (which is the same as re-rolling 1s since he's WS2+, and is a 7/6 multiplier on his melee output when it comes up) and an additional attack he can always make in melee at SU AP-2 D1, making him overall better offensively but worse defensively than a stock Chapter Champion, for his points. This version also ''can't'' be made slotless via company vets. *'''Honour Guard:''' The non-legends version has more restrictive wargear, so you can think of this unit as Company Vets only worse; compared to Company Vets with the same Bolter and Power Axe, it's 50 points for 4 attacks (6 on the charge) and 2+ save, as opposed to 46 points for 5 attacks (7 on the charge) and a 3+ save, but also Company Vets can take a Lightning Claw instead for the same cost and perform ''much'' better, and the bolter arm can carry a storm bolter or storm shield, making them either more efficient at ranged murder or durability. There's really no comparison - plus, company vets play much nicer with your precious elites slots. *'''Tyrannic War Veterans:''' Sternguard Veterans, with a unit size of 4-10 and no weapon options, BUT re-rolls failed hit and wound rolls against Tyranid targets, ''and'' is ''cheaper'' than actual Sternguard - you should always pick these guys over Sternguard if all you wanted was the stock weaponry. *'''Victrix Honour Guard:''' Prototype Bladeguard Veterans. No pistols, and maximum unit size 2 (but both members are A4). Compared to Bladeguard, these guys are WS2+ (so it's like not having to buy a Bladeguard Ancient at all) and Sv3+++, with the crippling downside of only having regular power swords; where they'll hit for 2*4*5/6 = 6 2/3 damage for 70 points (base, not including Shock Assault), unsupported MSU Bladeguard Vets who don't get to shoot their pistols still hit for 10*4/6*2 = 13 1/3 damage for 105 points, i.e. 2x as hard for 1.5x the cost, and that's before you consider their pistols or an ancient. However, unlike Bladeguard, these guys are bodyguards (like company vets) ''and'' can heroically intervene, so thanks to their 2+/3+++, they're better viewed as being better-than-company vets for the intended job of company vets, albeit with suboptimal melee weapons and a crippling inability to ride most transports; also, unlike company vets, these guys only don't take up a slot with Calgar, ''and'' they don't enable a slotless ancient, apothecary, or champion. =====Lords of War===== *'''[[Roboute Guilliman]]:''' The most effective unit in the Astartes Codex, even better now with a 80 points decrease, "only" clocking at 300 points. He possesses an impressive statline: WS and BS are both 2+, 8" movement, S6, T6, 6A and has 9 wounds, and if he is killed he comes back on a roll of 4+ with D6 wounds. His 9 wounds mean enemies have to observe the Look Out, Sir! rule and also takes cover behind a constant 2+, 3++. Shooting wise he uses the Hand of Dominion which is 24" rapid fire 3 S6 AP-1 Dmg 2, which is good but it's CC where you want Girlyman. In close combat he can either use the Hand of Dominion as Sx2 AP-3 Dmg 4 power fist or use the motherfucking [[Emperor's Sword]] at S+2 AP-4 Dmg 3 that on a roll of a 6 causes D3 mortal wounds on top of the 3 damage he already caused. In close combat he is one of the best characters in 9th, on top of that lucky rolls can lead to him dishing out a lot of extra damage through mortal wounds. With the new monster and vehicle rules, he can now also fire his bolter while in the engagement range at -1 to hit. All of that is nice, however, where Guilliman truly shines is his buffs to the rest of the army. Any keyword {{W40Kkeyword|Imperium}} unit within 12" adds 1 to advances and charges, re-roll hits of 1, and can re-roll failed morale tests. As the Primarch of the Ultramarines, he gives all {{W40Kkeyword|Ultramarines Core}} and {{W40kkeyword|Ultramarines Character}} units within 6" re-rolls of any hit roll, with the aforementioned {{W40Kkeyword|Ultramarines Core}} getting re-rolls of 1 to wound. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re-roll hits. If all that wasn't enough if your army is battleforged you get 3 extra CP. He does everything you'd want a warlord to do, basically. The main reasons not to take him are points cost, wanting a different LOW, or not wanting to be seen as [[That Guy]]. **Be aware that since he has the {{W40Kkeyword|Monster}} keyword for some odd reason, he tends to interact strangely with several other rules (e.g. taking Transports). Watch for anything that affects {{W40Kkeyword|Monster}} units and be prepared to footslog. **With 9th if you bring Guilliman he has to be your warlord with his new Avenging Son rule, which is fine because you get those three extra command points on top of him refunding one of your detachments by being a Supreme Command Detachment, for a max of a whopping 15 command points in a 2k point game. </tab> <tab name="Fire Angels"> *'''Captain [[Tarnus Vale]] (FW Legends):''' Provides a 6+ invuln to nearby '''Fire Angels vehicles''', but isn't riding a bike or using a jump pack, so he'll never keep up with his charges unless he’s in a transport or said charges are artillery tanks, such as a Fellblade or Whirlwind. Works better with Dreadnoughts for the rerolls. He does have a power sword that has D2, and an 8" pistol 3 plasma pistol. Not to mention lots of vehicles sit in a parking lot. Like are you really gonna be zipping that predator up the field? '''Successor Tactics:''' The Fire Angels are notable for their strict adherence to the Codex, so Inheritors of the Primarch is a perfect fit for them. Alternatively, if you want to build around Vale's Vehicle buffs and build a parking lot type army, tank boosting Tactics like Master Artisans and Scions of the Forge are good options. </tab> <tab name="Fire Hawks"> *'''Knight-Captain [[Elam Courbray]] (FW Legends):''' The ''only'' Forge World character in this list who showed up with a Jump Pack and a special power Sword D2 that reroll wound rolls. However, because how DARE you tell him what to do when he comes in from reserve, he teleports in like a boss, rather than falling from the sky like a pleb. Also, he will always try to attack Characters within 1" of him, even if you'd rather he attacked someone else, because, again, FUCK YOU. **You're better off taking a regular captain with a jump pack bolt pistol and a relic blade. You're paying 18 points more to get to reroll wounds on your S:+1 AP-2 D2 sword (worse than the relic blade at S+3 AP-3 D2, which is more likely to wound on the first roll given it makes the captain S6). That's all he has over the normal jump pack captain. '''Successor Tactics:''' While Courbray is nothing you'd build an army around and not a whole lot is known about the Fire Hawk's specialization, they present a fluffy option for creating a more fleshed out Legion of the Damned. No options for universal FNP or Deep Striking, but general durability boosters like Indomitable, Stalwart, Stealthy (fluff it like the smoke rising off them giving them cover!) Or Warded is fine choices, and Fearsome Aspect is quite appropriate. </tab> <tab name="Howling Griffons"> *'''Chaplain Dreadnought [[Titus]] (FW Legends):''' Exactly the same as a normal Chaplain Dreadnought, but his FNP equivalent is a 5+, not a 6+, and he has fixed weaponry in an assault cannon, heavy flamer, and big ol' smashy fist. He's worth taking if you're playing Howling Griffons and already planned on taking a Chaplain Dreadnought, but otherwise unremarkable. '''Successor Tactics:''' Griffons are known for their tactical flexibility and good sense, so most any blend of Tactics could be made to work. Titus himself, similarly, is just a solid all-rounder, though Chaplain Dreads inherently encourages a more melee-focused playstyle. A good pick for remaining fast and loose with what sort of army you want to bring. </tab> <tab name="Marines Errant"> *'''Lieutenant Commander [[Anton Narvaez]] (FW Legends):''' Has interesting (if weird) wargear. He comes with a power sword that on a 6s to wound does a addtional mortal wound, an assault d3 S7 Ap-2 D1, and the Actinic Halo which gives him a 3++ save UNTIL you take an unsaved wound at which points it stops working and only gives a 4++. He honestly makes a decently shooty captain who has a decent buff (he provides the captain buff of rerolling 1s to hit, not the lieutenant buff to wounding) and is good for an all-rounder and doesn't cost much at all, use your command point rerolls on his invulnerable save to keep him alive all game and outside of mortal wounds he'll be exceptionally tanky... especially for a dude who's just supposed to be a ship captain. '''Successor Tactics:''' Close range board actions are not well represented on the tabletop outside of Killteam, but we can make it work. Assault is the name of the game here, so Hungry for Battle and Rapid Assault are no brainers. </tab> <tab name="Novamarines"> *'''Captain [[Mordaci Blaylock]] (FW Legends):''' Terminator captain, with a D3 chainfist, a relic storm bolter S5 AP-2, and grants a 6+ FNP to all Novamarines Infantry within 6". '''Successor Tactics:''' Another Codex hardliner, so Inheritors of the Primarch is probably your go-to here. Just as well, Braylock is brutal in close range where he can support similarly built units. </tab> <tab name="Tome Keepers (WD 458)"> =====HQ===== *'''Captain [[Nasiem]]:''' A Primaris Captain with the Sunwrath Pistol Ultramarine Relic (12", pistol 2, S8, AP-3, D2) and a master-crafted power axe (S+2, AP-2, D2). His fixed Warlord Trait is the Master of Strategy from the Ultramarines supplement. In a Crusade Army, this models Captain of the Third company rule grants him the Master of the Arsenal Honorific without increasing his Crusade Points cost. *'''Epistolary [[Lykandos]]:''' A Primaris Librarian with a force stave (S+3, AP-1, Dd3). He comes with the Reliquary of Gathalmor Codex Relic (enemy Psykers within 18" suffer -1 to Psychic Tests and if they fail a Psychic Test they suffer d3 mortal wounds on a 4+) and Calm Under Fire Warlord Trait from the Ultramarines supplement. *'''Orator [[Sephax]]:''' A Primaris Chaplain with the Benediction of Fury Codex Relic (S+2, AP-2, D3). He has the Iron Resolve Codex Warlord Trait. =====Elites===== *'''Ancient [[Kae]]:''' A Primaris Ancient with the Seal of Oath Ultramarine Relic (select one enemy unit after deployment, Tome Keepers within 6" re-roll hit and wound rolls against that unit) and Nobility Made Manifest Ultramarine Warlord Trait. </tab> <tab name="Astral Claws"> *'''Lieutenant [[Carnac Commodus]]:''' *'''Chapter Master [[Lugft Huron]]:''' *'''Captain [[Corien Sumatris]]:''' *'''Master of the Forge [[Armenneus Valthex]]:''' </tab> <tab name="Tiger Claws"> *'''Captain [[Corien Sumatris]]:''' </tab> <tab name="Blood Ravens"> *'''Chapter Master [[Gabriel Angelos]]:''' </tab> <tab name="Red Scorpions"> *'''Chapter Master Lord High Commander [[Carab Culln]] (FW Legends):''' *'''Captain [[Carab Culln]] the Risen:''' *'''Chapter Master [[Casan Sabius]]:''' *'''Chief Librarian [[Sevrin Loth]]:''' </tab> </tabs> ====Tactics==== *'''Ultra-build''': Lends itself as a Jack-of-trades army, being decent both shooting and fighting. Pure Ultramarines does lend itself more to a moving gunline list, ignoring penalties for moving and falling back, and some improved shooting stratagems, along with some Heroic Intervention, mass Overwatch, and QCC characters and abilities. kind of lend itself likes a T'au/Kroot list that would not fall apart if they do get into melee as we are dealing with marines bodies instead of the more-pansy smurfs. They slightly better control over the combat doctrines has a preference for having units in the Tactical doctrine, with heavy weapons also benefiting, along with Eradicators, and several Forgeworld tanks gaining extra shots despite moving. A single detachment of Ultramarines or their successors can support many builds with a mix of man desperately different units. </div></div> ==={{W40Kkeyword|[[Salamanders]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Salamanders_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the flame of hope burns still.<br> Where other astartes shun their humanity, the Salamanders are the marines closest to mankind, and all the stronger because of it. To them war is not just fire, but the anvil where they are tested and reforged; power not for glory's sake, but to protect the Imperium. On the tabletop, these guys are sheer strength. Their artificer gear makes them deadlier and hardier both, enabling them to survive closing the distance, where they can use their rules to inflict monstrous damage. Since their rules buff both melta and flame, they can make more use of Aggressors and Eradicators, which could give them a sort of "Gravis Chapter" feel (though it also helps the forgotten Firstborn for those same reasons). ''If you want to bring '''utter devastation at close range''', then join the Salamanders into the fires of battle, unto the anvil of war''. <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Forged in Battle:''' A '''unit''' with this tactic can re-roll a single wound roll each time it ''is selected to'' shoot or fight (including overwatch). Any attacks against your units cannot re-roll to wound. **The offensive buff is still useful on all units, but less so with the loss of the to-hit re-roll. As before, keep squads MSU, as it disproportionately benefits ''single hits'' spread out across your army; Eliminators would notice it more than Auto Bolt Inceptors. It overlaps a bit with Lieutenants; whether you want to do without them or stack and make as if they were pseudo chapter masters is up to you. ***Rules lawyer-wise, akshually, it would technically not work with Ancient banners, as it's not the unit that is selected to fight, it is the model. Normally it'd be lame to bring it up, but it amounts to "full re-rolls to wound on any dying model", which isn't nothing. **The defensive buff has been replaced with the Q2 2022 Balance Dataslate giving your AP reduction to anything without a shield. What you get instead isn't too bad though, as it pretty much foils the use of any Lieutenant-tier heroes and any other stratagems that would provide re-rolls to wound. Just beware that you are still vulnerable to anything with AP-2 or higher. *'''Combat Doctrine - Promethean Cult:''' While the Tactical Doctrine is active, all flame and melta weapons gain +1 to wound. Honestly, did you expect anything else? Remember when GW said their rules wouldn't be summarized as "spam X"? Yeah, spam Eradicators, Flame Aggressors and Sternguard Vets. ''Ain't there no other chapter that can wound T7 vehicles on a 2+!'' ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Flamecraft (2 CP)''': In the shooting phase, a unit's flame weapons will always fire its maximum number of shots. **Good for a Land Raider Redeemer, flamer Aggressors, combi-flamer Sternguard, and Assault Centurions. Still great if less efficient on Invictors and Land Speeders with dual Heavy Flamers and on Bray'arth Ashmantle. **Excellent when combined with your Fires of Battle stratagem so a maxed-out flame weapon can try to deal more mortal wounds. *'''The Crucible of Battle (1 CP)''': In the shooting or fight phase, a {{W40Kkeyword|Salamander Core}} or {{W40Kkeyword|Salamander Character}} unit gets +1 to wound for that phase. **Veterans of the Long War for the pyro-marines. Absolutely no synergy with your doctrine bonus, but if you want to sink more CP into it, you can toss in Flamecraft for max shot flamers that wound marines on 3+. Instead, you should either use this to get your doctrine bonus during the Devastator or Assault doctrines, or use it to get the bonus on non-flamer, non-melta weapons. *'''Strength of the Primarch (1CP)''': Pick a unit at the start of the fight phase. They get +1S and any unmodified wound rolls of 6 do double damage. Almost custom made for bearers of lightning claws, which you otherwise don't want due to lack of synergy with your chapter tactics. **More niche than Crucible ''most'' of the time, but better whenever the +1S provides +1 to wound, and they do stack. Slapping both on a Thunder Hammer will, when smacking a T8 target, bring you from 4+ to wound to 2+ to wound, and since 1/5 of your wounds dealt will be D4, you'll functionally go from D3 to D3.2, which is a total benefit of +78% (*1.78) before your chapter tactic reduces the benefit slightly. *'''Rites of Vulkan (2 CP)''': At the start of the movement phase while in the Tactical doctrine, for the rest of that battle round, all Rapid Fire or Assault weapons in your army get an additional -1AP on natural 6s to wound. Only once per battle. *'''Vengeance for Isstvan V (1 CP)''': When facing Word Bearers, Iron Warriors, Night Lords, or Alpha Legion in the fight phase, one unit can re-roll all hit rolls. **Very situational, but fluffy and still strong. *'''Stand Your Ground (1 CP)''': When a {{W40Kkeyword|Salamanders}} non-Servitor {{W40Kkeyword|Infantry}} unit that didn't advance in your last Movement phase is picked as the target of an attack, they get +1 to their armour saves against D1 weapons for the rest of the phase. **Like "Unyielding in the face of death", but not restricted to Gravis, and can be stacked or spammed alongside it. With that and marines becoming 2W, guess small arms can eat dirt this edition. </tab> <tab name="Epic Deed"> *'''Rise From the Ashes (2 CP)''': When a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Character}} dies, roll a 4+ and they pop back up with 1 wound remaining. Only once per character per game. **Opponent manages to take down your Warlord? Snipe the Techmarine playing Self Sacrifice meatshield? Get a lucky shot on your Smash Captain? Hit the undo button on that shit. </tab> <tab name="Strategic Ploy"> *'''Born Protectors (2 CP)''': When a {{W40Kkeyword|Salamanders}} unit is declared as a charge target, pick another {{W40Kkeyword|Salamanders}} unit within 12". It can fire overwatch at the charging unit, and if the charge is successful, they can Heroically Intervene 2D6", but only towards that charging unit. **Tau Overwatch plus a Heroic Intervention? Fantastic, if situational. Can deter certain charges and anything that can change how your opponent plays has a place. This and Self Sacrifice makes it tempting to take Salamanders as an ally detachment in any imperial army to protect your stuff. *'''Despite the Odds (1 CP)''': At the end of a turn where you didn't score any Tactical Objectives, if your Warlord is still on the table, generate a new Tactical Objective. *'''The Fires of Battle (1 CP)''': In the shooting phase or when firing overwatch, when target ''model'' is firing a flame or melta weapon, any unmodified 4+ to wound does a mortal wound in addition to normal damage (to a max of three mortals). Only works for 1 weapon shot by 1 model, so no Aggressor MW spam for you, but ''does'' work if the model shoots twice, such as an Eradicator. **Since you don't really care about the firing weapon's S, AP, or D, but you care a ''lot'' about its rate of fire and accuracy, one of the best targets for this strat is an invictor warsuit's incendium cannon, which will generally get you about 7 dice rolling to wound, which will generally mean you'll get all 3 mortal wounds out of this strat. You can combine this with Flamecraft if you don't mind the incredible CP expenditure to guarantee that the weapon in question gets plenty of changes to try to wound - 12 for an incendium cannon, 6 for most flame weapons - and/or with the Lord of Fire warlord trait. *'''Immolation Protocols (1 CP)''': Turn all of one unit's flame weapons into Pistols for one shooting phase. Not a bad way of saving a shooty flame unit from melee. Obviously, don't bother putting this on a vehicle. *'''Self Sacrifice (2 CP)''': Use at the start of the opponent's shooting phase and pick a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Infantry}} unit in your army that has more than five models and then one other unit that is wholly within 6". For the rest of the phase, your opponent cannot shoot the unit that is being shielded as long as they are wholly within 6" of the unit that is protecting them unless they are the closest unit. The unit that is doing the body blocking can't be hidden from shooting by psychic powers or other trickery. Best way to protect your assets like tanks or heavy weapon teams by putting a cheap troop unit in front of it. **It can outright steal target priority from your enemy - you take fire on your terms: let the bodyguard unit be in cover for a 2+ (or 1+!) save. Furthermore, while the unit must be eligible to be fired at, it doesn't say it cannot be under a -1 to be hit, such as Smokescreen Infiltrators, who are also keeping deepstrikers 12" away, or a unit blessed with Fire Shield or even Psychic fortress. *'''Relentless Determination (1 CP)''': At the end of the Movement phase, pick one unit that did not advance or Fall back. It counts as stationary, and if it has a damage table, it counts as having double wounds to see which row of the table you use. </tab> <tab name="Requisition"> *'''Exemplar of the Promethean Creed (1 CP)''': Your Warlord gets a second Warlord trait that has to be from the Salamanders list. Doesn't work on named characters or someone you gave a trait to with Hero of the Chapter (since they're not your Warlord). *'''Master