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==Chapters== ==={{W40Kkeyword|Ultramarines}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[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. RG is the infiltration chapter and IH the vehicle one? Well screw them, we got Telion and Chronus, alongside Roboute Guilliman himself. 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''. <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Codex Discipline:''' +1 to their Leadership characteristic. They also can fall back and still shoot, with a -1 modifier to hit. **Ld9 makes 4-man units (like bikers) ''immune to morale'', and makes the serge of a 5-man unit flee only after two consecutive 6s. **Fall Back's main purposes are to give the rest of your army a clear shot. Now nobody can tarpit you. Plus, close-range weapons get easier to use: anything with a flamer will be able to use it with impunity since it isn't affected by the -1 to hit anyway - get close, fire, charge/be charged and trigger Shock Assault, fall back, and flame again. Land Raider Redeemers will be unstoppable engines of destruction. *'''Combat Doctrine - Scions of Guilliman:''' During the Tactical Doctrine, models can move and count as stationary as long as they didn't also fell back or advance during that movement phase. Not only does this mean Relentless from infantry to tanks (Relentless Vindicators & Flyers!), but it also means <u>you always get bolter discipline</u> during turns 2-3, until you reach the Assault Doctrine, where you'll be in close range anyways. **Aggressors will be able to shoot twice on the move! Repulsor Executioners will be able to shoot twice without giving up on their role as transports! An Executioner could transport Aggressors for a turn 2 fiery capture of the objective point. ====Warlord Traits==== #'''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: +5CP" is still damn useful, even more so with the bonus CP handed out by Calgar. #'''Master of Strategy:''' Once per battle round, select an 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 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. #'''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 starts with this one. #'''Nobility Made Manifest:''' 6" Aura of Heroic Interventions for friendly Ultramarine Infantry and 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. ====Relics & Special-Issue Wargear==== Relics are now split into two 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. =====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. *'''Standard of Maccrage Inviolate:''' Ancient only, +1A to friendly UM units within 6" of the bearer. Friendly UM units within 12" also autopass morale tests. To be carried by your deathstar's banner bearer. *'''Tarentian Cloak:''' The bearer has 5++, and regains D3 wounds at the start of the movement phase. *'''Vengeance of Ultramar:''' Rapid Fire '''4(!)''' Storm bolter that re-rolls wound rolls against non-vehicles. Best when used by a Termie captain. **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" =====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 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. ====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. They can be divided into four broad categories: Offense, Defense, Utility, and Character Upgrades. *'''Offense:''' Better accuracy, for when you don't want a silly thing like chance to ruin your dice game plans. **'''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. **'''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. **'''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. **'''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. **'''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 1 (e.g. AP0 becomes AP-1). *'''Defense:''' AKA protection against melee. **'''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. **'''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? **'''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. *'''Utility:''' Highlight Ultramarines' love for rules by disregarding the rules, with lots of ways to bypass GW's nerf to doctrines and wrong-foot your opponent. Bonus points if you say "Actually..." before using them. **'''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". **'''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 comitted to it can disrupt their plans even before the game begins. **'''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. So, kinda Single Use too. **'''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. *'''Character Upgrades:''' All Chapters Supplements include some variation of the following three stratagems. **'''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 a Assault Centurion Seargant, four strength 10 siege drills in the face for 4 damage. ====Litanies of Battle & Psychic Discipline - Indomitus==== Indomitus is a mixed bag of situational powers. They consist of the two mortal wound generators (standard across all Chapter specific supplements), one self-buff, one enemy debuff, and two general utility powers. None of these are strong enough to build an entire strategy around, but could provide help in the right circumstance. Pretty middle of the road, but that is to be expected from the Ultramarines. #'''Precognition''': WC5. 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. 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. 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. You aren't gonna destroy a unit of Necron Warriors, but if you roll well everything leadership 6 and lower are gonna get ''fucked''. Tried using it on an Ork player once, but he says Mob Rule counteracts it. #'''Storm of the Emperor's Wrath''': W6. 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. #'''Psychic Shackles''': WC6. 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. #'''Empyric Channeling''': WC5. Select one other 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. '''Litanies of Battle - March of Macragge:''' You can re-roll 1s on advance or charge rolls for friendly {{W40kKeyword|Ultramarines}} within 6" of the Chaplain. ====Specialist Detachment - Victrix Guard==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {{W40kKeyword|Captains}} of all flavours (note this doesn't include Calgar), {{W40kKeyword|ancients}} (all flavours){{W40kKeyword|, Honour guards, victrix honour guards, vanguard vets & sternguard vets}} gain the {{W40kKeyword|VICTRIX GUARD}} keyword, for when you want to bring the very elite, the exemplars among exemplars. But not termies, they aren't vet enough apparently. And fluff aside, this is the only <s>formation</s> specialist detachment that can bring deepstriking melee squads with actual AP, aka Vanguard Vets. <br>This is a MELEE formation; Sternguards were included only because their serge looks cool next to Calgar. ''Thanks, sarge!'' Note that only {{W40kKeyword|ULTRAMARINES}} can take this, and not any of their Successors. <div class="mw-collapsible-content"> *Consider a basic Vanguard Detachment of Captain w/ Twin Lightning Claws (with the Imperium's Sword trait), Ancient w/ Bolt Pistol and two basic Vanguard Vet squads, with the Sergeant's replacing their Chainswords with Lightning Claws. This will give you 12 Bolt Pistol attacks, 12 Lightning Claw attacks, and 27 Basic attacks, the later upped to 15 and 36 if the Ancient is given the Relic Banner. All for just over 300 points. **If you need a transport, a Land Raider Redeemer works, though it is expensive, almost doubling the cost. *One use of this detachment is to make your smash captain rival the blood angels; Fight Like Demigods buffs your hit rolls to a 2+ rerolling, Warden of Ultramar makes your wound rolls better than even slamminigus for a turn and Strike First can be a nasty and unexpected counterattack. This tactic costs a lot of CP but is worth it when some random captain tears apart an imperial knight. '''Stratagems''' *'''Fight Like Demigods (1CP):''' At the start of the Fight phase, pick a {{W40kKeyword|VICTRIX GUARD}} unit within 6" of a {{W40kKeyword|VICTRIX GUARD CAPTAIN}}. That unit's attacks get +1 to hit until the end of the phase. **Great with unwieldy Thunder Hammers and Power Fists, as they will remain WS3+ whilst enjoying the Captain's rerolls (instead of becoming coin-flip WS4+ and ''needing'' a Chaplain). Even with regular power weapons, becoming WS2+ for a single CP (that you can regain) is a good deal. *'''Strike First, for Ultramar! (3CP):''' At the end of the opponent's Charge phase, pick a {{W40kKeyword|VICTRIX GUARD}} unit that was charged or made a Heroic Intervention. They get to pile in and fight right away as if it was the Fight phase AND can fight normally in the actual Fight phase as well. **The BEST melee stratagem of them all. Now nothing at all can prevent the chosen unit from fighting, as it attacks even before those units with the "fights first" ability, and even before the enemy can use 'Counter-Offensive'. It's a <u>Counter Offensive Counter Offensive that lets you fight twice</u>, and that'd usually cost 2+3 CP, but the poster boys just have to be ''better than you''. '''Warlord Trait''' *'''Warden of Ultramar:''' Once per battle, in the Fight phase, you can re-roll wound rolls for attacks made by friendly {{W40kKeyword|VICTRIX GUARD}} units within 6" of this Warlord. ''Useful if you didn't bring or, more commonly, couldn't AFFORD to bring a Lieutenant along. Useless on Twin Claw Vanguards, however, power sword vets become very dangerous''. </div></div> ====Special Units==== '''HQ''' *'''[[Marneus Calgar]]:''' Papa Smurf, now back in the HQ slot. His Armour of Antilochus grants a 4+ invulnerable save and halves all damage he receives (rounded up, so he's not immune to 1 damage weapons). The Bolter part of the Gauntlets of Ultramar aren't too bad since they deal 2 damage and have AP-1, but you will ignore both them and his relic blade because in melee they act like Power Fists without the -1 to hit. As is the case for all Chapter Master characters, he grants re-rolls for all to-hit rolls for units within 6". He can also deep strike, and having him as your Warlord in a Battle-forged army grants 2 bonus Command Points. While both his stats and buffing abilities pale by comparison to Guilliman, he can fill a similar role if you want to save the points and/or the Lord of War slot. **'''Marneus Calgar in Artificer Armour:''' (index) Papa Smurf, before Swarmlord ate his arms, his legs, and half of his face. One less wound, no halved damage, and no ability to deep strike, and now, since the Codex sets Calgar in the Armour of Antilochus at 200 