Artisans (1 CP)''': Give a Sergeant a Master-Crafted weapon, Digital Weapons, the Drakeblade, or Dragonrage Bolts. *'''Trust of Prometheus (1 CP)''': Give a successor a {{W40Kkeyword|Salamanders}} relic. </tab> </tabs> ====Warlord Traits==== #'''Anvil of Strength:''' The Warlord gets +2 to his Strength characteristic (which happens AFTER 2x in 9th). A bit niche at allowing a Relic Blade or Crozius Arcanum to wound on a 2+, its vaule if at all is that you can use this and save the '''Imperium's Sword''' WT and '''Strength of the Primarch''' Strat for someone else. Vulkan He'stan takes this on his +2S blade. See? #'''Miraculous Constitution:''' The Warlord gets a 6+++ FNP and regains 1 wound at the start of your movement phase. Vulkan lives! Compared to Iron Resolve, Miraculous Constitution yields more than one wound over time, assuming the enemy isn't murdering him in a single turn (Abbadon, Swarmlord, Thunder Hammers, etc..). #'''Never Give Up:''' In the Command Phase, pick a core or character unit within 6" of the Warlord to gain Objective Secured for that round. Worse than '''Rites of War (Aura)''', which itself is strictly worse than the Chapter Ancient '''Steadfast Example (Aura)''' Warlord Trait. The one difference, however, is that those auras only affect units next to the character (they're auras after all), but Never Give Up selects one unit before their movement phase, and the effect stays with them for a turn so you can send them off to do their stuff. #'''Forge Master:''' The Warlord gets +2 Toughness, meaning S8 no longer wounds him on 2+. With T6 (or 7 on Gravis/Bike characters), power swords wound only on 5+, and with relics like the Salamander's Mantle or the Angel Artifice ('''effective T8!''') it'll now take anti-tank weapons to bring down this Warlord. While this is better than Anvil of Strength, that's a low bar to clear; Iron Resolve and Miraculous Constitution will generally provide a ''lot'' more durability than this will. #'''Lord of Fire:''' Friendly units within 6" of the Warlord re-roll the number of attacks they make with flame weapons. Adrax takes this one, but it's ''ideal'' on a Lieutenant, as that guy'd provide re-rolls of 1s to wound to flamers, which don't roll to hit. #*Not limited to CORE, so you can give put this warlord in a Land Raider Redeemer carrying Assault Centurions if you want to. But flame Aggressors and flame Sternguard are still there. #'''Patient and Determined:''' Once per shooting ''and/or'' fight phase, ''one'' of the Warlord's attacks automatically hit. Very good for someone wielding a Combi-melta and a power fist or similar -1 to hit weapon. ====Psychic Discipline: Promethean==== #'''Flaming Blast (WC6): Witchfire''' Pick a spot within 24" that the psyker can see. Each unit within 3" of that spot takes a mortal wound on a 4+. #*This is the Imperial Fists Iron Inferno spell, only with 6" more range on picking the spot, and 3" less on catching units in it, making it ''much'' worse, since it needs to catch at least 5 units to beat Smite. #'''Fire Shield (WC6): Blessing''' A friendly unit within 18" is at -1 to being hit when shot and -1 to the distance when charged. #*Easily your best buff, in general, protecting against both ranged and melee attackers. Put this on anything you want to keep safe. #*The penalties stack with Obscuration's Hallucination and Tenebrous Curse (which are put on the attacking unit, not the defending one), and Veil of Time lets the target unit swing first if they're charged despite the -1 penalty, as well as letting them Advance faster if the charge is failed and they want to run away from or towards the enemy. #'''Burning Hands (WC6): Blessing''' Until your next Psychic phase, when the psyker is attacking with the base CCW, any hits cause a mortal wound instead of rolling to wound. #*Assuming a WS3+ attacker, the Psyker needs to throw at least 4 punches to beat Smite, but even worse, this spell is in competition with Smite ''and'' the Psyker's Force Sword (or whatever), so this is just usually a terrible power. #* There are some situations where this shines. Models with 3++ saves may not be as common, but removing the need to wound or saves does mean you have a much better chance of doing something. Against a small group of weaker things it can serve well, and those exceptionally rare models with 2++ will feel mighty silly. Enough to justify over the other psychic powers? Likely not. But it has a few specific uses. #'''Drakeskin (WC6): Blessing''' Pick a unit within 12" to get +1T until the next Psychic phase. #*Between this and Fire Shield, a Salamanders Librarian can make one target significantly more durable turn after turn. Fire Shield is ''much'' better, and so is Psychic Fortress, but a purely Promethean Librarian interested in protective buffing already has the first and you need the Tome of Velcona to mix disciplines. Taking these two spells on your first librarian and Psychic Fortress and, most likely, Veil of Time on your ''second'' can be a good choice. #'''Fury of Nocturne (WC6): Witchfire''' Pick a visible enemy unit within 18" and roll 2D6. If you roll higher than their highest toughness, they take D3 mortal wounds. #*Literally strictly worse than the Blood Angels spell Blood Boil, which is the same spell, only if it rolls more than twice the target's T on the 2d6, it automatically rolls 3 mortal wounds. Don't take this insult of a spell. #'''Draconic Aspect (WC6): Blessing''' Until your next Psychic phase, all enemy units within 12" get -2LD. #*Potentially makes for a decent leadership bomb if combo'd with the Helm of Drakos and the Fearsome Aspect tactic and/or Fear made manifest trait, but even with truly abysmal leadership, you won't make more than 1 model plus 1/6 (or 1/3, if at half strength) of a fleeing unit flee. Can be combined with an Obscuration Librarian's Mind Raid, but that's a lot of hoops for a Command Point. Can be combined with Psychic Scourge, but that's a garbage spell to begin with. ====Relics==== These relics can be granted to a Sergeant via the Master Artisans stratagem, and can be granted to a successor chapter character freely. *'''Digital Weapons:''' Make an additional attack when the model fights. If it hits, the target suffers a mortal wound. Absolutely terrible, especially with your chapter tactic, since you don't make a wound roll. **Most of your sergeants would prefer a master-crafted weapon. *'''Drakeblade:''' Replaces a power sword, master-crafted power sword, or combat knife. It's a master-crafted power sword with 1 better AP at S+1 AP-4 D2, and it deals 1 mortal wound on an unmodified 6 to wound. Something for the Phobos characters to replace their crappy combat knife with, but, while no model can actually take both, strictly worse than the Benediction of Fury Chaplains can take. **Most of your sergeants would prefer a master-crafted weapon. *'''Dragonrage Bolts:''' When firing a bolt weapon this model has, only make one attack, but if it hits you get 1d6 wound rolls, ignore light cover, -1AP, and D1, making it just better in general than the Imperial Fists bolt. Turns a bolt weapon into a long-range almost-flamer. Notably does not count as a flame weapon, so you don't get the +1 to wound from Promethean Cult. Because it forces the weapon's D to 1, though, it's not particularly helpful on an Eliminator Sergeant or any of your other 1-shot bolt weapons, which uniformly have D above 1. **Most of your sergeants would prefer a master-crafted weapon. *'''Master-crafted Weapon:''' +1D to a weapon, and it's now considered a relic (so now some WTs no longer affect it and such). This is why D4 Thunder Hammers are the standard by which melee relics are judged, and it's pretty damn boss on any weapon with a high rate of fire but low D, like a hurricane bolter. =====Special Issue Wargear===== These relics can be freely issued to a successor chapter character. *'''Adamantine Mantle:''' Fnp5+++. "Not dying" is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with. *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Obsidian Aquila:''' Friendly {{W40Kkeyword|Salamander Core}} models within 6" get a 6+++ FNP, like an Apothecary but better, since you work on non-Venerable Dreads. *'''Promethean Plate:''' Wound rolls of 1, 2, or 3 always fail against this model. For when you've already got a model with the Salamander's Mantle and want a second durable character to hang around. Can really neuter a lot of the deadlier melee attacks in the game. **This gets worse the higher your T, so if you take this, put it on a T4 Warlord. It's worse than the Adamantine Mantle in the absence of other buffs, but if you have other access to an FnP, e.g. from an Apothecary, then it'll always be at least as good, and sometimes better. =====Relics of Nocturne===== These relics can only be given to Salamanders characters unless you use the Trust of Prometheus stratagem to give one to a successor character. *'''Drake-Smiter''': Replaces a Thunder Hammer. Doesn't lose the -1 to hit, but does get AP-4 and becomes D6 on a 6 to wound. Your chapter tactics can help you fish for that 6, but you don't want to do that, since it's only twice as good. This is ''usually'' worse than a Master-Crafted Thunder Hammer, as against T7 or less, it just does less damage on average, and against T8, it does the same, with more variance. *'''Helm of Draklos''': {{W40Kkeyword|Primaris}} only. Gives +1W and enemy units within 6" get -1LD. Thoroughly meh. The Mantle is a better defensive relic, and unless you're going all-in on Leadership debuffs, it's not worth it. That said, a Primaris Librarian with Draconic Aspect and the Fear Made Manifest trait can have an aura of -4LD in 6". If you're playing a Fearsome Aspect successor, you can bump that to -5LD in 3". Some Reivers nearby can bump that to a potential -6LD, then -7LD with Standard of the Emperor Ascendant, and make anything run in terror if your opponent forgets how to solve the problem with CP. *'''Nocturne's Vengeance''': Replaces a combi-flamer. Both parts get -1AP and 2D, making it a master-crafted combi-flamer with 1 better AP. Take it if you were seriously considering a master-crafted combi-flamer; it's not as good at range as the Primarch's Wrath, but it'll certainly outperform a master-crafted combi-melta against many targets. *'''Salamander's Mantle''': Now re-worked to be even better. It gives a straight -1 to wound the bearer. Combo with the Forge Master trait, and now anything up to S11 (S13 for Gravis/Bikes) wounds on no better than a 4+. **Compared to the Promethean Plate, the other relic means wounding you on 3 gets a -1 (just like this relic) and wounding you on 2 gets -2, while this one means 2-5 all get -1 to wound you. On a T4 Warlord, the Plate is only better against S8+, while for T5 or more, you should really just be taking this. *'''Tome of Velcona''': A {{W40Kkeyword|Librarian}} knows an additional power from the Promethean discipline (even if he took Librarius or Obscuration powers). Plus, he gets +1 to Psychic tests for Promethean powers. If you want a Librarius or Obscuration librarian who also knows Fire Shield, this is the way to do it. *'''Vulkan's Sigil''': The character gets +1A, and once per game during the Fight phase, the bearer and all {{W40Kkeyword|Salamanders Core}} units within 6" get +1A for that phase (bringing the bearer to +2A). *'''Wrath of Prometheus''': Replaces a boltgun or master-crafted boltgun. No additional shots, but compared to a standard bolter it gets +6" range, +1S, -2AP, and +2D. Generally speaking, this is the Primarch's Wrath but worse, so skip it. ====Special Units==== *'''[[Vulkan He'Stan]]:''' Has a Captain's statline with a 2+/3++, which is really hard to get in 9E. Comes with an Assault Heavy Flamer, a Force Axe, a bolt pistol, and frag and krak grenades. He has the Captain Rites of Battle ability to let you re-roll hits of 1 for {{WH40Kkeyword|Salamanders CORE}} units within 6", and his Forgefather ability works like Chapter Master, only it works on hits ''and'' wounds, and ''only'' on flame and melta weapons. Like a Chapter Master, Chapter Ancient, or Chaplain, you only get his passive aura if he deep strikes or disembarks. His compulsory warlord trait is +2S, which is garbage on him, since his melee weapon isn't even as good as a masterwork power axe. **He has a bit of a fluff clusterfuck in his rules: his gauntlet and spear are supposed to be artifacts made by Vulkan himself, but the spear is just a force axe - worse than a relic blade, much less a master-crafted melee weapon - and the gauntlet isn't even the best gauntlet like it in the Space Marines, as Huron fielded as a loyalist has the same gauntlet, only with twice the damage at D2. Just do your best not to think about it. **Remember, Vulkan ''can't'' buff non-core non-character weapons - Centurions, Invictors, any of the forge world dreads except for relic contemptors, Invader ATVs, and any and all vehicles except for dreads are unbuffable by him. If you're fielding Vulkan as the nucleus of a deathstar, remember not to rely too much on these units (especially the vehicle part - it's tempting to give him a transport tricked out with melta and flame, and that's not terrible, but he can't buff it). **Vulkan turns your Chapter Tactic on its head - in fact, a unit of just flame and melta weapons might as well not have the tactic at all, since he's supplying an infinite number of re-rolls anyway. Infinite re-rolls to hit and wound means the unit he's babysitting wants as many flamers and multimeltas as it can carry. That means a 6-man Eradicator or Flamestorm Aggressor unit is suddenly a very credible choice, whereas normally you'd stick to Devastator Squads and Company Vets to shoot your melta and flame spam. As always with them, their biggest problem will be finding a way to be in position when and where Vulkan needs them to be, especially since they can't share a ride with him outside of a Sokar Stormbird or Thunderhawk, which cost too much to be taken seriously in both points and CP (a Stormbird will cost you ''4''!). ***Vulkan standing with a 5-man devastator squad, armed with 4 Multi-Meltas and a Combi-Flamer, is ''extremely'' productive, both for shooting hordes and high toughness targets. Have them get out of a Drop Pod on Turn 1, and assuming they aren't shot off the table before Turn 2, they'll be murdering everything nearby with a vengeance. *'''[[Adrax Agatone]]:''' A Primaris Captain with an AP-1 Flamer and an AP-3 Master-Crafted Thunder Hammer (or, from a Space Wolf or Grey Knight perspective, a master-crafted tempest hammer or nemesis daemon hammer; from a Deathwatch perspective, a one-handed heavy thunder hammer). His cloak reduces all incoming damage by 1 to a minimum of 1, as if he were a Dread (there's an Iron Hands relic that does this and grants +1T, for reference), and his 6" Unto the Anvil aura adds 1 to all wound rolls for {{WH40Kkeyword|Salamanders CORE}} melee weapons when you charge or intervene (but ''not'' when you get charged, and the aura has to apply at the time the roll is made, so he usually has to have charged or intervened himself, even though he doesn't buff himself). His compulsory warlord trait is the flamer hits re-rolling aura, which is good, but has no synergy with his unique aura or his captain aura, making it relatively shabby on him - especially since he only fits in Primaris Transports, and there are no non-Gravis Flamer-heavy Primaris, so there's just no good way to build a strike force around this trait on him. **His auras mean he's like an exhortation of rage Chaplain but more reliable, but his Captain aura is still his better one - in other words, that trio of 2-man combi-melta Combat Vet squads we both know you were taking anyway, hanging out with Adrax and carrying your favorite of chainswords, lightning claws, or thunder hammers (depending on whether you want the melee as backup, as your solution for chaff, or as followup for the melta, respectively) will suddenly pose a shockingly credible charge threat when they need to. ***Or, if you want an incredibly serious melee threat, pair him with Bladeguard Veterans, since they'll all fit in the same transports. As noted in his description, Agatone's main problem will be usually needing to have charged or intervened himself to be close enough to provide his buff to a bunch of MSU like you want. *'''[[Bray'arth Ashmantle]] (FW):''' Pretty solidly nerfed from the ridiculousness of 8th edition, his stats are much closer to that of a Venerable. T7 W8 2+/5++/5+++ and Duty Eternal (enemy attacks suffer -1D, minimum 1) still places him amongst the toughest Dreadnoughts. His weapons didn't emerge un-nerfed either; he has two dreadfire heavy flamers (12" heavy d6 S6 AP-2 D2, auto hits), Burning Wrath (3" Assault 2d6 S4 AP0 D1, auto hits, No longer A Pistol so usable), and dreadfire claws (melee Sx2 (16) AP-4 D4). With WS2+ and A6 (+ Shock Assault), aggressive play will be rewarded. Curiously enough, the rule that used to prevent him from being your Warlord is now gone, although that comes alongside FW's questionable decision to make every FW Character have the same Warlord trait (Inspiring Leader Aura, +1Ld to <Chapter> units within 6"), which doesn't help him at all. This is all for a 220pts price tag, which is pretty reasonable. **Other than occupying an HQ slot, it's best to think of him as an Ironclad Dread but better; offensively, he's so close to a dual melee Ironclad as makes no difference, in terms of points efficiency, but defensively, since he's a character with W below 9, there's simply no contest - Bray'Arth is, in every way, easier to deliver to your enemy's face intact than an actual Ironclad. **Bray'Arth is an ''excellent' recipient of the Lord of Fire Warlord Trait - he can't have it himself, but someone else near him can certainly apply it to him. ** MOVEMENT - He's tough, but not invincible. A Drop Pod or Storm Raven will put him where you want him to be, and should be seen as an investment rather than a tax. Odds are if you waddle him, he won't be doing anything until turn three while taking damage the entire time. ** TOUGHNESS - It takes about sixteen BS3+ melta shots to kill him. Prime screening units include Company Veterans or some cheap Rhinos. The Salamander Chapter Tactic (AP-1 counts as AP0) and updated Duty Eternal ability have helped ablate losing -2T, but the Fire Shield and Might of Heroes Psychic Powers really help if he's forced to walk. *** Only in Death Does Duty End will let him fight even if your opponent manages to take him down while Rise from the Ashes will let him potentially get back up and keep fighting. Just have a Techmarine nearby to patch him up. ** Obviously, Ashmantle is a prime target for Flamecraft if you can get him close enough to use his Dreadfire Heavy Flamers, but that’s not all. Born Protectors will discourage counter-charges, and there's The Crucible of Battle... *'''Pellas Mir'san (FW Legends):''' The boomer Firstborn Captain of the Salamanders, he's been commanding the 2nd Company for over 150 years. He's identical to a regular Captain, but comes with a combi-flamer, Cinder Edge (melee, S+1, AP-3, D3), Steelsilver (melee, SU, AP0, D1, makes a number of additional attacks equal to the number of enemy models within 1"), and the Master Duellist ability (+2A if an enemy Character is within 1"). Like all FW Characters, his only available Warlord Trait is Inspiring Leader (<Chapter> units within 6" gain +1Ld). ** For 100pts, he's quite a bargain if you were building an anti-character melee Captain without eating a Chapter Relic or Warlord Trait. If you were willing to spend a Relic, Trait, and extra points though, you can obviously build a better melee Captain. *'''Harath Shen (FW Legends):''' A Chief Apothecary who's an HQ rather than an Elite. A vanilla chief Apothecary is 90pts, Harath will cost you 120pts for a master-crafted power sword (melee, S+1, AP-3, D2) and Bloodfire (12", pistol 2, S7, AP-3, D2, may gain +1S and +1D but hit rolls of unmodified 1 kill the bearer). Otherwise completely identical to a 9th edition Chief Apothecary. ** Badly over-costed, especially since his stats aren't any better and he's locked out of the excellent Chief Apothecary Warlord Trait. ====Tactics==== *Melta and Flame: right now, in 9E, multimeltas are the new hotness, undercosted for what they do, while heavy flamers are the opposite, routinely costing the same amount as a heavy bolter while doing less (a heavy flamer delivers 3.5 damage, while a heavy bolter in BS3+ hands delivers ''4'' damage at the same S and AP) in an environment where no more than one of your units can fire Overwatch a turn. Multimeltas will routinely outperform meltaguns, even while walking and firing. Where it comes up - namely Sternguard - combiflamers will routinely outperform heavy flamers. Unless and until the Blood Angels let you in on their sweet, sweet hand flamers, you should ordinarily focus on melta spam over flamer spam right now. *Real Deal MSU: Salamanders are remarkably capable of filling out a large detachment. Your troops should be MSU tac squads with a multimelta in each, while your heavies are MSU devastator with 4 multimeltas or MSU Eradicators with 2 heavy melta rifles and a multimelta (Eradicators carry melta more efficiently, but your Tactic re-roll only applies once across all 8 shots they generally take), and your fast attack (if present) should be multimelta attack bikes. Elites are where it gets interesting, but if you want to keep up the theme, MSU Combat Vets with combimeltas and storm shields. You can easily fill a Battalion with points left over, although a Brigade might be tough at practical points limits. *In keeping with the small unit size benefit, look at squads of Eliminators and/or Eradicators. Your re-roll ability allows units that rely on a few powerful shots to do their job. Eliminators hit 83.33% of the time, and their Mortis Rounds hit like a ton of bricks with that full re-roll to wound you offer; Eradicators are your most efficient melta source. *The invulnerable smash cap: take your standard issue smash cap, pay a cp to give him both forge master and miraculous constitution, then give him salamander's mantle. Your cap is now being wounded by anything S5 or lower on 6s. Take a librarian with the tome of vel'cona, cast might of heros and drakeskin on him. Now s7 wounds on 6s and s8 wounds on 5s. Laugh as your opponent spends all their shooting trying to take him down. Then have him get back up on a 4+ to keep the crazy train rolling. </div></div> ==={{W40Kkeyword|[[Raven Guard]]}}, {{W40Kkeyword|[[Raptors (Chapter)|Raptors]]}}, and {{W40Kkeyword|[[Space Sharks|Carcharodons]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Raven_Guards_Livery.jpg|100px|left|]]In the grim darkness of the far future, death comes from the shadows.<br> Thematically, these guys are THE specialist of covert operations and rapid deployment, striking their enemies before they can react.<br> On the tabletop, these guys are well-suited to picking off characters, either from long range sniping, mass Jump Pack assaults, or smash captains flipping entire units by themselves, and either way they're tricky to actually land a hit on. Thanks to a wealth of deployment and redeployment options, they will constantly be moving in to attack from multiple directions, and they are one of the few chapters that can reliably deliver Primaris units into close quarters without relying on transports.<br> ''If you want your marines to '''get the jump on the enemy''' then keep quiet, and stalk the shadows with the Ravens.'' <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Shadow Masters:''' Your units get the benefit of light cover if they're being shot beyond 18" (i.e. the Stealthy Successor Tactic). If they're {{WH40Kkeyword|INFANTRY}} and entirely on or within a terrain feature, and they're being shot from more than 12" away, they benefit from dense cover. **Of help to long-range attackers of all types, from Scout Snipers to ranged Dreads. One of the best chapter tactics available, as it is basically good on ''everything'', from units that can pick off opponents from afar to melee units that need to cover long distances to reach their intended targets, preventing them from being shot up quite as badly. Note that the less you rely on terrain-hugging infantry, the more you'd be better off as a successor with Stealthy. **While it's a nerf from the old -1 to hit (it being restricted to far-away cover), a 2+ save still helps, and your vehicles get cover in the open. It's also worth noting that Vanguard Primaris means that there are now more units with Camo Cloaks (well, just the HQs and Eliminators), as opposed to just Scouts, and they'll all enjoy that +2 to saves at 18". Turns out that Salamanders don't have a monopoly on infantry that can ignore AP-1. *'''Combat Doctrine - Surgical Strikes:''' While the Tactical Doctrine is active, all your models add +1 to hit and wound rolls when targeting a character. Unlike most doctrines, this isn't restricting you to any particular method of fighting... though you can typically snipe a character earlier than you can reach it in melee. Of nearly no benefit to your snipers, since their ability to inflict mortal wounds on an unmodified 6+ isn't helped at all by being better at wounding, and especially bad on Eliminators, who are already BS2+. **Surely you've noticed the severe lack of synergy between RG tactics and their doctrine, right? Raven Guard are particularly compelling as ''successors'' - you lose access to Shrike and need to spend CP to get your hands on the RG relics, but you get to choose any two Successor Tactics, while keeping the RG Doctrine, WL Traits, Psychic Discipline, etc, all of which are much more disposed towards melee murder than the RG tactics are. You can get a ''lot'' of work done with Hungry for Battle + Whirlwind of Rage RG successors, in particular - it's just that your doctrine bonus will make you great at murdering characters earlier, rather than waiting until your melee weapons have better AP on them. **This rule is an absolute nightmare for opponents running large, monstrous characters. Knights with relics, Greater Daemons, Hive Tyrants, Mortarion, and Magnus were already fire magnets, and this makes the situation far worse for them. **Melee you say? A librarian in Phobos armor, Lias Issodon, any model/unit with jump packs or terminator armor can get within 9" of a character by turn 2. If you went first (which you should be with low model count army and RG) Surgical Strikes can be activated turn two, right when your models jump into melee. When using Lias Issodon, the Hungry for Battle successor tactic, or Master of the Vanguard WL trait you can net up to +3" to charges. This is a complex and risky combo, but you can soften up any characters with turn 1 snipers and then decapitate them with turn 2 deep strike charges. The best part is that you don't have to build around this combo, as you can opt out of melee or simply sit back and rely on shooting for a few rounds depending on terrain or any screens you cant clear, such is the versatility of RG. Keep your opponent guessing!!! <big>'''Crusade Additions'''</big> <big>'''Secondary Objectives'''</big> ====Stratagems==== <tabs> <tab name="Mobility"> If White Scars are the masters of speed, Raven Guard are the masters of deployment. *'''False Flight (2 CP)''': One {{W40kKeyword|Raven Guard}} unit can now shoot and charge after they fall back. There's plenty of utility here, from making a fighting retreat to double-dipping on any charge bonuses you get. *'''Infiltrators (1 CP)''': At the start of the first battle round, but before the first turn begins, choose an infantry unit and move them. As long as you finish more than 9" from enemy models. Each unit can only be selected for this once per battle. As your turn hasn't begun you can use this multiple times on different units. **Best utilized on Jump Infantry, though as Concealed Positions also happens before the first turn, it can also be used to reposition an infiltrating unit. *'''The Raven's Blade (1 CP)''': Allows you to re-roll all charge rolls against one enemy unit. Useful for removing an important enemy unit by charging several of your melee units into it simultaneously. *'''Strike from the Shadows (1 CP)''': Lets you place a {{W40kKeyword|Raven Guard Infantry}} unit in ambush, allowing them to deep strike. **This is infinitely spammable, which only you have access to of any chapter - White Scars can spam outflank on anything, Space Wolves can spam outflank on their infantry, and Deathwatch can deep strike 1-3 (2 in 2k points games) infantry/biker/dread units, but all of those are inferior to your version. You're the ''only'' chapter that can just keep paying CP to deep strike infantry that shouldn't be able to deep strike, like dropping 3 units of Eradicators in your enemy's lap to watch them squirm. *'''Strike from the Skies (1 CP)''': Start of the Charge phase. One {{W40kKeyword|Raven Guard}} Jump Pack unit can charge even if they advanced and adds 1 to the charge rolls. </tab> <tab name="Offense"> Compared to other chapters, the Raven Guard have only a few Stratagems that enhance their damage output, and they are either limited to once per turn or very narrow in scope. *'''Lay Low the Tyrants (1 CP)''': Use during the melee phase. Pick a {{W40kKeyword|Raven Guard}} Infantry or Biker unit. When they resolve a melee attack against a character that is not a vehicle or a non-vehicle unit with a model that has 4 or more wounds, add 1 to the wound roll. Stacks with Surgical Strikes, giving you +2 to wound against enemy Characters. *'''Vengeance of Istvaan V (1 CP)''': A {{W40kKeyword|Raven Guard}} unit can reroll all attack rolls in melee when targeting a Word Bearer, Iron Warrior, Alpha Legion, or Night Lord unit. Avenge the Drop Site Massacre. ”Come on you fucking pansies! Fight us face-to-face! For Corax! For Brothers lost! CHARGE!!!”- Master of Shadows Kayvaan Shrike, battle for Hope’s Pyre against Word Bearers. *'''Ambushing Fire (2 CP)''': Use at the start of your moving phase if the Tactical Doctrine is active. Until the beginning of the next battle round, all {{W40kKeyword|Raven Guard}} units shooting Rapid Fire and Assault weapons in your army improve their AP by 1 on an unmodified wound roll of 6. Can only be used once per battle. </tab> <tab name="Disruption/survival"> While most armies have stratagems aimed at utility or defense, the Raven Guard emphasize disrupting your opponent's plans and making it harder for them to use stratagems, target your units, and take/score objectives. *'''Stranglehold (2 CP)''': Use during the first turn of the game to screw over your opponent's stratagems. You must have {{W40kKeyword|Raven Guard}} Scouts or Phobos units in your army. roll 1d6 each time an opponent spends a command point on a stratagem. on a 5+, the opponent must spend an additional command point or the stratagem is countered and cannot be used again this round. Only works during the first turn. *'''See but Remain Unseen (1 CP)''': Use this stratagem at the end of your turn. Select one Raven Guard unit that did not make any attacks. Subtract 1 from any hit rolls that target them. You could possibly be a dick and use this on transports working as meat shields for your army, you're not gonna miss a few WS 6+ attacks or less than 10 Storm Bolter shots. Works especially well if you position your units such that your opponent must engage the transport. Also makes an Infantry unit in terrain with Smoke Grenades ridiculously survivable at -3 to hit (>12"). *'''Decapitating Blow (2 CP)''': Use when you kill the enemy warlord with a {{W40kKeyword|Raven Guard}} unit. For the rest of the game, enemy units are at -1 leadership. *'''Deadly Price (1 CP)''': Use at the end of your turn to boobytrap an objective. If an enemy unit tries to take it, roll a d6. On a 2-4, they take d3 mortal wounds. On a 5+, they take 3 mortal wounds instead. Can't be used on the same objective more than once per battle. *'''Force their Hand (1 CP)''': Tactical objective shenanigans. Force your opponent to discard a tactical objective and draw a new one. You need to have a bike or infantry unit on a objective in your opponent's deployment zone to use this. A lot of hoops to jump through to make this work. </tab> <tab name="Universal"> All Chapters Supplements include some variation of the following three stratagems. *'''Masters of the Trifold Path (1 CP)''': Non-named characters can generate a second warlord trait. No duplicates. once per battle *'''Favored of the Ravenspire (1 CP)''': A {{W40kKeyword|Raven Guard}} Sergeant can take certain relics *'''Token of Brotherhood (1 CP)''': The standard successor relic sharing stratagem. </tab> </tabs> ====Warlord Traits==== #'''Shadowmaster''': The enemy can't fire overwatch against your warlord, enabling him to make the charge first, selflessly (and [[Reasonable Marines|safely]]) ''screening his retinue from overwatch''. Works on any kind of warlord... but it's obviously better on those who re-roll charges, like Shrike (who must take this WT if he is your Warlord) or a {{W40Kkeyword|Jump Pack}} Captain with the '''Raven's Fury'''. Do keep in mind characters with auras that buff charging should charge ''last'', or their retinues will no longer benefit from them one they're out of range...''like Shrike's''. #*Questionable now that overwatch is a one-use ability, but Tau are a thing. #'''Master of Ambush:''' At the start of the first battle round, but before the first turn begins, remove your warlord and 1 non-Centurion {{W40Kkeyword|Raven Guard infantry}} unit and place them anywhere on the battlefield more than 9" away from the enemy's deployment zone and more than 9" away from any enemy models (the two units don't need to be anywhere near each other). 6 Eliminators??! ''Yes.'' Note that it allows a Chaplain, Chapter Master, or anyone else with a Command Phase ability to infiltrate and then apply said ability. #'''Swift and Deadly''': Friendly Raven Guard units within 6" of the warlord can be chosen to charge even if they advanced. Jump Packs? No, let's try bikes! Amazing if you're a Hungry for Battle Successor. #'''Master of Vigilance''': When resolving an attack made by a melee weapon by this warlord, an unmodified hit roll of 6 inflicts a mortal wound in addition to any other damage. #'''Feigned Flight''': When this warlord falls back, they can move across models and terrain as if they weren't there. In addition, the warlord may shoot and charge in a turn that they fell back. #'''Echo of the Ravenspire''': Our Codex: Space Marines trait - once per battle, at the end of your movement phase, the warlord can vanish into the gloom if they are more than 6" away from any enemy models. When it does, remove it from the battlefield and set up the warlord again at the end of your ''next'' reinforcement step of your next move phase anywhere on the table that is more than 9" away from enemy models. This means your Warlord spends a turn off the table, but there might be situations where it's worth it. ====Psychic Discipline: Umbramancy==== Most of these are so bad they're not worth talking about, so take this discipline if and only if you have use for an Enveloping Darkness/Shadowstep Librarian, which combine to being best on a Librarian with poor mobility trying to help support Vanguard Veterans or the like. #'''Umbral Form''' ''(Blessing, Warp Charge 5)'' - The psyker gains a 4++. #*This is bad, there's no sugar-coating it. #'''Enveloping Darkness''' ''(Malediction, Warp Charge 7)'' - One visible enemy unit within 18" cannot fire Overwatch and subtracts one from their hit rolls. Basically a psychic Shock Grenade. #'''Spectral Blade''' ''(Blessing, Warp Charge 5)'' - Until the start of the next psychic phase, the psyker's Strength is equal to their Leadership. In addition, they have AP-4 when resolving an attack against a unit with a lower Leadership. In most cases, this will make your Librarian Strength 9, and you can guarantee the AP bonus by using one of the numerous Leadership penalty sources available (suddenly, Fear Made Manifest gets better as a warlord trait). #*''Never'' put this on a Force Axe wielder - S11 is a waste of your time. You'll murder harder with a Primaris Librarian with Force Sword than anything else, but as this benefits less from the AP buff than a normal Librarian with Force Staff does, the latter is more likely to find situations where it's worth casting this over Smite, which is still very rare - in either case, you need everything to line up perfectly: the target has to be of a T where you double your output (so T6-9 for a Force Sword, T8-11 for a Force Staff) ''and'' you need to qualify for the AP improvement ''and'' the full AP-4 has to apply, so Sv2+/6++ or 7++ only. Skip this power if possible. #'''Shadowstep''' ''(Blessing, Warp Charge 7)'' - One {{W40kKeyword|Raven Guard Character}} within 18" of your Librarian redeploys wherever he wishes while 9" away from the enemy. Once again, it can be used to send a Chaplain to support infiltrated Marines, or to teleport around a Terminator or Gravis Smash Captain. Did anybody say, Chaplain Dreadnought? #*Works on bikes (and vehicles) just fine, and of course works on the Librarian if you want to line up a second power, like Smite. #'''The Abyss''' ''(Witchfire, Warp Charge 6)'' - Select one visible enemy unit within 18". Roll 3d6; for each each roll of 4+, the target takes a mortal wound. If any models are destroyed, then the unit suffers a -1 penalty to their leadership for the rest of the turn. #*Deals 39/36 (1.08) MW on average; if you're targeting a W1 unit (so even 1 MW gets you the penalty), the odds of killing at least one dude for the penalty is net 63.19%. #'''The Darkness Within''' ''(Witchfire, Warp Charge 6)'' - Select up to 3 enemy units within 18"; roll 1d6 for each unit. On a 4+, they take a mortal wound. If you rolled a 10 or higher on the psychic test, add 1 to the d6 rolls. #*Worse than Smite, of course. Deals 0.39 mortal wounds per unit (so any given unit probably won't suffer a single wound); against 3 units you'll manage 7/6 (1.17) MW on average, but that doesn't mean the usually single mortal that gets through will be on the unit you really want it to be on. Worthless - not even as good as The Abyss, which deals fewer Mortals on average but lets you pick where they go when they do happen. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Relics of the Ravenspire"> *'''The Armour of Shadows''': Treat AP-1 attacks against the wearer as AP0. In addition, an unmodified hit roll against them of 1, 2, or 3 always fails (i.e. it's harder for elite units to hit you, but worse units won't notice). Watch as your opponent's BS2+/WS2+ smash unit hits as well as a guardsman. *'''The Ebonclaws''': Replaces Lighting Claws. SU AP-3 D1d3 A+1, re-rolls wounds; slightly worse than Shrike's claws, which are these but D2. *'''Ex Tenebris''': Replaces a mastercrafted stalker bolt rifle, mastercrafted occulis bolt carbine, or mastercrafted instigator bolt carbine. Replaces the profile with 36" Assault 3 S4 AP-2 D2, it can target enemy characters even if they are not the closest, and it adds 1 to its hit rolls and ignores cover. Was made by Corax and supposed to be given to Konrad Curze. Probably would have helped his shooting. Consider putting this on a Primaris Captain who's supporting your backline to snipe characters, or even better, a Primaris Lieutenant (+1 to hit increasing him to 2+ to hit) since he's cheaper and his buffs stack with the Phobos Captain, who also has a sniper rifle. Since it's a relic, it sadly does not stack with the Marksman's Honors trait. **The +1 to hit bonus stacks with the Combat Doctrine, allowing even a Lieutenant to ignore a -1 to hit penalty on other sneaky characters. So it's wasted on a Captain. *'''Oppressor's End''': Replaces a combat knife with S+1 AP-2 D1 A+1. Against an enemy character, the damage improves to 3. Not shabby, but the only HQs that can this are the Phobos Captain and Lieutenant... and they'd probably rather take Ex Tenebris. Worth thinking about if you're taking a Reiver lieutenant. *'''The Raven Skull of Korvaad''': Once per turn, you can re-roll a hit roll, wound roll, or damage roll. In addition, if the model carrying this relic is destroyed by an enemy unit, you can add 1 to the hit rolls of any Raven Guard unit targeting that enemy unit for the rest of the game. Kind of begs for martyrs, which should be easy to find with Templars, but this does have its uses regardless. **Might be an interesting pick for a Master Marksman Phobos Captain due to re-rolls, even more so if you gave Korvidari Bolts to another Character/Sergeant. *'''Raven's Fury''': Jump Pack model only. Can charge even after advancing, and re-rolls failed charge rolls. It also inflicts a mortal wound on its charge target on a 4+. While its extra speed might be ignored so your other Jump Infantry can keep up, and Champions don't have access to them, it is of great help to a Shadowmaster RG Warlord to get that charge. </tab> <tab name="Special-Issue wargear"> These are available to Successors without spending CP on '''Token of Brotherhood'''. *'''Adamantine Mantle:''' FnP5+++. "Not dying" is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with. *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Shadow Master Cloak:''' 3++ while completely within a terrain feature. Good on Lieutenants and Librarians for the same reason as Artificer Armour, the choice depends entirely on the availability of terrain. *'''Shard of Isstvan:''' +1 attack, and when a morale test is taken for a chapter unit within 6", the test is automatically passed. </tab> <tab name="Sergeant Relics"> These relics are Special-Issue Wargear, so successors get them, but also they can be handed out to Sergeants via the stratagem '''Favour of the Ravenspire'''. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Master-crafted Weapon:''' +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). ''4D Thunder Hammer!'' *'''Korvidari Bolts:''' Select one bolter weapon from Codex Space Marines that model is equipped with; when that model is chosen to shoot you can fire a Korvidari bolt. The weapon's range is increased by 6" and can target units that are not visible, but only one attack can be made with the weapon. Great on a Phobos Captain, as he only gets one shot anyways, or an Eliminator sergeant, where it's downright amazing. *'''Silentus Pistol:''' Models with a bolt pistol or heavy bolt pistol only, replaces it with 12" Pistol 2 S5 AP-2 D2. It also ignores Look Out, Sir! and grants +1 to hit with it. **Since it doesn't fully synergize with the Combat Doctrine (it gets the to hit and to wound bonuses but not the AP bonus), it works better on a Successor Chapter. </tab> </tabs> ====Special Units==== <tabs> <tab name="Raven Guard"> *'''Primaris [[Kayvaan Shrike]]:''' He’s finally a Chapter Master. He buffs your jump pack and phobos dudes within 6" to re-roll charges, including himself, and when he charges something, he can roll a d6 to deliver 1 mortal wound to 1 unit on a 4+. He's armed with master-crafted lightning claws with an additional AP on them and a shiny pistol, 18" Pistol 2 S4 AP-2 D2, ignores Look Out, Sir, does mortal wounds on a 6+ (''modified'', so at least ''he'' benefits from your Combat Doctrine when sniping). Oh, and the usual grenades. In addition, he now has 6 wounds and a ''14" move''. He's Phobos, so his Captain aura (but not his Chapter Master ability) works with an Infiltrator Comms Array. </tab> <tab name="Raptors"> *'''[[Lias Issodon]](Legends):''' Chapter Master. Lias is the king of Infiltration Fuckery. He has a 6" aura that adds +1" to all move, advance, charge, and fall back moves to all '''Raptors Core Infantry'''. His weapon ''Malice'' is a 30" Assault 3 S5 AP-4 D1d3 murdermachine with ignores cover for save, which he can fire after retreating from melee with Hit & Run. In addition to all of this, Lias essentially has a 1+ save while sitting in any cover. Plus he has a master-crafted power sword, just in case he needs to run interference to protect your ambushers from small opportunistic chargers. Tragically you can now only give him the +1 Ld bubble Warlord Trait from the core book. **Sadly (though justifiably, his old rules made for wild game plans) now longer gives 3 units infiltration ability. He is better used as a sniper character that runs alongside Footslogers with Chainswords. **'''Successor Tactics:''' Inheritors of the Primarch works just fine for them, and are perhaps even better built for them than their parent chapter! Inheritors are also absolute cheese on Issodon’s deepstrike force (put them down in cover and you have a group of 15 lascannon-toting Devastators who reroll all failed hits, with -1 to hit and a 2+ save, along with Issodon’s 0+ and -1 to hit). If you feel like mixing it up, however, Tactics like Preferred Enemy, Long-ranged Marksmen, and, of course, Stealthy are all fluffy and effective picks. Consider that the Hungry For Battle Trait, combined with the Master of the Vanguard Warlord Trait and Lias Issodon's built-in +1 to charge can give your reserve force a respectable 6" charge out of deepstrike, season with Raven's Blade for a re-roll to taste. </tab> <tab name="Carcharodons"> *'''[[Tyberos the Red Wake]]:''' Chapter Master. An unholy, terrifying murder machine whose melee damage went through the roof in this edition. Comes with Hunger and Slake. Chainfist/Power Claw combo, 6 S7 AP-4 D2 attacks that re-roll wounds. He grants all {{W40Kkeyword|Carcharodons core}} and {{W40Kkeyword|Carcharodons Character}} units within 6" +1S, including himself. Tyberos excels at fighting other marines and HQs due to his damage output. Keep an assault unit of some sort alongside him and together they should destroy any MEQ or TEQ unit with absolute ease. While ''very'' expensive, Thunder Hammer armed Vanguard or Assault Termies become more effective at killing high toughness units when alongside Tyberos. ''(The S9 they get from Tyberos' buff combined with the Thunder Hammers means they'll go from wounding T8 and T9 units on 4+ and 5+ respectively to wounding them on a 3+ and 4+ respectively (this means they can wound even a Warhound Titan on a 4+). A squad of 5 will put out 11 S9 AP-3 D3 hits that can cause a maximum of 33 damage and they get to re-roll misses due to Tyberos. That's a potential of 48 damage in a single fight phase between them and Tyberos using Hunger (15 from Tyberos, 33 from the hammer unit).'' **If Tyberos is your warlord, you should really be pumping everything you can into his attacks - his hitting power is strong, but his overall volume of attacks quite low by comparison. Cast Might of Heroes on him for another +1A and +1S. **Since Sharkboy has '''no ranged weapons at all''', not even a bolt pistol, any turn where he isn’t wrecking face in cc is a waste of his less substantial 160 points cost - so absolutely invest in a transport to get him up the board as quickly as possible. Bonus cool points if you play [https://youtu.be/lV8i-pSVMaQ his favorite song] while disembarking. **'''Successor Tactics:''' Whirlwind of Rage is an absolute must here, Tyberos benefits too damn much from it. Great choices for your second Tactic include Hungry for Battle, to get into melee ASAP, or Tactical Withdrawal, to keep Shock Assault up and working for you. Fearsome Aspect is a fluffy but less brutal option. </tab> </tabs> <big>'''Tactics'''</big> *'''Objective Defense:''' The Ravens can defend an objective simply because of how difficult it is to hit them. You can take things to an extreme with just a couple vanguard troops: keep them close and have a squad use their smoke bombs (and thus not shoot) and use '''See But Remain Unseen'''. Next, have a Phobos Librarian use '''Shrouding''' on the other squad to <u>force the enemy to target the -3 to hit squad</u>. ''That's an auto-miss on BS4+''. And '''Deadly Price''' stacks with Incursor mines, meaning your units can barely be shot at, and anyone who wants to contest the objective is greeted by a flurry of mortal wounds. On top of now being too close to Incursors. Happy haunting! **While not so viable as per 9th Edition with modifires capped at -1/+1, Raven Guard still have a lot tricks for mind games with its opponent. *'''Aggressor Rush:''' ''The First Axiom of Victory is to be other than where the enemy desires you to be''. Your enemy doesn't want Aggressors near his lines, or defending the objectives he placed. ''The First Axiom of Stealth is to be other than where the enemy believes you to be.'' Your enemy believes Chaplains cannot move quickly without giving up their litanies. 10,000 years later, Corax's tennets remain true. Risky, but devastating when your enemy isn't prepared to meet & greet six Aggressors buffed by a Chaplain. Add support to it, like a couple of Invictors, and your enemy simply won't be able to take care of your stealth ball of hate fast enough. The enemy HAS to move back to avoid the charge, and that more than 5" (Aggressor move) + 7" (average charge) = 12". Congrats, your mere presence FORCED the enemy back and gave you cover in the open (>12") to top it all! </div></div> ==={{W40Kkeyword|[[Deathwatch]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.<br> Peerless xenos hunters, the Deathwatch is the space marine MIB. Veterans drawn from across every chapter, they are geared to combat the alien menace even more so than their by-comparison-ordinary fellow superhumans, using [https://en.wikipedia.org/wiki/SWAT Specialized Weapons And Tactics] seen nowhere else.<br> On the tabletop, these guys are THE special forces space marines. While they have rules tailor made to fuck with xenos armies, they can fight any enemy by designating entire target-types for quick elimination, and their kill teams include diverse unit types and weapons with multiple profiles to give them the flexibility to tackle any situation. <br> ''If '''you want your operators to operate operationally''' then join the Long Vigil and suffer not the alien to live.''<br> <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Xenos Hunters:''' The Deathwatch chapter tactic. Re-roll melee hit rolls of 1 against {{W40kKeyword|Tyranids}}, {{W40kKeyword|Aeldari}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Orks}}, and {{W40kKeyword|T'au Empire}} units. After deployment, pick a battlefield role (HQ, Troops, Fast Attack, Elites, Heavy Support, Dedicated Transports, Flyers, Lords of War, or Fortifications); all units re-roll all 1s to wound against anything belonging to that battlefield role (i.e. against all enemy HQs, or all enemy Troops, or all enemy Heavy Support, etc). **Re-rolls are good, even if they overlap with the captain's and lieutenant's (which you now get). This also means you can pick a Chaplain and Librarian as your HQs and you might still have the re-rolls you want, helps you circumvent the Rule of One for Captains, and if you really need to, Dreadnoughts can be made to provide aura buffs from time to time as well. *'''Combat Doctrine - Mission Tactics:''' Unlike the vanilla Marines, the Deathwatch can choose which doctrine to use each turn, but each one has a limited number of uses: 1 for Devastator, 2 for Tactical, 3 for Assault. **Helps you be less predictable... though in general, you're still going to open with a ranged doctrine and switch to melee later in game. Since your only Doctrine bonus is improved AP, you can also plan around this - if you drop pod a bunch of multimeltas and flamers turn 1, you can choose the tactical doctrine turn 1, since the flamers need the help and the multimeltas don't. *'''Mixed Units:''' The Kill-Team rules. If you have a squad with mixed toughness scores (by adding Bikers to a Veteran Squad, for instance), you use the majority toughness for the unit. If there is an even split, you choose. The unit as a whole is treated as only having the Infantry keyword for the sake of simplifying terrain interaction. Terminators, Bikers, and Jump Pack models retain their keywords only for the purposes of Bolter Discipline, Transports, or if they make a unit of only them. *'''Unit Restrictions:''' **First things first, the Deathwatch is not really a codex compliant chapter, and thus cannot take Assault Squads, Attack Bike Squads, Firstborn bikers (but you have Veteran Bike Squads, better in melee but without access to special weapons), Devastator Squads, {{W40Kkeyword|Scout}} units (so scouts, scout bikes, or land speeder storms), Tactical Squads (you have Proteus Kill Teams, which are ''better''), or Sternguard Veterans. [[GW|All of them manlets btw]]. Oddly, even though you have your own termis which are better than stock termis in every way, you can still take any stock termis you're dumb enough to want. **You can't upgrade Captains to Chapter Masters, having to field a Watch Master instead, who has the same ability under a different name and exclusive gear (but no access to the Chapter Master's own stuff). *'''Exclusive options:''' ** Firstborn Captains ''not'' in termi suits or on bikes can use xenophase blades (S+1 AP-4 D1, ignores invulnerable saves), otherwise only found on dw vet and vet biker sergeants. Ignoring invuln saves is nice, but it costs as much as a relic blade, so the D1 cripples its usefulness. ** Vanguard Veterans can take heavy thunder hammers, which have an additional -1AP and +1D (so even better than relic Hammers) in exchange for being two-handed and costing slightly more points, turning them into glass cannons (due to lacking a storm shield). ** Hand flamers and inferno pistols are added to the pistol list, like Blood Angels get, but unlike them, you're potentially interested in Vanguard Vets doing a Sisters of Battle impression by dropping in with two hand flamers on ''everyone''. Since your jump pack dudes fit in your plane, you might even want to try out dual inferno, but it'll still be difficult as hell to get close enough. ** Heavy flamers are added to the heavy weapon list, like Blood Angels get. ** By and large you have the best Troops in the game, covered down below in the units section under kill teams, but the tl;dr is that aside from your special DW vets, you can make the second half of a unit of Intercessors, Heavy Intercessors, or Infiltrators be made out the Primaris wearing the appropriate suits (by and large; some units are bizarrely missing, like you can't add Suppressors to your Intercessors). But that means you can field Hellblasters, Outriders (up to 5!), Eradicators, and Eliminators (up to 5, and like the Outriders, the only way to have units larger than 3), respectively, ''as troops'', meaning both ObjSec and spammability (no rule of three); in addition, your Intercessors and Heavy Intercessors can use the same rules to make mixed weapon squads, which is far more useful on heavy intercessors than regular, but still means your troops are just better. =====Special Issue Ammunition===== Got nerfed to be restricted to much fewer weapons than the previous edition. Mostly only Deathwatch boltguns and stalker boltguns carried by Deathwatch Veterans and the combi-part of Deathwatch combi-weapons gain them, as well as select Named Characters and the Watch Master. The rule of thumb is to choose the ammo that affects whatever the enemy has in abundance. The SIA has received a decent rework, probably to try and make players use more than one type of ammo (hellfire rounds were monstrously overpowered compared to the other ones). Models with the privilege of having the trademark Deathwatch gimmick pick their SIA before choosing targets. *'''Dragonfire Bolts:''' Each time an attack is made with this ammo, the target does not receive the benefits of cover, ignoring both light (+1 to Sv) ''and'' dense (-1 to be hit) against that attack. Kraken rounds are usually better against light cover due to the improved range, so '''you want this one when you're shooting light targets in dense or both covers at once''' - shooting a 3+ target in both covers with an AP0 weapon, like Raven Guard are all the time, is the only case where any of these rounds can exceed doubling your output, as in that case, a BS3+ attacker will do 2.67x the damage with this round and BS2+ will do 2.5x. *'''Hellfire Rounds:''' Attacks with this ammo gain +1 to the wound roll against non-Vehicle and non-Titanic targets. Better the tougher the enemy is, it's '''the best one against single-wound targets that rely more on toughness than armour saves''', especially if they also aren't multi-wound, like Harlequins, Wracks, Daemons and those T5 Orks. Also against Plague Marines, because of their -1D rule. **Can use this on Stalker Bolters when the target does have multiple wounds and doesn't rely on armor saves too much. *'''Kraken Bolts:''' This ammo grants +6" range (+3" if it's a pistol) and improves the AP by one. This is one of the few rules that is explicitly cumulative with Combat Doctrines. No longer restricted to a maximum AP value either, so enjoy AP-4 stalker boltguns in the Devastator Doctrine. '''The best against single wound models that rely more on armour saves than toughness''' unless the specifics of not relying on armour saves or light + dense cover show up. Meaning you'll use them against 4+ at best because of... *'''Vengeance Round:''' [[Awesome|'''+1D''']]. The marine killers, ''the best against multi-wound models'' regardless of their toughness, since ''it's always +100% damage'', where other munitions give variable +(25-100)%, depending on roll factors, the sole exception of Dragonfire Bolts against their specific case. They'll be your most used ammo type in this 2W marine meta. Outside of models with a "-1D received" rules, the only other thing you have to watch out for is when the target has a non-par number of wounds (remaining), where the killing bolt would be wasting 1D, which can come up plenty - for example, if you're peppering W3 targets with S4 AP0 D1 SIA rounds, making all of them D2 really makes them all D1.5 for math purposes, because 1D will get wasted multiple times. To continue our example, if the targets were also T5, Hellfire rounds would be equivalent - both rounds would give you a 50% uptick in performance. **Can be fired from a Stalker Bolter to do damage in chunks of 3. =====Kill-Team Specialisms===== As added incentive for using Kill-Teams, as if you needed one, you can also spend points to upgrade them. Unless you use the Army of Renown, only one unit in your army can have a given upgrade (though Kill Team Cassius doesn't block another kill team from picking Aquila). Specialisms let your kill teams re-roll wound rolls of 1 against specific battlefield roles, upgraded to full wound rerolls if you also select this role for the Chapter Tactic <sup>''or if you switch/add a role using WT/Strats?''</sup>, which is something a Lieutenant can't give you, so mind your targets. You have to decide this during army build time, before you know what you'll actually be facing, although for Aquila that's less of an issue; not that this is likely to come up, but there's also no Specialism covering Fortifications. They cost points, so feel free to field kill teams without them, or give them to a full unit of 10, since ''it costs the same for a big unit''. Noticeably, you keep these re-rolls to wound if you swap your chapter tactic out for another one, like when using the Brotherhood of Veterans stratagem. *'''Aquila:''' After picking a battlefield role for chapter tactic, this unit can pick yet another role to target. There are some ways to pick extra or different targets, this is the way to do it using points instead of CP or WT. Makes a unit good against enough target types that your actual characters can go babysit someone else. Rerolls-wise, unless they target the same battlefield role, the other specialisms function like an Aquila team too. *'''Venator:''' Fast Attack and Flyers. Mind these targets are T5-T7, so kill teams with weapons like Heavy Bolters/Hellstorm rifles can make good use of it. *'''Malleus:''' Heavy Support, Lords of War, and Dedicated Transports. The hardest targets. Against ''most'' armies, these are the primary roles where full re-rolls to wound are helpful, and on the rare occasion you face an army with no HQs, that means it'll have Lords of War. Against many armies, this is actually more useful than Furor, as you can cripple Troop mobility with it. A good first (or only) choice. *'''Dominatus:''' Elite. Helps kill not just deathstars, but also support characters, who are usually Elites. *'''Furor:''' Troops, by definition the most numerous role. Keep in mind their units are usually big enough for Blast weapons to be effective against them. *'''Purgatus:''' HQ. Particularly useful against factions with tough HQs, like Tyranids, and almost all armies are guaranteed to have some of these, unlike the other roles. Since HQ units are always CHARACTERs and full re-rolls to wound are amazing on snipers, this can be fantastic if you're taking a Spectrus Kill Team with 5 Eliminators with Sniper Rifles - re-rolls to wound are worse on Infiltrators than on anything else you can field, but 5 Purgatus Eliminators will ''destroy'' many HQ choices out there. =====Crusade Additions===== <tabs> <tab name="Agendas"> *'''Secure Xenotech''' - "Steal Alien Weapons" if you selected this Agenda then, after Deployment, your opponent must place 1 additional Objective Marker anywhere on the battlefield that is not in their respective Deployment Zone. '''Deathwatch Infantry''' units can perform '''Secure Xenotech''' Action at the end of your Movement phase, while within 3" of this objective and there is no enemy units within 3" of the Objective. This Action is completed at the beginning of your next Command Phase and if it is completed the Xenotech Objective is removed. At the end of the battle: **If Unit completed this action it receives 3 Exp; **If this Unit is wholly within your Deployment zone, it receives 5 Exp instead of 3 and before the next battle you can use '''Relic''' Requisition or '''Bestowed in Honour and Necessity''' Requisition for 0 RP. *'''Watch Eternal''' - if there are no enemy units within 6" of your Deployment zone at the end of the battle each alive '''Deathwatch''' unit gains 2 Exp; *'''Suffer not the Alien''' - can only select this Agenda if you fight against Xenos Faction. Keep a tally for each unit increasing it by 1 for each Xenos unit detroyed by them. The unit gains 1 Exp for each 2 points of their tally. *'''Strength from Diversity''' - keep Ranged and Melee tallies for each unit increasing it by 1 for each enemy unit destroyed by ranged or melee attack. Your units receive 2 Exp if they have at least 1 point in each tally; *'''Xenopsyker Assault''' - can only select this Agenda if your opponent have Xenos '''Psyker''' units in their army. Keep a tally for each of your units, increasing it by 1 for each successful Deny the Witch test and by 2 for each Xenos '''Psyker''' unit killed. Your units receive Exp points equal to their tally. </tab> <tab name="Requisitions"> *'''Bestowed in Honour and Necessity (1 RP)''' - finally the way for Sergeant to have a Relic! Purchase this when you add a Crusade Card or when unit gains a rank. You can give one of the following Relics to Sergeant model as if they were '''Character''': '''Artificer Armour''', '''Master-crafted Weapon''', '''Digital Weapons''', '''Banebolts of Eryxia''' or '''Artificer Bolt Cache'''; *'''Kill-Team Specialism (1 RP)''' - give one of the Specialism to your '''Kill-Team''' unit when it reaches Battle-Hardened rank; *'''Expiation in Vigil (1 RP)''' - some more Black Shields in your army! Purchase this requisition when you add a '''Deathwatch Core''' unit to your Order of Battle, one of it's not-Sergeant models becomes a Black Shield - it gains 2+ WS, +1A and +1W and counts as Black Shield for the purposes of '''Atonement through Honour''' Stratagem; *'''Rearm, Reform, Redeploy (1 RP)''' - Purchase this Requisition before or after the Battle. You can reconfigure wargear options for one of your '''Kill-Team''' units and also change it's optional models. As with all Requisitions like this, your Order of Battle must have enough Supply Limit to handle extra weight of your units, should it increase. </tab> <tab name="Battle Traits"> *'''Watch Master''' or '''Watch Captain''' only: **'''Voice of Experience''' - pick a '''Deathwatch''' unit within 6" of the model in your Command Phase and until the end of the turn it is considered being in range of all aura abilities that this model have; **'''Executioner Emeritus''' - improve the AP of each attack the model makes by one, both ranged and melee. *'''Deathwatch Chaplain''' only: **'''Perpetual Repugnance''' - if Chaplain is within 12" of any Xenos Faction he is to angry to be uninspiring, so his rolls for Litanies automatically pass; **'''Promulgator of the Litany''' - increase Chaplain's Spiritual Leaders aura radius by 6". *'''Deathwatch Librarian''' only: **'''Scholar of the Forbidden Librarius''' - each time at the beginning of battle Librarian can change Smite to one of the Xenopurge Discipline powers for the duration of battle; **'''Mental Duellist''' - once per enemy Psychic Phase Librarian can reroll one of Deny the Witch tests. *'''Deathwatch Units''' only (except '''Vehicle''' units): **'''Duty's Bond''' - unit can use '''Brotherhood of Veterans''' Stratagem for 0 CP; **'''Unwavering Enmity''' - while unit is in Engagement Range of any Xenos it always counts as charged for the purposes of Shock Assault; **'''Chosen Prey''' - pick one of the Xenos Factions ('''Necron''', '''Aeldari''', '''T'au Empire''', '''Orks''' or '''Tyranids'''). Add +1 to hit each time unit attacks selected Faction in both Shooting and Melee; **'''Rapid Appraisal''' - unit can use '''Special-issue Loadout''' Stratagem for 0 CP; **'''Mobile Hunters''' - unit counts as Remained Stationary for the purposes of Bolter Discipline; **'''Special Operations''' - while unit is in opponent's Deployment zone it counts as having ObSec (or twice as many models if it already has ObSec, which will come much more often). </tab> <tab name="Masters of the Specialisms"> Deathwatch alternative to Space Marines '''Honorifics''' for your Watch Masters and Watch Captains. Watch Captains can only have one of them and you can't have 2 Captains with same specialism in your Order of Battle. Watch Master are exempt from both of this rules - they can have more than 1 specialism and RAW you can have more than one Watch Master with the same set of Specialisms. *'''Master Aquila''': **'''Character''' gains Aquila Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy unit. If it is "Marked for Greatness" it receives 4 Exp instead of 3. *'''Master Venator''': **'''Character''' gains Venator Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Fast Attack or Flyer unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Malleus''': **'''Character''' gains Malleus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Heavy Support, Lord of War or Dedicated Transport unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Dominatus''': **'''Character''' gains Dominatus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Elites unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Furor''': **'''Character''' gains Furor Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Troops unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Purgatus''': **'''Character''' gains Purgatus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy HQ unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. Captain Artemis is considered to have Master Furor. </tab> <tab name="Battle Scars"> Deathwatch specific Battle Scars are interesting, as they simultaneously buff and debuff your units: *'''Bring not Shame to Your Chapter''': **'''Buff''' - Affected unit is able to use '''Atonement Through Honour''' Stratagem even if it doesn't have Black Shield in it. In case it has - the Stratagem costs 0 CP. **'''Debuff''' - Each time affected unit is selected to Shoot or Charge roll a D6 - on a roll of 1 it can only Shoot or Charge the closest enemy unit. *'''A Brotherhood in Turmoil''': **'''Buff''' - Affected unit gains +1S and +1 on Charge and Advance rolls. **'''Debuff''' - Unit suffers from both '''Disgraced''' (can't use any Stratagem's on the unit) and '''Mark of Shame''' (unit is unaffected by friendly aura abilities) Battle Scars from the Core rulebook. *'''Xenophobic Furore''' - can only be received if unit was destroyed by Xenos Faction and works only if the same Faction is present on the battlefield (doesn't matter whether said Faction is friendly or enemy): **'''Buff''' - Affected unit gains +1A. **'''Debuff''' - Unit can't perform any actions and are ignored for the purposes of holding objectives (Black Rage: Light Edition I guess...). </tab> <tab name="Special-issue Equipment"> Deathwatch '''Infantry''' and '''Biker''' units can pick SIW or SIA from this categories as their Battle Honour, but no more that one from each category per unit. *'''Special-issue Wargear''': **'''Onyx-class Blind Grenades''' - gain '''Smokescreen''' keyword; **'''Dragonheart Charges''' - gain '''Melta Bomb''' keyword; **'''Neurostun Grenades''' - gain '''Shock Grenades''' keyword; **'''Heuristic Revelators''' - if you attack enemy unit within 18" it doesn't receive benefits of cover (thanks to FAQ all of them: Light, Dense, etc.); **'''Teleport Transponders''' - each model in the unit gains '''Teleport Strike''' ability; **'''Soultrawl Divinator''' - Lowers the cost of '''Auspex Scan''' Stratagem to 1 CP for the unit and increases the Stratagem's range to 18". *'''Special-issue Ammunition''' - can be picked even by units, whose weapons don't have Special-issue Ammunition rule, but will only be able to use it through '''Special-issue Loadout''' Stratagem or '''Artificer Bolt Cache''' Relic. **'''Derevenant Shells''' - can't make Reanimation Protocol rolls for '''Necron''' models killed by this SIA; **'''Helspears''' - '''Psyker''' and '''Daemon''' units invulnerable saves are only successful on an unmodified roll of 6 against this SIA; **'''Tempest Bolts''' - the weapon loses 6" of range but wounds '''Vehicle''' units on unmodified roll of 4+; **'''Metal Storm Frag Shells''' - weapon becomes Assault D3 with Blast rule. **'''Thermic Penetrator Rounds''' - gain +1AP (-1 becomes -2) and +1 to hit. AP buff is cumulative with the one from the Combat Doctrines; **'''Inertial Fusion Bolts''' - models can't use any rules to ignore wounds (aka Feel no Pain) against wounds from this SIA. </tab> <tab name="Crusade Relics"> *'''Artificer Relics''' - Can be taken by any Deathwatch Character **'''The Arachnosavant's Illuminator''' - something to bump up your weapons with access to Special-issue Ammo, the target suffers a mortal wound per each successful wound roll instead of other damage. *'''Antiquity Relics''' - Can be taken by Heroic or higher ranked Deathwatch Character and increases their Crusade Points by 1 (to a total of 2 if you account Battle Honour). **'''Mag-Pulse Discharger''' - once per enemy Charge Phase select charging enemy unit within 12" of the bearer. The selected unit suffers -2 to their charge roll. *'''Legendary Relics''' - Can be taken by Legendary ranked Deathwatch Character. It requires 1 RP to be spent and increases Character's Crusade Points by 2 (3 in total with Battle Honour). **'''The Watcher's Veil''' - makes Deathwatch '''Core''' and '''Character''' units within 6" of the bearer untargetable for enemy units further than 30" and enemy units also suffer -1 to hit them with ranged attacks. </tab> </tabs> '''Secondary Objectives''' '''Battlefield Supremacy''' *''The Long Vigil:'' Score 5 VP at the start of every turn after the first where no enemies are less than 6" away from your DZ while you have a unit within your DZ. {{W40kKeyword|Aircraft}} are excepted from these rules. You're pretty much running area denial here, so pop the transports where they arrive and prioritize any deep strikers. '''Purge the Enemy''' *''Cull Order:'' At the start of the game you and your opponent must select alternating battlefield roles (HQ, Troops, etc), ''starting with your opponent''. At the end of the game, for each role where you destroyed every unit of that role your opponent has, you score 5 VP. **This can generate a ''lot'' of VP very reliably, because it's incredibly rare for an opponent to field an army covering every role, much less every role equally. For example, ''many'' opponents you face will have 0 Fortifications and 0 Lords of War - which means even going second, you can pick a category that gets you 5 VP just for picking it. There are 9 roles, meaning you get to pick 4 of them. ***As an example: if you fight an all-Knight army, this is an automatic 15 VP, because your opponent can't stop you from picking roles they didn't field. '''Shadow Operations''' *''Cripple Stronghold:'' The real Black Ops shit. At the start of the game, your opponent picks one objective, preferably one in his DZ. For the duration of this game, your {{W40kKeyword|Infantry}} units gain a special action that they trigger at the end of the movement phase so long as any non-{{W40kKeyword|Aircraft}} models aren't within range of the objective. If the unit remains within range at the start of your next command phase, you win 6 VP. '''No Mercy, No Respite''' *''Suffer Not the Alien:'' 1 VP for every unit from a major xenos army you slay. Pretty cut and dry. ====Armies of Renown: Kill Team Strike Force==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Introduced in the first Octarius book, this is akin to Deathwatch Classic, undoing all DW 8th Edition gains (they couldn't use things like Predators before) but doubling down on their Kill Teams. Basically they lose access to most vehicles and anything that isn't core (like Centurions), giving your trademark units even more power and versatility, but forcing you to rely on them: Antitank? You mean Eradicators. <div class="mw-collapsible-content"> =====Special Rules===== '''Restrictions''' #All your army must be Deathwatch, and you can only bring {{W40kKeyword|characters}}, {{W40kKeyword|Kill Teams}} that bought a specialism, as well as Blackstars and Dedicated Transports - i.e. Rhinos, Razorbacks, and Drop Pods (& Termite drills) for firstborn and Impulsors for Primaris. Only Impulsors: you can't use Repulsors, and if you want two Razorbacks, you gotta have two other units first. ''And nothing else.'' #*Do keep in mind that before you can get most models, you have to take the basic 5 models for a Kill Team as tax: Firstborn Veterans, Intercessors, Heavy Intercessors, and Infiltrators. #*No Kill Team has access to ATVs or Bladeguard. Also, because he's a character, you can bring a Bladeguard Ancient, [[Fail|but not the actual Bladeguard]]. It also means you cannot use any of the "attack twice" stratagems, because Fortis Kill Teams do not actually have the {{W40kKeyword|Intercessor}} or {{W40kKeyword|Assault Intercessor}} keywords. '''Benefits''' #Alongside gaining the {{W40kKeyword|Strike Team}} keyword, two different kill teams can take the same specialism, where only one could do so before. #'''Veterans of the Long Vigil:''' ''Aka Free Brotherhood of Veterans, and the real reason to bring this Army of Renown''. Each turn you ''can'' (''optionally'') replace your Xeno Hunters tactic with a Chapter Tactic or Successor Tactic. Note that this doesn't provide any of the doctrine boosts that each of them provides, but you can mix-and-match them to the doctrine you want to use (Salamanders when shooting, BA when charging). Just be aware that '''you can use any chapter tactic only once'''. In addition, using the Brotherhood of Veterans stratagem can let you pick out a different chapter tactic without causing issues for you. #*Do keep in mind that "re-rolling 1s to wound vs battlefield roles" is part of your chapter tactic. '''Swapping that out for another chapter makes you lose the re-roll''', or in the Specialisms' case, be demoted from full re-rolls to wound back down to re-rolls of 1s to wound. ''Except for Aquila''. #*It says you can use any chapter tactic only once, but with the sheer number of chapters, that doesn't really matter: #**There are 3 traits for shooting (IF, CF, DA), 3 for melee (SW, BA, FT, BT kinda), 3 to resist being attacked ([[Drop_Site_Massacre|IH, RG, Sal]]), and 2 to fall back and reengage (UM, WS). You'll run out of turns sooner than of run out of choices. '''Warlord Trait''' *'''Xenos Bane (Aura):''' {{W40kKeyword|Strike Force Kill Team & Characters}} within 6" gain the Xenos Hunters chapter tactic on top of the Codex chapter tactic you chose to replace it, meaning that you get to keep the re-rolls as well as the other fun tricks the other chapters get. '''Relic''' *'''Inquisitorial Cipher:''' Allows you to swap out one secondary objective/agenda with a different one, allowing you to take two Deathwatch-exclusive secondaries/agendas. =====Stratagems===== <tabs> <tab name="Battle Tactics"> *'''Specialism Extremis (3 CP):''' Pick one {{W40kKeyword|Strike Force Kill Team}} that's picked a specialism during the shooting or fight phase. Until the end of the phase, ''any hits this kill team makes against their favored prey will automatically wound'', allowing this to make a massive dent upon the designated foe. It damn well better too, as you can only use this once on each kill team and that CP cost is quite steep. **Unlike other specialisms targetting specific battlefield roles, Aquila Teams can select any target for specialism extremis. ''Even if they don't actually have re-rolls against them''. **Make those attacks count: you want to do the most attacks, with the most Damage and AP. Against targets with only 1W however, you want only lots of hits and AP. Notable mentions are: ***<u>Ranged</u>: '''Plasma Inceptors''', followed by Veteran Combi-plasmas at close range (with a source of +1 to hit). Against something like a Telemon (4++ -1D 6+++ 14W), ''five'' '''Eradicators''' (1 w/Multimelta) can kill it in one go from 12". If the target has -1D (or only 1W) however, then you just want the most shots & AP, so 5 Aggressors w/fragstorm would do. Keep in mind flamers do not roll to hit. ***<u>Melee</u>: The most damage you can get is Veterans with '''heavy thunder hammers''' (glass cannons), then '''normal thunder hammers''' and then '''Aggressor fists''', because 3A @ 3D > 4A @ 2D. Do mind models with -1D and beware wasting dmg. Against targets with only 1W, it's '''paired lightning claws'''...but '''chainswords''' are more cost effective (because they're free). Shouldn't use paired chainswords because the stratagem is single-use; chainsword + combi is okay. </tab> <tab name="Requisition"> *'''Honoured Veteran of the Watch (1 CP)''': Single use. A Sergeant gains +1 wound, as well as their own choice of WT, marking the Deathwatch as the '''''only'' chapter with 3 Warlords''', outside of taking Specialist Detachments (which aren't really a thing anymore). **Even more notably, they are not restricted to taking only a Deathwatch trait, meaning they can get a normal one, or even a Vanguard one, if they are from a Spectrus ({{W40kKeyword|Phobos}}) Kill Team. **Be aware some traits you can take - like Paragon to take Echo of the Ravenspire - aren't well defined on a multi-model unit and may cause a rules explosion. Maybe say that one works on a squad level? </tab> <tab name="Strategic Ploy"> *'''Battlefield Teleportation (1 CP)''': One {{W40kKeyword|Strike Force Kill Team}} or {{W40kKeyword|Character}} can immediately be redeployed during the movement phase. This is always a welcome perk, as the Teleportarium stratagem only throws things into reserves. Since it'll work on any kill team, you can use this to launch any manner of '''surprise assault on a weak spot the moment it shows itself'''. **Can be combined with the Beacon Angelis relic to instantly recall 2 Kill Teams to the bearer, though that one only works if the character didn't arrive from reserves that turn (Phobos Captain, fast character). **Warlord: Paragon of their Chapter - Echo of the Ravenspire, wargear: Deathwatch teleport homer, and stratagem: Guerilla Tactics also allow a redeploy, though after spending the previous turn in ongoing reserves. </tab> <tab name="Wargear"> *'''Black Vault Bolts (1 CP):''' The chosen Kill Team's Bolt weapons become Heavy 1, and until the end of that phase, each natural 6 to wound will deal a mortal wound ''on top of any other damage'', to a maximum of 6 mortal wounds. Which is unattainable, because <u>you'd need 54 shots for 6 MW to happen</u>, unless you targeted something that needs 6s to wound (T8) and reroll all wounds, on top of rerolling 1s at BS2+. ''But shooting at a Land Raider with bolters is stupid''. **The Kill Team's weapons don't actually need Special Issue Ammo to use Black Vault Bolts, meaning Primaris Kill Teams' Bolt Pistols become Heavy 1, and can thus be fired alongside their main bolt rifle. And they already have Heavy 1 versions of their main gun, for up to 20 Black Vault shots...aka 2 MW. </tab> </tabs> </div> </div> ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Death to the Alien! (1 CP):''' Used when a {{W40kKeyword|DEATHWATCH}} unit is selected to fight. Gain +1 attack when in engagement range with a {{W40kKeyword|Tyranid}}, {{W40kKeyword|Aeldari}}, {{W40kKeyword|Ork}}, {{W40kKeyword|Necrons}}, or {{W40kKeyword|T'au Empire}}. *'''Prognostication Volley (1 CP)''': ''Anti-{{W40kKeyword|Eldar}}''. When a {{W40kKeyword|Deathwatch}} unit shoots at a {{W40kKeyword|Aeldari}}, ignore any Hit and Balistics modifiers. Suffer no Eldar tricks (except in melee), and can also be used to destroy their Aircraft. *'''Synaptic Severance (1 CP)''': ''Anti-{{W40kKeyword|Tyranid}}''. Until the end of the phase, a {{W40kKeyword|DEATHWATCH}} unit auto wounds on hit rolls of 6 against {{W40kKeyword|Tyranid Synapse}} units. Basically a second use of '''Gene-wrought Might''' but against Tyranid Synapse units. </tab> <tab name="Epic Deed"> *'''Adaptive Tactics (2 CP)''': Single Use. In the command phase, if you have a {{W40kKeyword|Watch Master}} on the battlefield, you can change the battlefield role for Xeno Hunters. *'''Atonement through Honour (1 CP)''': During opponent's change phase, a {{W40kKeyword|Deathwatch}} unit with a black shield can do a heroic intervention. </tab> <tab name="Requisition"> *'''Sanction of the Black Vault (1 CP)''': Single use. A Sergeant can take the Artificer Armour, Master-crafted Weapon, Digital Weapon, Banebolts of Eryxia, or Artificer Bolt Cache relic. An Eliminator Sergeant can aim BS2+ Banebolts at characters, and the Artificer Bolt Cache can increase a Centurion Sergeant's Hurricane Bolter beyond merely master crafting it. *'''A Vigil Unmatched (1 CP)''': Single use. Give a {{W40kKeyword|DEATHWATCH character}} warlord an additional Deathwatch warlord trait. ''Of note that, with Paragon of the Chapter, there's some 17 choices to pick one from''. </tab> <tab name="Strategic Ploy"> *'''Brotherhood of Veterans (2 CP)''': For the turn, a {{W40kKeyword|DEATHWATCH}} unit can replace Xeno Hunters with another Chapter or successor tactic. So versatile, it's not so much about how to use it but with whom and when, as by definition they buff common situations. That said, you do have the deathwatch-specific scenario of "I want to SHOOT a lot of Special Issue BOLTS" come up frequently. **Hard to afford using it every turn unless you have CP regain from a Watch Master or an Ultramarines Paragon of their Chapter. You can use the '''Kill Team Strike Force''' to activate that on every kill team, with the restriction an Army of Renown entails. When playing such a force, this stratagem serves for having a unit use a chapter tactic different from the rest of the army. *'''Disruptive Launch (1 CP)''': A {{W40kKeyword|DEATHWATCH}} unit with a {{W40kKeyword|jump pack}} model can shoot when they fall back. Very useful for Inceptors, who are very shooty and better off on their own. Meanwhile Vanguard Vets aren't shooty at all. *'''Relentless Assault (1 CP)''': A {{W40kKeyword|DEATHWATCH}} unit with a {{W40kKeyword|Biker}} model can fall back and charge. Particularly handy since bikes are otherwise hampered by unit cohesion rules. *'''Priority Doctrine Adoption (1 CP)''': If running a pure {{W40kKeyword|DEATHWATCH}} army. A {{W40kKeyword|DEATHWATCH}} unit can benefit from a different combat doctrine. *'''Teleportarium (1 CP)''': You can set a {{W40kKeyword|DEATHWATCH INFANTRY}} unit, {{W40kKeyword|DEATHWATCH Biker}} or {{W40kKeyword|DEATHWATCH DREADNOUGHT}} in a Teleportarium chamber instead of placing it on the battlefield. Single use, two for Strike Force games, three for Onslaught sized games. ** An effective means of deepstriking [[Eradicator| Gravis]] [[Aggressor| units]] and [[Leviathan| Dreadnoughts]] into your enemy's [[RAPE|meaty backfield]]. ** One of several ways Deathwatch players can ignore their deployment zone, avoid enemy shooting, and deploy units where they will be the most effective *'''Overkill (1 CP)''': ''Anti-{{W40kKeyword|Necron}}''. After fighting or shooting at a {{W40kKeyword|Necron}} unit, that unit suffers -1 to reanimation protocols rolls made for those attacks. Can be used when shooting at them from long range too now. *'''Stem the Green Tide (2 CP)''': ''Anti-{{W40kKeyword|Ork}}''. Use when an {{W40kKeyword|Ork}} unit charges a {{W40kKeyword|Deathwatch}} unit; the DW unit can fire overwatch and the Ork unit takes a -2 to the charge roll if you kill a model. **Mostly useless, as not only that implies you hit and kill a T5 ork that could very well charge with a vehicle first: Orks now have the '''Tide of muscle''' stratagem to ignore charge modifiers in their own codex. Worst of all, [[Fail|it costs less CP than yours]] *'''Targeting Scramblers (1 CP)''': ''Anti-{{W40kKeyword|Tau}}''. Use after an enemy {{W40kKeyword|T'au}} unit has resolved all attacks in the shooting phase against a {{W40kKeyword|Deathwatch}} unit, remove all markerlight tokens from it. Lol. </tab> <tab name="Wargear"> *'''Clavis (1 CP):''' During the fight phase, select a {{W40kKeyword|vehicle}} within 1" of a {{W40kKeyword|Watch Master}}. The vehicle suffers D3 mortal wounds and it fights last. Good for dealing that last bit of damage to destroy it or bring it down a wound bracket, and especially for letting your guys beat that thing up before it can retaliate. Useful against Dreadnoughts and Daemon Engines, but it does expose your Watch Master. Maybe you should use '''Melta Bomb''''s 2d3 MW before this one, but this one doesn't need to give up any attacks. *'''Shroud Field (2 CP):''' During the first battle round, {{W40kKeyword|Corvis Blackstar}}s can't be targeted with shooting unless it's the closest target. Most people deploy their anti-air batteries in the back, forcing them to take potshots at your Blackstar at -1 to hit. *'''Special Issue Loadout (2 CP):''' During your shooting phase, one {{W40kKeyword|Deathwatch infantry}}'s bolt weapons (''[[Fail|except sniper rifles]]'') gains Special issue ammunition but their type is changed to Heavy 1 until the end of the phase. ''Most useful to your Intercessors' and Heavy Intercessors' heavy bolt rifles. Full D3 Troop guns, marine creep must be nasty to other factions tbh''. **Hillariously all Primaris are equipped with a bolt pistol, which by changing its type to Heavy 1 it loses the Pistol type, and can thus be fired alongside the model's other guns. </tab> </tabs> ====Psychic Discipline: Xenopurge==== #'''Premorphic Resonance (WC6) Blessing:''' A {{WH40Kkeyword|Deathwatch}} unit within 18", until your next psychic phase, hits on 5+ on Overwatch, and always fights first, in addition to gaining +1 to hit in melee. #*The +1 to hit can be combined with the Space Wolves chapter trait (or '''Fury of the First''' on a Terminator unit) to both ignore a Thunder hammer's -1 to hit and make it hit on a 2+. #'''Fortifed With Contempt (WC6) Blessing:''' A {{WH40Kkeyword|Deathwatch infantry}} or {{WH40Kkeyword|Deathwatch Bike}} unit within 18" gains a 5+++ FNP. #'''Neural Void (WC7) Malediction:''' One enemy unit within 18" loses an attack and can only charge the nearest enemy unit. #*A really useful power, especially powerful against melee armies/units. With clever positioning you can force a debuffed enemy unit to charge, say, a Rhino instead of your Kill Team. -1A already is an okay defense anyways. #'''Psychic Cleanse (WC6) Witchfire:''' Roll a die for each enemy model within 9", on a 6 they take a MW. #*You need to catch ''15'' models in the very short range of this power to inflict more mortal wounds than Smite does. #'''Mantle of Shadow (WC6) Blessing:''' A {{WH40Kkeyword|Deathwatch infantry}} unit within 12" can't be shot at unless they're within 12" of the firing unit or are the closest eligible target, so long as they don't shoot or charge. #*Useful for protecting a backline unit that isn't shooting. Maybe it's doing an action. Maybe you want to hold the objective but the enemy artillery/Hive Guard wants to stop it. So they're forced to shoot a different unit. One that can pop SMOKE, or Transhuman. The Librarian could also use it to make a character un-snipeable. #'''Severance (WC7) Malediction:''' One enemy {{WH40Kkeyword|Character}} within 18" suffers a MW and a 3" reduction on the range of their Auras. If the psychic test was greater then their Ld, their subordinates can't benefit from their Auras at all. #*The singular mortal wound isn't great, but shutting auras down can be really helpful. Good if you know there's a buff character being the linchpin for your enemy's army. Note that it says enemy units cannot benefit from the total aura shutdown, so debuff auras will still affect your guys, even if the range of the aura is reduced. ====Warlord Traits==== #'''Vigilance Incarnate:''' Each command phase, pick a battlefield role. A {{W40kKeyword|Deathwatch CORE}} unit within 6" can reroll wound rolls of 1 against units with that battlefield role. Watch Captain Artemis gets this trait. This is quite a save as this lets you double-dip a bit with your chapter tactics, and you may want a heavy weapons unit target vehicles while the rest of your army's small arms attack enemy troops, as well as unlocking full wound re-rolls for units with the right specialism. Plus, helps you avoid taking a Lieutenant. #'''Paragon of their Chapter:''' Pick a Chapter Warlord Trait from Codex Space Marines (you can't pick one from a supplement). Note you have to pick one that matches your paint if you've picked livery from a specific chapter for your dude, so no painting your dude the wrong way to trick your opponent. That includes if you've painted your guy as a specific successor chapter - you have to match the ancestor - so your best bet is to use Blackshield or OC paint, to avoid being forced into a specific trait. The options are: #*'''{{W40kKeyword|White Scars}} - Deadly Hunter:''' When the Warlord makes a charge move, choose one enemy unit within 1" and roll a D6. It suffers a Mortal Wound on a 2+. #*'''{{W40kKeyword|Space Wolves}} - Beastslayer:''' +1A when engaged with a {{W40kKeyword|monster}} or {{W40kKeyword|Vehicle}}, and +1 to hit and wound those things (both melee and ranged). Use an S8 weapon to wound almost everything on a 2+. #*'''{{W40kKeyword|Imperial Fists}} - Architect of War:''' Nearby {{W40kKeyword|core}} in cover treat AP-1 attacks as AP0. Lessens the effect of common AP-1 multi damage weapons. ''The only AURA in the Chapter Traits list''. #*'''{{W40kKeyword|Crimson Fists}} - Refuse to Die:''' Come back to life on a 4+ with D3 wounds. #*'''{{W40kKeyword|Black Templars}} - Oathkeeper:''' 6" heroic intervention. Not being left out is good, I guess. #*'''{{W40kKeyword|Blood Angels}} - Speed of the Primarch:''' Always fight first. And you're the faction with invuln-ignoring swords on your jump captains. Now your Teeth-of-Terra-captain or Black-Mace-chaplain can make a Heroic Intervention and kill most deepstriking chargers before they can even land a swing on your precious Kill Teams. You can multiply this strategy using Veil of Time and Premorphic Resonance, to have a wide front of Always Fights First. #*'''{{W40kKeyword|Flesh Tearers}} - Merciless Butcher:''' +1d3 attacks if 5 or more enemy models are within 3" of the Warlord. #*'''{{W40kKeyword|Iron Hands}} - Adept of the Omnissiah:''' Repair vehicles like a Techmarine or add +1 to any recovery rolls if you're already one. #*'''{{W40kKeyword|Ultramarines}} - Adept of the codex:''' Refund 1 CP on 5+ when you buy your own strats. You always need more CP. #*'''{{W40kKeyword|Salamander}} - Anvil of Strength:''' +2S. You're fighting T3 mortals and you want to reach S6 or you took a Relic Blade and want to wound MEQ on 2+. That's about it. #*'''{{W40kKeyword|Raven Guard}} - Echo of the Ravenspire:''' Once per game remove the WL from the board at the end of your movement phase and deepstrike him at the end of your next one. Lets your warlord keep up with your Spectrus team when they do their own "Guerilla Tactics" teleport. #*'''{{W40kKeyword|Dark Angels}} - Brilliant Strategist:''' Select one friendly unit within 6" of the Warlord. Until the next Command phase, that unit counts as being in the Devastator Doctrine if the Tactical Doctrine is active for your army, or in the Tactical Doctrine of the Assault Doctrine is active for your army. ''Can be combined with '''Adaptive Strategy''' or the cheaper '''Priority Doctrine Adoption'''. That way you can have a couple units benefitting from the Devastator doctrine while the rest of your SIA bolt units use Tactical''. #'''Nowhere to Hide (Aura):''' Select an enemy unit at the start of each Shooting phase. That unit cannot claim cover against attacks made by {{W40kKeyword|deathwatch core}} units within 6" of the Warlord. Keep him near your guns that don't get Dragonfire bolts, or stack their effects with other ammo. Note the enemy doesn't need to be visible to the Warlord. He just knows. Codicier Natorian uses this trait. #'''Optimised Priority (Aura):''' {{W40kKeyword|deathwatch core}} and {{W40kKeyword|character}} units within 6" of the Warlord can shoot without their Action failing. Aura of free '''Uncompromising fire''' stratagem, so you can get VP without giving up special bolt fire. That being said, unless you have several units doing actions you could be better off actually using the stratagem instead of giving up a warlord trait for that. Used by young Cassius. #'''Castellan of the Black Vault:''' The Warlord can take one of the following ''in addition to'' any other relics: Master-crafted weapon, Artificer Armour, Adamantine Mantle, Banebolts of Eryxia, special issue ammunition cache. Can be useful now that relics are limited by army size, and even allows you to take two relics on the same character. ''This is the guy who can shoot a Damage 3 Master crafted Storm Bolter with Vengeance rounds''. #'''The Ties That Bind (Aura):''' {{W40kKeyword|deathwatch core}} units within 6" of the Warlord re-roll morale checks. In addition, in the command phase pick one {{W40kKeyword|deathwatch core}} unit within 6" of the warlord to gain Objective Secured; if it already has it (which may be the case with Kill Team Troops), each model in that unit is treated as two models for the purpose of deciding who controls the objective. ====Relics==== <tabs> <tab name="Chapter Relics"> *'''Adamantine Mantle:''' 5+++. "Not dying" is good for everyone, but better the more wounds you start with. *'''Beacon Angelis''': Once per battle, ''if the bearer did not arrive from reserves'', at the end of your movement phase, you can teleport a {{W40kKeyword|Deathwatch Infantry}} or {{W40kKeyword|Biker}} unit from any point on the battlefield or from reserve to within 6" of the bearer and more than 9" from enemy models. Of some use because some game modes delay deepstrikes until turn 2. **An infiltrating Captain or a character on a bike could use this relic to, say, teleport a unit of Eradicators into position. Maybe coupled with another unit using the Teleportarium. *'''The Blackweave Shroud:''' The bearer adds +1 to their Toughness and a 4+++ against any Mortal Wounds, protecting against S5 (power swords) and S8 (power fists, melta, plasma), as well as psychic nonsense. Great for when your characters are already well armoured, like Terminators, Storm shield bearers, or Watch masters with their innate 2+ save. *'''Dominus Aegis:''' A team shield. On top of the usual +1 to armour saves for the bearer, all friendly {{W40kKeyword|Deathwatch Core}} and {{W40kKeyword|Deathwatch Character}} models within 6" gain a 5++. The same effect as a Psychic Fortress librarian to either spam or replace him. *'''Eye of Abiding:''' The bearer can ignore any and all modifiers to hit, wound, WS, and BS, and the enemy can't use invuln saves against attacks on a 6 to wound. *'''The Osseus Key:''' Watch Master only. Enemy vehicles get -1 to hit and -1A if they are within 12" of him. *'''The Soul Fortress:''' Librarian only. 24" Hood and can ignore all modifiers for a psychic test. Eh, ''maybe'' against the Tyranid's Shadow in the Warp. *'''Spear of the First Vigil:''' Upgraded Vigil Spear with +1S and D3, which is ''slightly'' better than +1D on it. Becomes killer S8 in the hands of a Salamanders Paragon, but a Master-Crafted Vigil Spear would get +1D on both of its profiles. *'''Thief of Secrets:''' Xenophase Blade which is D2 against the alien races (Tau, Tyranids, Orks, Necrons, or Aeldari). A master-crafted Xenophase blade would be D2 against everything, but this can give a Xenophase blade to those who can't take it, like Primaris characters. *'''Tome of Ectoclades''': Once per battle, during the command phase pick an enemy datasheet; all {{W40kKeyword|Deathwatch Core}} within 6" re-roll wounds against units of that datasheet until your next command phase. Use it on something the enemy relies on, like Dark Eldar Raiders. *'''Vhorkhan-pattern Auspicator:''' {{W40kKeyword|Deathwatch Core}} units within 6" gain +1 to hit against [[Tau|enemies]] [[Eldar|with {{W40kKeyword|fly}}]]. </tab> <tab name="Sergeant Relics"> These are assignable like normal relics, but also assignable via the Sanction of the Black Vault strat to a Sergeant: *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Artificer Bolt Cache:''' All bolt weapons on the bearer gain special issue ammunition. It gives SIA to primaris, but they’re better off with the actual relic versions of their guns. Best on a Captain on Bike, so you can rock two Storm Bolters with SIA. ''Stacks'' with Master-Crafted, meaning a bike captain can rock the master-crafted boltgun he ships with ''and'' a master-crafted storm bolter on his bike, ''both'' shooting SIA. *'''Banebolts of Eryxia:''' Lets a bolt weapon fire a single shot with S6 AP-2 D3. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. Terrible. *'''Master-crafted Weapon:''' +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). Sgt's '''5D Heavy Thunder Hammer!''' If used on a weapon with multiple profiles (like combi-weapons and the Vigil Spear) it affects both profiles. It also makes a bolt weapon reach 2D without using Vengeance rounds, so you can combine it with other effects. </tab> </tabs> ====Special Units==== You need the units listed here to get your hands on special issue ammunition - nothing else has a way to legally buy the deathwatch guns that fire them. =====HQ===== *'''Watch Master:''' Your 'Chapter Master', with natural 2+ save and +1W (so 6) on top of his usual stats, including the ability to give full re-rolls to a single unit in the command phase (he doesn't have the chapter master keyword ''and'' his ability is renamed to match his own, so he won't qualify for the Chapter Master warlord trait or relic). A contrast in a flexible force, his wargear is fixed to the Vigil Spear, which is a force sword in melee and a captain's master-crafted bolter with dw SIA at range. That costs you 130 points - if you were able to just upgrade a Captain to be a Chapter Master, he'd be 125, jumping to 135 if you bought him a storm shield as the only legal way to give him a 2+ or 130 with a power sword (which the spear is slightly better than), so technically the Watch Master is a bargain even if dw special issue ammo counts as a free upgrade. The technically is because building your own would not only let you grab a better melee weapon, it would let you grab a jump pack - this guy ''has'' to catch a ride on a transport. ======Special Characters====== *'''Watch Captain Artemis:''' Hailing from the days of Inquisitor, Artemis is our only special character. Regular Watch Captain with a master-crafted power sword (meaning he hits ''harder'' in melee than a Watch Master) and a weird dw combi-flamer whose flamer mode is S2 Poisoned (2+). He also has a third grenade, a once per battle weapon that fires 1 shot at 6", and if it hits, it inflicts 1d6 mortal wounds. He also has a 6+++ fnp. That all costs 20 points more than a standard captain, which is... ''ok''. Make sure you put him in a Blackstar or something to ensure you get value out of that grenade, since you're definitely paying points for it. *'''[[Ortan Cassius|Chaplain Cassius]]:''' Took a time machine and now back in Deathwatch. Merely a chaplain with +1A and +1Ld, +1 to making his litany go off, 1 better AP on his crozius (turning it into a master-crafted power axe), and he's locked to a bolt pistol, but it fires SIA, mitigating the nerf to his dakka compared to grabbing a normal bolter on a normal Chaplain. He costs 15 points more than a normal dude and can't take a jump pack, power fist, pistol, combi, or bolter, but that +1 to Litany rolls is a rock solid buff by itself, and there's nothing wrong with his superior melee if you put him on a transport. *'''[[Jensus Natorian|Codicier Natorian]]:''' Named Librarian, with a Deathwatch bolt pistol (which is inferior to a normal Librarian gun, but not ''as'' inferior, thanks to the SIA), an AP-4 force sword that swings at an upgraded WS2+, and +1 to cast Smite and Witchfire psychic powers; he's locked to Xenopurge, which means his +1 works on Smite and Psychic Cleanse. All of this costs 10 points more than the dude he's replacing. Problem is he doesn't have an invulnerable save, so it'd probably be a better idea to keep him out of melee, and he has neither a jump pack nor a terminator suit, so you'll have to give him a ride to get him anywhere. =====Troops===== *'''Deathwatch Veteran Squad:''' Not the actual kill team, just the Vets, which is why you should ''never'' field this - it's a Proteus Kill Team with fewer options. Still, they need a full entry here so you know what you're doing when you build the Proteus team. They have nice Leadership values and 2 attacks base, and come stock with power swords (which cost points, but you can swap them for chainswords which don't, thankfully) and bolters with Special Ammunition. Up to four of them can take heavy weapons (pretty much overwriting the absence of both the Sternguard and Devastator squads, except that their heavy weapons list doesn't include lascannons, multimeltas, grav-cannons, or plasma cannons), 1 in 5 of them can take heavy thunder hammers, one of them can be a Blackshield (paying 5 points for +1A with another +1A for dual wielding melee weapons), and the sergeant can pick up a combat shield if he didn't swap a weapon for a storm shield. While for melee they have the same limitations of a footslogging squad, you do have some neat transports, like the Blackstar. **They get some cool multi-use Deathwatch weapons. Stalker-patter boltgun is an improved Deathwatch bolter with -2AP and D2. The Deathwatch shotgun has a S5 mode, -1Ap D2 mode, or 8" FLamer mode. Deathwatch Frag cannon fires 12" 2d3 D1 Blast krak shots or is a 24" D2 Autocannon. Infernus Heavy Bolter is if you turned a heavy bolter and heavy flamer into a combi weapon. **Storm bolters, sadly, no longer have special-issue ammo. However, they are your most cost effective source of sheer dakka, and with Bolter Discipline that's four shots per marine. Same as bikers, without SIA but for less cost. **'''Black Shield:''' Now they can take a heavy thunder hammer, and have an extra attack over their Veteran friends. He also gets an additional +1A if he is armed with two melee weapons. If you just thought about adding [[RAPE|a lightning claw and a chainsword in order to swing 1 AP-1 attack and 5 (6 under Shock Attack) re-rollable wound AP-2 attacks for a total of 6-7 at a severe discount...]] congrats, you're paying attention. His big downside is that he costs more than the sergeant does in such a way that all of his choices are inefficient, but his upside is that he can pump out more attacks than the sergeant and can give the squad heroic intervention with a stratagem. His job is to destroy things in melee, take him in squads you plan to send into melee. ======Kill-Teams====== The Deathwatch signature units. A strange way to hybridize models from multiple different units to create a unit with mixed strengths and gear. You take a base unit then add models from other units. *Fun thing: if you combat squad a unit, they still count as troop choices, so they have Objective Secured. Extra level of eliteness when your bikes and jump packs get priority on objectives. *'''Kill Teams:''' The Kill-team rules. If you have a squad with mixed toughness scores (by adding bikes to a veteran squad for instance), you use the majority toughness for the unit. If there is an even split, you choose. The unit as a whole is treated to only have the infantry keyword and for the sake of simplifying terrain interaction, Terminators, Bikers, and Jump Pack models retain their keywords only for the purposes of Bolter Discipline, Transports, or or they make a unit of only them. **In general, any unit that needs minimum X in order to field Y needs minimum X of that unit type, not models in the Kill Team unit, period. This immediately impacts how good some Kill Teams are compared to others. *'''PROTEUS KILL TEAM:''' Kill-Team Classic (and also your ''best'' kill-team). One of your four Kill-Team options, and what may well be the most complex unit in the whole Emprah-damned game. ''The Hammer to your Intercessors' Anvil'', the unit starts at 5 DW Vets, a Kill Team's core. So far, so good. Adding models is where things begin to get odd, since vets aren't your only choice. You have a plethora of transport options, including the bike-carrying Corvus Blackstar and teleportation, so that won't be much of an issue. Each model other than veterans adds a possible stratagem to use on your entire unit: <tabs> <tab name="Veterans"> The default models, yet ''the best if what you want is to keep it simple'', praise Emps and pass the Special Ammunition. Deathwatch Veterans and their Sergeant share stats with a regular Veteran team. They have nice Leadership values and 2 attacks base. Up to four of them can take heavy weapons (like a different Devastator team), any of them can take heavy thunder hammers, and the sergeant can pick up a combat shield. *As of current pricing, the weapon they can take most priced to move is an Infernus Heavy Bolter, which, even fired on the move, outperforms all other weapons they can take when shooting at targets within 12". *The storm shield is your most reliable protection for Veterans without adding more models to the squad. This is useful when fielding MSU, or creating combat squads from 10-model units of veterans in order to guard objectives ''relatively'' affordably. *The sergeant has +1A for free, and hence is an excellent candidate for a heavy thunder hammer, which he can take on top of a combat shield. </tab> <tab name="Deathwatch Terminator"> Identical to the Elites choice [[Derp|Terminators can only deepstrike if the entire unit has the deepstrike rule]]. Create combat squads of 5 Proteus Kill Team terminators to [[Deathwing|deepstrike ObSec terminators]]. You can put a teleport homer on one which lets you scoop the unit up (including the non-termi members) and put it down as per the homer rules. Remember: if the terminator carrying the teleport homer dies you lose the teleport homer. *The Cyclone Missile Launcher is the squad's most efficient, and effective, long-ranged heavy weapon: 1 Terminator carrying a CML is cheaper than 2 vets with missile launchers *The cost-effectiveness of terminators equipped with heavy weapons depends - with prices as they are now - entirely on weapon choice: did you take a Cyclone Missile Launcher and Storm Bolter? If so, you're more efficient than a heavy weapons veteran. Pair this with a Power Sword to keep the Terminator cheap, a Chainfist for maximum murder efficiency, or a Thunder Hammer and Storm Shield to help keep the termi safe - just ''don't'' use the termi to tank shots for the normies in the unit. **You can field a TH/SS/Cyclone loadout, but now your model costs ''63'' points, which is a lot to lose because you're tanking with it, even if 1+/4++ W3 is reasonably tanky. But you're better off putting a storm bolter and a free power weapon on him and letting a base vet tank hits instead. </tab> <tab name="Veteran Biker"> 14" move, A2 T5 2W, with a Twin Bolter and a melee weapon (taking the bolt pistol is stupid). All of which is wasted unless you combat-squad 3 of them alongside two Vanguard Vets, which lets you tank with T5 2+/4++ VVs while the bikers get shooting done. The Relentless Assault stratagem lets them charge even if they fall back and the VV strat, Disruptive Launch, lets them shoot if they fall back, so you can freely burn CP on said mixed unit guaranteeing that tarpitting can't ruin your day. Deathwatch Bikers are generally ''worse'' than the Bikers of other Chapters, since they can't carry special weapons and Bikes are intrinsically a shooting unit, so their improved melee doesn't impress. Bear in mind that these guys take up 3 spaces in a Blackstar, so 9 vets and a biker can't bring a character along with them. They also can't Turbo-Boost in a mixed unit. </tab> <tab name="Deathwatch Vanguard Veteran"> While he lives, the entire unit has access to a stratagem so they can fall back and shoot, Disruptive Launch, even if he doesn't buy a jump pack. Doesn't have {{W40kKeyword|Fly}} even with a jump pack ''except'' for moving across terrain, so various AA things don't get +1 to hit while shooting him or his squad. If you brought one for the stratagem, ''don't give him a storm shield to tank wounds'' - if he dies, you lose the bonus. Now what? Give the storm shield to a regular no-name Vet, it's not like they gave up shooting to get the invuln. He can't deep strike while in a mixed unit, even when mixed with termis. *Note that he's (currently) a point cheaper than a Deathwatch Veteran before he puts on his jump pack, so any loadout both he ''and'' a normal Vet can take is cheaper on him ''if they pay the same cost for the loadout''. In general, he pays Vanguard Veteran prices for things, so the cheapest way to field something both choices can take will vary as GW updates points costs - for example, right now he costs ''less'' with any pistols or melee options because of his personal 1 point discount, and he's even cheaper with a Storm Shield since it costs him a point less, although he can't carry a good gun with his storm shield. There are two things of potential interest to give him right now: **Hand Flamers: A pair of Hand Flamers is, right now, the same cost as a Heavy Flamer (so a point cheaper on a Vanguard than a normal Vet), and 7 S3 AP 0 hits is often better than 3.5 S5 AP-1 hits, particularly if you can fully re-roll wounds. Of course, an Infernus Bolter is still more efficient currently. **Storm Shields are currently cheaper for Vanguards, by 1 point, so a normal Vet with a Storm Shield and DW Bolter is 25 points to a VV's 23 for a Shield and Chainsword or a Shield and Bolt Pistol, so if literally all you want is the cheapest 2+/4++ you can field, this guy is currently it, and the superior choice for tanking to a termi as a result. </tab> <tab name="Sample unit builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample unit builds:''' Kinda straightforward, actually, since this unit only really has three weapon options: bolt weapons, power weapons, special weapons. Yup, dismiss pistols - they become less of an option when squad members allow you to fall back and charge again. Three tenets here: what you want them to do, how you want them to do it, and ''transport options''. As in, if they bring a Biker, they're forced to ride a Blackstar. <div class="mw-collapsible-content"> Here's an example build to get you started. *Give the sergeant a DW Combi-Flamer, a chainsword, and a combat shield - he's backup tank if your primary tanks die, and until then he's a lightweight version of your 4 base vets. **You can drop the chainsword and pay a point to swap the combat shield to a storm shield, but that gives up a surprising amount of close combat punch ''and'' makes your tank more expensive when he dies. **You can also swap the chainsword for a lightning claw if you want to add some points efficient melee punch, but remember, this is a ranged unit - you're better off saving the points and playing intelligently to avoid being in melee, if you can. *Give your 4 base veterans Infernus Bolters. *Take 3 termis with Cyclone, Storm Bolter, and Power Sword (or Power Axe, if you prefer). **This enables you to buy a homer, which you should, in case the unit needs to bug out, but it's not compulsory if you're low on points. *Take 1-2 tanks. Given current prices, these are your choices; remember, choosing vanguard vets also opens up the strat to shoot after falling back, which you want: **Base vet with storm shield and DW combi-flamer, for most output while waiting for your tank to die. 30 points. **Vanguard Vet with storm shield and chainsword or bolt pistol, for cheapest tank you can field. 23 points. **Base vet with storm shield and DW bolter, for a compromise of output vs being as cheap a tank as possible. 25 points. **Vanguard Vet with storm shield and hand flamer, which will underperform the combiflamer, but costs less. 28 points. *If you went with the cheapest options on the sergeant and ''two'' tanks (i.e. all three tanks), and also sprang for the homer, that's 379 points total spent on what amounts to 4 heavy bolters, 4 heavy flamers, 6 missile launchers, 3 storm bolters, 1 deathwatch bolter, and a flamer, all protected by a pair of 2+/4+++ guys that need to die before you even lose any guns worth mentioning. *The unit with 2 vv tanks is 1 body too large for a Blackstar, but can also combat squad to solve that problem - being MSU makes you more resistant to blast damage and morale, but of course you'll need to decide how to allocate your tanks, as you can't protect the whole thing with all of them. You can drop to 1 tank if you want to fit in a Blackstar as-is. Maximum plasma: You can field BS3+ plasma guns with ObjSec for 25 points a dude without any filler, which is ''incredibly'' efficient, and you can kick up to 30 points a dude to strap storm shields to the lot of them. That's more efficient than anything other chapters can field, in terms of plasma - company and sternguard vets have to pay 10 points for their plasma, not 5. Don't be afraid to spam some plasma - just remember to field a captain to babysit them. There's no limit on these - each unit can just be 5-10 plasma gunners if you like. </div> </div> </tab> </tabs> *'''Kill team Cassius:''' A fixed setup of an Aquila Kill-Team specialism which includes many nerfed members and two buffed members, which makes telling you how reasonably costed it is slightly challenging, but the loadout is also scatterbrained enough that you wouldn't want it even if it weren't overcosted. If you're curious, it does cost 260 points and building it manually would run you 258 (including somehow buying the terminator his illegal meltagun) before you'd also have to figure out how to price the biker's gun and the termi's flamer, neither of which exist in your normal options. That said, you can take it without blocking yourself from taking a second Aquila. Note that both vanguard vets are described as not having jump packs, but they're also described as being M12; one of the reasons you might care is that the unit has Combat Squads, which means since it has only one legal size, CS automatically triggers, and you can split the unit in half when you deploy it. There's also the unanswered question of how much space the unit takes up on a Blackstar. The unit is also immune to morale checks, for what that's worth. The members are: **A sergeant with a dw bolter who forgot his free chainsword at home, nerfing him compared to a normal bolter sergeant. **A vet with a plasma pistol and power sword, meaning he's nerfed compared to the same vet with a plasma gun and power sword, which would be the same price (so would be a plasma gun and lightning claw, but that's only ''usually'' better than a power sword). ***Remember, a pistol and melee combo is always cheaper on a vanguard vet instead, if you're building this unit manually. **A vet who's copying his sergeant by carrying a dw bolter and nerfing himself by forgetting his sword at home. **A vet who's only half-copying his sergeant, carrying a dw combi-melta and nerfing himself by forgetting his sword at home. **A perfectly normal vet with a dw frag cannon, the first member of the unit not to have made a deliberately inferior choice. **A vanguard vet with 2 lightning claws. That's ok, since while the sergeant and black shield do this more efficiently, the shield costs more and the sergeant is busy carrying a dw bolter, but the crippling problem is that against almost any possible target, this is just less efficient than a chainsword and claw, and again, presumably you fielded this guy over a black shield to keep costs down. **A vanguard vet with a hand flamer and chainsword, which is dumb as shit in this unit, where a regular vet with dw combiflamer and chainsword would be better. Vanguard vets with ''two'' hand flamers ''and a jump pack'' are interesting as a deep strike threat that can't miss, but this build has no business in this unit. **The first buffed member: a veteran biker with a power sword who somehow got his bike's storm bolter to fire DW ammo, making him a ''lot'' less useless than veteran bikers are. Since he's the only biker member, Mixed Unit can't really help you, here. **The second buffed member, a dw terminator with a power fist and a homer (it's on him specifically, even though homers are bought for the unit), and an illegal set of guns: he has a meltagun, which dw termis can't even legally carry, ''and'' a totally unique weapon he calls a Deathwatch heavy flamer. This sunnuvabitch has three profiles, ''all of which'' automatically hit: ***Normal heavy flamer, which you'll virtually never fire, although it's the best mode against TEQ - you want it against T4 or T5 with a 2+ save. For anything else, pick another mode. ***Poison mode: sets AP to 0, but wounds non-{{WH40Kkeyword|vehicle}} non-{{WH40Kkeyword|titanic}} units on 2+, making it usually better than standard mode against its viable targets. ***Blast mode: Possibly the only auto-hitting blast weapon in the game, this sets S to 4 and AP to 0, but not only doubles the rate of fire to 2d6, ''also'' adds the Blast rule. This is easily the best mode for clearing away chaff, and when you can't use poison mode, ''also'' usually better than the heavy flamer mode against heavies. *'''FORTIS KILL TEAM:''' A basic Primaris Killteam - Intercessor Squads (''not'' Veteran Intercessors, for some reason) mixed with other Primaris units to form Fortis Kill-Teams. They no longer have SIA, so you have to use them like normal Primaris units, but individual models can individually pick which version of their weapon they want and add models from more expensive units to give a balance of more power while cutting costs or create two unique 5-man squads for different jobs using only 1 troop slot. Take 5 Intercessors (with individually chosen rifles), then add other flavors of Primaris Marines to match the role you have in mind for them. <tabs> <tab name="Intercessors"> The shooty core of the team. You're going to have 4 of them plus a Sergeant, and, unlike the base squad, you're free to give any bolt rifle to any intercessor without forcing the rest of them to follow suit, which is primarily only useful for some strange mixed units you can make. </tab> <tab name="Assault Intercessors"> An unfathomably poor choice - these are already troops, and gain ''nothing'' from being in this kill team, instead ''losing'' their sergeant for no substantial benefit. Just don't. </tab> <tab name="Outriders"> Pay extra for a bike ridden by a primaris; you can build a 5-man Outrider squad this way, which is normally illegal, but Outriders are cowards compared to Veteran Bikes at -1 Ld, so it's unclear why you'd want to - if all you want is 5 bikes with ObjSec, a Proteus Team does this more cheaply and more bravely. Has extra durability and makes more attacks. This ''does not'' give the entire team the bike's Devastating Charge rule - explicitly, only the bikes have it. </tab> <tab name="Hellblaster"> Does not add any extra rules of its own. It does, however, add a lot of extra firepowers. Hellblasters are the ''reason'' to field Fortis Kill Teams: Hellblasters are like letting you pay 13 points to upgrade an Intercessor to have better S, AP, and the option to Overcharge, although remember, if you take 5 Hellblasters, you can't take a second grenade launcher; from the Hellblaster's perspective, they gain the ability to take up Troops slots (making them spammable) and ObjSec: *Assault: 13 points improves you from S4 AP0 to S6 AP-4. Particularly ideal because the Grenade Launcher is also assault, so the entire unit can still advance and shoot if it needs to. Generally the best option here. *Rapid Fire: 13 points improves you from S4 AP-1 to S7 AP-4, with an Overcharge option, but you also ''lose Bolter Discipline''. The worst choice you can make, here. *Heavy: 13 points improves you from S4 AP-2 to S8 AP-4. </tab> <tab name="Sample Unit Builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample Unit Builds:''' As there aren't quite as many potential combinations to work with for these guys as there are for their shorter cousins, here are some example Primaris kill-team loadouts to consider using: <div class="mw-collapsible-content"> *'''5 intercessors plus 5 outriders''': You get a unit of 5 intercessors to hold objectives, which is ok, and also get [[awesome|a monstrous 5 outrider unit that can hold objectives if they wish to]]. It's the biggest outrider unit you can field for now, and with the ability to hold objectives, they can steal lightly defended objectives and keep them for quite a while. *'''5 intercessors plus 5 hellblasters''': The intercessors with heavy bolt rifle can shoot from afar while the hellblasters can bring on the pain. And if you get hit, just prioritize the intercessors to save points. </div> </div> </tab> </tabs> *'''INDOMITOR KILL TEAM:''' The Gravis armored Kill Team. These big boys are your most durable option when it comes to kill teams, having Toughness 5 across the board for extra survivability. In addition, they might have the most shooting attacks per model of the Primaris kill teams, with loads of options to tear through GEQ and MEQ units. Sadly, the one thing that they're let down by is their speed; unless you stick these guys in the Teleportarium, they aren't going anywhere quickly. Still, plop them down on the objective and laugh as your opponent cries salty tears while struggling to shove them off of it. <tabs> <tab name="Heavy Intercessors"> The thickest of the intercessors, these big lads are the core around which you will be building your most durable unit. While expensive in terms of points per model cost, they more than make up for it with their weapons, which are Range +6" S5 versions of the normal bolt rifle variants. Just don't stick them in melee, though, as they have 0 options outside of punching people. Unlike the stock unit, you can mix and match rifles, ''which means you can take a unit of any basic rifle where the 5th dude carries any of the big bad guns''. This lets you field (other options exist, but have no actual purpose) 4 Executor bolt rifles + 1 Hellstorm heavy bolter, meaning the extra heavy guy has given up range for dealing more damage per salvo (8 a*d, rather than 6). Never take Rapid Fire on them, but choose their loadout based on what you're mixing in (not counting Combat Squads). *Because these are so much less efficient than Eradicators, if you're committing to a full 10-man unit to give the Eradicators ablative wounds - i.e. you're ''not'' combat squadding - it's actually more efficient to forego the heavier weapon entirely and just take 5 Executors. </tab> <tab name="Aggressor"> With the loss of their special rules, these guys have lost their coveted top spot on the throne of Primaris units, but they are still some of the best objective holders and assault units available to the Space Marines. Bolt Aggressors are functionally Hellstorm Heavy Intercessors, only with wildly more efficient output in both ranged and melee combat, having sacrificed range to get things done. You can use this team as a way to field ObSec Aggressors, but make sure you have a plan for getting them near the enemy. </tab> <tab name="Inceptor"> Only take these to Combat Squad them out so you can Deep Strike your ObSec guns onto the battlefield. </tab> <tab name="Eradicator"> The only unit in this squad with an actual special rule, and GW says only they can use it! Well, actually this one is kind of understandable. These guys are your means of combating a glaring weakness in the Deathwatch's arsenal: mid-range anti-tank weaponry. Being able to fire at the same unit twice with their Melta Rifles means that whether in line with the Heavy Intercessors or moving forward with the aggressors, these guys can take care of your tank problem.Eradicators are the best reason to field this team. Field them to absolutely ''murder'' your enemies; it's not as good as pure Eradicators are, but it's both ObjSec and ''spammable''. *No, seriously. 4 Eradicators with Heavy Melta Rifles + 1 with a Multimelta using Total Obliteration is ludicrously efficient even with buying 5 Heavy Intercessors as taxes; in fact, it's ''so'' efficient, your taxes should stick to Executor Bolt Rifles and forego the points for their heavier gun, as those points are better spent on more spam of this. </tab> <tab name="Sample Unit Builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample Unit Builds:''' Given that these thick lads are all T5, any loadout you could take will be a tough nut to crack for your opponent. Here are some example Indomitor Kill Team loadouts: <div class="mw-collapsible-content"> *Heavy Murder: **4 Heavy Intercessors with Executor Bolt Rifles. **1 Heavy Intercessor with a Hellstorm heavy bolter. **2-4 (default 2) Eradicators with Heavy melta rifles. ***You can field two more of these - they're just better than the Heavy Intercessors at getting shit done - if you want more spammable ObjSec melta, but the first two let you take a third with a multi-melta, while the second two do not, so there's less incentive. You can keep them together to make Teleportarium cheaper, but Combat Squading them lets Eradicators choose distinct targets from the Heavy Intercessors. **1 Eradicator with a Multi-melta. </div> </div> </tab> </tabs> *'''SPECTRUS KILL TEAM:''' The Phobos Kill Team, for when you want maximum Sneaky Beaky. Being able to deny deep strikers, ignore all penalties to hit, and/or just flat out ignore cover, these guys are potentially really good, particularly if you give them the upgrade against HQs. Starts off with 4 infiltrators and an infiltrator sergeant. From there, you can add in up to 5 more dudes, of the following: <tabs> <tab name="Infiltrators"> Your basic vanguard marines. Capable of either taking a comms array, which means the squad always counts as being within aura range of your Phobos captains/lieutenants, or a helix gauntlet, which turns the first failed save into 0 damage. Other than that, each also has a Marksman bolt carbine, which is a boltgun that on a 6 to hit auto wounds as well, which is a strike against this team's favor - they have much less use for re-rolling 1s or full re-rolls to wound than other units. </tab> <tab name="Incursors"> Garbage - these are already troops, and they're worse than the other three Phobos units at ''everything''. The ''only'' reason to include one - and ''only'' one - in the unit is so you can also buy a Haywire Mine, but that's not remotely worth the cost of admission. </tab> <tab name="Reivers"> Gives the whole unit a fear aura of -2Ld to enemy units in 3". Also ''does not'' have concealed positions, so if your kill team has one of these scary marines, you have to deploy normally, so you should ''always'' Combat Squad them out if you take them. Reivers aren't good, but if you wanted them anyway, this team will get you ObjSec ones. </tab> <tab name="Eliminators"> Let's face it, this is why you took a Spectrus kill team. ''5'' Eliminators in a unit (normally illegal!), although you can't field a Sergeant with a Carbine. Armed with either the delicious bolt sniper rifle, or the not quite as strong as a lascannon but more reliable Las Fusil. Unlike vanilla marines, you can mix and match as to which eliminators carry what, allowing for way more versatility. Also come equipped with camo cloaks, which is an additional +1 to armour saves if they're in cover, and the eliminator is taking the brunt of the attack; probably not a good idea, as you want these guys alive. If you're taking 5 of these snipers and not Combat Squading them (and you should, they're amazing) ''and'' a Phobos Captain and/or Lieutenant, then take the Comms array on one of your meat-shield infiltrators, so you're always in range of those sweet sweet auras; otherwise, take the gauntlet, so the Infiltrators are good at dying so Eliminators don't have to. This unit is a particularly good choice for the specialism that murders HQs - full re-rolls aren't as good on Infiltrators as on anything else in your Codex, but because Eliminators need 6s to wound in order to deal a mortal, against some highly specific targets - like T4 or less with Sv1+ or better, e.g. a Termi Captain with a Storm Shield - they can use a full re-roll to fish for the 6, deliberately re-rolling successful wounds that don't deal mortals. </tab> <tab name="Sample Unit Builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample Unit Builds:''' While there aren't quite as many potential combinations to work with for these guys as there are for their shorter cousins, Spectrus Kill Teams have extremely versatile sniping units, able to assassinate characters from long range and just generally make your opponents day worse. Here are some example Spectrus kill-team loadouts to consider using: <div class="mw-collapsible-content"> *Comms Array Build (this one has superior scaling, as 1 set of Phobos HQs will support as many of these units as you like). **Purgatus, so improved re-roll wounds against HQs. If Purgatus is taken, field a Phobos Lieutenant. **5 Infiltrators, 1 with a Comms Array; you should take a Phobos Captain. **5 Eliminators with Sniper Rifles. *Helix Gauntlet Build (this one has inferior scaling - spamming it too much won't work out). **Purgatus, so improved re-roll wounds against HQs. **5 Infiltrators, 1 with a Helix Gauntlet; you should take a Phobos Librarian with Shrouding and Soul Sight, and duct tape him to this unit. **5 Eliminators with Sniper Rifles. </div> </div> </tab> </tabs> =====Elites===== *'''Deathwatch Terminator Squad:''' Sitting at 33 points per model, like Assault terminators; has the same loadout flexibility as a relic squad, but moreso, making the squad very adaptable. Starts at 5 models, but up to three models can take an assault cannon, heavy flamer, [[Deathwing|Plasma Cannon]], or cyclone missile launcher with a storm bolter, so MSU or go home. They can also rock TH&SS, which is something to consider; Vanguard Vets do this better for both kill teams and for dedicated melee murder, but for ''this'' squad, it's your only access to 1+/4++. TH&SS can even be combined with the cyclone missile launcher, if you really want to commit to durability over ranged offense. ** Also note you can tinker around with normal power weapons to save on points or focus on hordes; it can be more effective to tank with this than a TH/SS termi, both because he still has a gun and because he costs you less when he does die. ** Deathwatch Terminators can become one of the most versatile units, even by Deathwatch standards, but you should avoid the temptation to mix and match too much. The best general build is 3 heavy weapons (probably cyclone missile launchers) and power swords on everyone for maximum dakka, and the options to consider from there are upgrading their melee weapons to chainfists (never power fists - the two weapons are the same cost, so chainfists are the more broadly useful choice) for better melee against hard targets (this is more efficient on the sergeant than the others), and whether or not to convert your sergeant and missile launcher dudes to TH/SS (the sergeant is best at melee, while the missile launcher dudes give up relatively less ranged output for the choice and are the ones you most want to keep on the table anyway). The spare fifth dude should generally keep his storm bolter - he's not really good enough at melee to warrant the hammer over the chainfist, and if he stays cheap he can commit himself first to enemy fire, so you risk neither the big guns nor the sergeant's better A and Ld. =====Fast Attack===== *'''Veteran Bike Squad:''' Their twin boltguns have lost access to Special Issue Ammunition and they lost the teleport homer, [[RAGE|because GW's balancing department is run by idiots]]. You also can't give them special weapons, so they're less competent in that area than a normal bike squad. Where they shine, however, is close quarters. Each can take chainswords or power weapons. In an effort to coerce you into fielding these guys, GW has banned you from taking regular or scout bike squads, but they're... ''not great''. **Something worth noting is that they gained an attack bike for their troubles... yeah no, don't take this unless you like theming; these guys are not worth their points to just add a multi-melta or heavy bolter on wheels. =====Flyers===== *'''Corvus Blackstar:''' With a cost reduction and some new rules, the Blackstar is a solid choice for getting your marines around in style. A hover-jet stealth bomber, it's quick with a massive 45" move, has some good weapons, and can carry 12 models of various types, with terminators and jump pack models counting for 2 and bikers 3. Watch as it comes out of fucking nowhere and drops a melee kill team into your opponent's backfield, unleashes a blistering firestorm on another unit, AND bombs some bitches it flew over for good measure. It is armed with Twin Assault Cannons which cause havoc for blobs, while it's 2 Stormstrike missile launchers are a serious threat to vehicles with 72" Heavy 1 S8 AP-3 D3. The cannons can be swapped for Twin Lascannons and the missiles for Blackstar Rocket Launchers. The rockets are decent at taking out flyers, but that's about it. The Blackstar can also take a Hurricane Bolter (a Rapid Fire 6 Boltgun)which is cheap as chips and shits dice, an Auspex Array (which lets you re-roll 1s against non-flyers) and the Infernum Halo-launcher; ‘If an enemy unit that can Fly targets a supersonic model with an infernum halo-launcher in the Shooting phase, your opponent must subtract 1 from the subsequent hit rolls.’ The Blackstar also rocks a delightful Blackstar Cluster launcher, which lets you bomb a unit you flew over. For every model in the unit (up to 10), roll a die and, on a 6, that unit takes a mortal wound. It's very useful as a transport and as a support unit to cover your guys on the ground. **Compared to the Storm Raven, the Blackstar does have its drawbacks as, unlike the Storm Raven, as the Blackstar cannot transport Dreadnoughts. **Make note that this model '''cannot''' transport '''PRIMARIS''' models. [[fail|Because bikers and terminators fit but]] [[GW| the new marines don't]] ====Tactics==== </div></div> ===Successor Chapters=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, the bonds of brotherhood are as endless as they are diverse.<br> All Successor chapters that don't already have associated Chapter tactics must make their own. It's the fourth edition all over again, you're once more allowed to create a bespoke chapter tactic for Your Dudes by combining any 2 of 18 available options or by using a First Founding chapter's tactics. The available options are listed below. A special note for DEATHWATCH, who have a stratagem for adopting 1 chapter or successor tactic: each of the options below is a distinct successor tactic, and you combine 2 successor tactics to make a custom chapter tactic for your chapter. As a result, if you're using the stratagem to pick from this list, you can pick one item, not two. <div class="mw-collapsible-content"> *'''Inheritors of the Primarch''': Sacrifice the ability to take a second successor tactic in favour of directly copying a First Founding Chapter Tactic. **As this still excludes you from taking named characters from that First Founding Chapter, the only reason to ever choose this is when you want a Forgeworld named character and his detachment to have a First Founding Chapter Tactic. Like giving the {{W40kKeyword|Astral Claws}} the {{W40kKeyword|White Scars}} trait so they can charge after advancing [[Red_Corsairs|like when renegade]]. While you could say it's so you can use your parent's tactic without the colour scheme...no rule actually requires you to match colour scheme and keywords, though some tournaments might get 'sniffy' on the subject. **The only restriction is that, ''if'' your chapter's primogenitor is ''known'', ''if'' you use Inheritors of the Primarch it would need to be from their parent chapter. Examples: the {{W40kKeyword|Novamarines}}' parent chapter is the Ultramarines, so you can't use Inheritors to give them the White Scars' trait (because that's not their parent chapter), and you can't give any chapter the Black Templars' CT (because that's not a First Founding chapter). ***Remember that ''suspected'' provenance does not count, so e.g. [[Carcharodons]] can take this with anything, not just [[Raven Guard]]. *'''Bolter Fusillades''': Re-roll hit rolls of 1 when using bolt weapons. Not only ''frees your ONLY Captain'' from babysitting line squads so they can focus on the big guns, but it also means you can shift your HQ towards Lieutenants, as anything with bolt weapons is effectively inside a Captain's aura. That means not only your dozen primaris bolt types, but also the hurricane and heavy bolters of {{W40kKeyword|vehicles}} you can't boost because they're not core. Keep in mind the Lt's re-roll is statistically identical to the Captain's (better for anything that automatically hits, but worse for anything that hurts you on a 1; neither one affects the odds that a successful hit is a 6 or that a successful wound is a 6, although a Chapter Master's aura ''can'' be used to manipulate the former). **Deathwatch: Useful to give Veteran squads re-rolls on SIA without a captain; assuming BS3+ shooters, this does outperform Master Artisans as soon as you make more than 4 shots, on average. *'''Born Heroes''': Add +1 to hit on the charge, a major step up from 8E's Heroic Intervention boost. Strictly worse than Whirlwind of Rage, below: doesn't work on WS2+ models, ''and'' is harder to trigger. **Deathwatch: Hard pass on this and take Whirlwind of Rage, which does everything this does, only better. *'''Duellists''': When making melee attacks against enemy {{W40Kkeyword|infantry}} or {{W40Kkeyword|biker}}s, ''unmodified'' hit rolls of 6 auto-wound (the rule also grants auto-hitting, but you already have that as it's a game-wide rule). **Duellists works better the tougher your target is, although it's somewhat limited in that Infantry and Bikers don't tend to exceed T5. The bonus is better than Whirlwind of Rage when you need a 5+ to wound (DG/Custodes), equal at 4+ (CSM/Orks) and worse when you wound on a 3+ (IG/Eldar/Tau). This also means anything better than a chainsword would be better with Whirlwind of Rage, so, unless you want something specific, like a melee Primaris chapter that fights T5 enemies, pick Whirlwind. **Duellists also has no synergy at all with abilities you need to roll to wound to trigger - for example, a Judiciar's sword deals an extra mortal on 6 to wound, but if he uses Duellists, he can't roll to wound and hence can't try to proc the mortal. *'''Fearsome Aspect''': -1 Leadership to enemy units while they're within 3" of any of your units. **Situational, but can be combined with other debuffing abilities, such as Reivers' aura, to provide an effect like Night Lords PLUS another chapter tactic, because this is only half of your trait. ''Night Lords, eat your hearts out''. *'''Hungry for Battle''': +1" to advance and charge rolls. Amazing for melee units and also pretty good if you want to spam Assault weapons. Has no synergy with bikes or anything else that doesn't roll to Advance (like anything with Supersonic), but at its most noticeable on slow things trying to advance or deep striking things that want to charge right now - you'll definitely notice this tactic's impact on cataphractii terminators, for example. ** Gets really crazy with the Master of the Vanguard warlord trait for +2" move and advance. Gets even crazier, borderline illegal, with Lias Issodon for +3" to move and advance. *'''Indomitable''': Your units auto-pass combat attrition. Half of the Dark Angels CT. It can be okay for big units if you want to maximize the effectiveness of stratagems, but it's not likely you'll fail many morale tests to begin with, and you already ignore attrition modifiers. *'''Knowledge is Power''': Psykers with this tactic can re-roll "any or all" rolls of 1 when casting or denying. Half of the Blood Ravens tactic. ''Don't'' take this unless you're going all Librarians for your HQ. *'''Long-range Marksmen''': +3" range to all Rapid Fire and Heavy (except Flamer) ranged weapons. 27" Multimeltas! Your marines get to engage enemies from their own deployment zone, taking better advantage of Bolter Discipline. **Deathwatch: Can be extremely valuable by increasing the range of Eradicators, Eliminators, and Centurion Devastators to delete key targets. *'''Master Artisans''': A ''unit'' with this tactic can re-roll a single failed to hit roll each time it shoots or fights (including overwatch). Units with a few strong weapons in small units benefit the most. Good for pretty much any unit (unless it's ''extremely'' focused on flamers as its only combat output), with the standard caveat that it's a lot better the fewer attacks per unit you have - always go MSU with this. *'''Preferred Enemy''': Pick one of the following factions: Aeldari, Tau, Heretic Astartes, Chaos Knights, Tyranids, Orks, or Necrons. Re-roll hit rolls of 1 with melee weapons against that faction. Absurdly bad; would still be worse than Whirlwind of Rage if it was always on, let alone forcing you to pick only one faction to work against before you have any idea what you'll be facing. **Deathwatch: Under no circumstances take this - stick to Whirlwind of Rage. *'''Rapid Assault''': Advancing no longer incurs a -1 penalty on firing Assault weapons. It's okay if you spam Assault weapons (especially meltaguns on bikes), but this tactic needs to be combined with something like Hungry for Battle to make it work. **Deathwatch: No penalty to advancing and firing Frag Cannons or Deathwatch Shotguns *'''Scions of the Forge''': Units with damage tables count their wounds as doubled when calculating the effects of damage. 1/2 of the Iron Hands CT. Good for heavily mechanised lists, assuming you take high-wound stuff. **Deathwatch: Useful for reducing the effect of damage to key vehicles for a turn so they can fire and fight with little to few or no penalties. *'''Stalwart''': When rolling for wounds against your models, natural rolls of 1 or 2 always fail, regardless of any modifiers or abilities the attacking unit might have. Makes your units somewhat better against plasma and other S8+ weapons. The other half of the Blood Ravens tactic. ''Never'' take this in a highly mechanized list - it'll do almost nothing for your T5 stuff, like bikes, and actually nothing for your T6+ stuff unless your on the wrong end of a titan or certain lords of war. **Deathwatch: Increases our infantry's durability. Most effective on large, expensive kill teams being targeted by s8+ weapons. **Your dudes are generally T4, and S8 high-AP weapons like Plasma or Melta wound on a 2+. If your opponent can reroll 1s, they'll be wounding you 97.22% of the time - Stalwart brings that down to 77.78%, which is still high but can make the difference between holding an objective with a single model or losing it. *'''Stealthy''': Count as being in light cover when at least 18" away from enemies. Half of the Raven Guard's tactic. By the time the enemy gets close enough to ignore this bonus you'll be within range for an easy charge. Good for gunlines, especially Vehicles and Flyers that can't usually get it any other way; meh for other types of units. *'''Stoic''': +1 Leadership. Half of the Ultramarines CT. Skip it unless you need it for a very specific plan - it's usually fundamentally garbage compared to Indomitable. **Stoic is better than Indomitable in the instances where the unit fails by EXACTLY ONE. However, Space Marine normal leadership and unit size mean that this happens... a bit more frequently than in other armies. *'''Tactical Withdrawal''': Units with this tactic can charge after falling back. Roughly 1/3 of the White Scars' tactic. Amazing for melee oriented armies, allowing you to trigger Shock Assault whenever you want. Useful when you're using another unit to shoot their target between withdrawal and charge, and you can fall "back" from some unit in order to better position yourself for a multi-charge, tying up more units now. Nice if combined with the Hammer of Wrath stratagem for jump troops. *'''Warded''': 5+++ FnP versus mortal wounds only. Half of the Black Templars' tactic. Situational, but useful if your meta is full of armies [[Tyranids|who]] [[Thousand_Sons|spam]] [[Death_Guard|mortal]] [[Eldar|wounds]]. **All mortal wounds, not just those from psychic powers; this is basically Armour of Contempt but always active, all the time and not restricted to vehicles. A vehicle that fails a plasma roll has a chance to not lose a wound. **What tries to counter TH/SS? Mortal wounds SPAM. Well, now your TH/SS are 1+/4++/5+++, simple as. **CONGRATULATIONS. Your Sicaran Omega can now overcharge its main gun to shoot 6 S9 -3 D3 shots without fear of mortal wounds on 1s. *'''Whirlwind of Rage''': When making melee attacks for a unit that charged, was charged, or made a Heroic Intervention, unmodified hit rolls of 6 score an additional hit. Explicitly incompatible with the ''Duelists'' tactic, above. **Unlike Duellists, mathematically the Whirlwind of Rage bonus constantly behaves as +1WS (one that also affects WS2+ models, making it strictly better than Born Heroes), irrespective of chances to wound and not limited by keywords. Its bonus is better than Duellists against targets you wound on a 3+ or better, meaning all of your power weapons benefit. Do note that, unlike Duellists, Whirlwind only works in the first round of combat, not that anything you were fielding was planning on staying in melee for longer than that. Importantly, Whirlwind doesn't require your target to have a specific keyword. **Deatchwatch: Effectively nullify the to-hit penalty for Veterans and Terminators armed with Power Fists, Heavy Thunder Hammers, and Thunder Hammers on the turn they charge. For gunlines, Master Artisans, Long-range Marksmen, and Stealthy are generally the best ways to play to your strengths: take Master Artisans, then auto-take Stealthy if you've leaned into Assault weapons. If you're heavily into Rapid Fire and Heavy, Stealthy is still ''usually'' better, but Long-range Marksmen has some specific use-cases (like deep striking grav-guns) where you may prefer it. For melee, Whirlwind of Rage is just better than Born Heroes or Preferred Enemy, and usually better than Duellists. It should be your first choice if your army wants to be better at melee. Your second choice should generally be Tactical Withdrawal or Hungry for Battle, depending on your plan. In particular, melee focused first founding chapters - White Scars, Blood Angels, Space Wolves, and to an extent, Dark Angels - automatically have to consider whether or not they'd be better off as Successors with two of these three tactics. For bravery, Indomitable is better than Stoic. Take it for spamming large, cowardly units, like Blood Claws, but you're better off going MSU and avoiding the whole issue. </div></div>
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