points, 35 points cheaper than the version in Artificer armour, you have no reason to ever take him in this form unless you're re-creating the battle at the Cold-Steel Ridge or something. Or you desperately need him to fit into a Rhino or Razorback. **'''Marneus Calgar in the Armour of Heraclus:''' It has finally happened. Papa Smurf has become the super-NuMarine. He now gets +1T thanks to his Gravis armour, 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 a Primaris 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... *'''[[Cato Sicarius|Captain Sicarius]]:''' No longer able to give 10 leadership to his whole detachment, or let a rhino tac squad infiltrate. But he is a bit cheaper now, and his power sword can do D3 mortal wounds if you roll a 6 to wound. His ''artisan plasma pistol'' now gets the benefit of overcharging without any risk of hurting him. He also can grant a squad Defenders of Humanity for a round. Overall, he is roughly the same if not slightly better in terms of melee, but can surprise an enemy via (for example) giving his Terminator retinue ObSec. The best thing about him is that, at 100 pts, he's pretty cheap. He's alright for his price, though his special ability does require some forethought. *'''[[Varro_Tigurius|Chief Librarian Tigurius]]:''' Got beefy now, with only a 3+ save, no invuln, yet 5W and 4 attacks. He's still rather vulnerable, but can kick and punch almost as well as a Captain thanks to becoming a Primaris Marine. He does have a pretty nifty ability, however, as he can inflict a -1 penalty to '''all''' hit rolls against him or a friendly '''Ultramarine''' unit within 6" each turn, which helps him or any screening unit to survive. Can also be used on a unit holding an objective to increase its survivability, on a flyer for a -2 to hit for maximum trolling, and so on; this ability has quite a few interesting tactical applications. Is equipped with his rod, a power stave that gives +3 to strength, but you don't want him in close combat anyway, unless facing extremely weak close combat opponents. His mortal wound production from ''Smite'' helps against high wound models and hordes. His hood now adds +1 to psychic tests and denial on top of the re-rolls. **He can re-roll failed Psychic Tests (but not successful ones, even if they Perils), so his expected damage from ''Smite'' is 2.09, rather than 1.79, assuming he can live through Perils, which he can always do with his starting health. His Primaris version is better, and can re-roll any Psychic test, so you can re-roll double 6s to avoid Perils. ***He knows 3 Librarius (or Indomitus) powers and ''Smite'', and can cast and deny 2 powers per turn. In general, non-Primaris Tigurius' odds of casting a power (assuming he lives through Perils) are: ****''Smite'': 97.22% ****''Veil of Time'': 92.28% ****''Might of Heroes'': 92.28% ****''Scourge'': 92.28% ****''Fury of the Ancients'': 82.64% ****''Psychic Fortress'': 97.22% ****''Null Zone'': 82.64% ***Primaris Tigurius is ''even better''; he gets +1 to cast rolls. His odds on WC5 to WC8 are: ****''5:'' 99.31% (Smite, Psychic Fortress, Precognition, Empyric Channelling) *****Because his +1 will make Smite roll higher more often, his Smite output is higher; because he can also re-roll successful Psychic tests, you can fish for bigger Smites - if you re-roll all rolls of 9 or less (remember, you get 1d6 mortal wounds on 10s with this guy), your average will be 2.319 mortal wounds. If you only re-roll 3s and 2s, since you'll succeed at the cast on 4s, your average will be 2.257. ****''6:'' 97.22% (Veil of Time, Might of Heroes, Scourge, Storm of the Emperor's Wrath, Psychic Shackles) ****''7:'' 92.28% (Scryer's Gaze, Telepathic Assault, Fury of the Ancients, Null Zone) *'''[[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. **With the new codex and the Ultramarines Supplement, 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. *'''[[Torias Telion|Sergeant Telion]]:''' Telion makes Scout Snipers better. He is armed with a better Sniper Rifle, and Scouts within 3" add 1 to their roll to hit. Telion hits on a 2+, and also has the Ultramarine and Scout keyword. Rolls of one always fail, but modifiers are diminished by his buff to himself. *'''[[Antaro Chronus|Sergeant Chronus]]:''' Sadly, you still can't take Chronus in a Repulsor or certain FW vehicles, which is a real shame since he can not only repair the tank he's riding in but also fixes its BS to 2+. This might not seem like much of a buff at first, but keep in mind that ''this overrides the BS decrease that the damage tables would normally force''- not only will it be hitting on a 2+, it'll continue to do so even at the point it would normally be hitting on a 5+! Like in 7th edition, he becomes an infantry unit if his tank is destroyed, but a lackluster statline and bad selection of wargear mean that Chronus on foot is little more than an extra kill point for the enemy. **Depending on whether you want him to fill a Heavy slot or not as well as an HQ slot, the two vehicles he's commonly considered best in are a quadruple lascannon predator or a double assault cannon razorback. In either case, remember that he's not a character until he disembarks, and you want his vehicle to have as many guns as possible, so always take a storm bolter and strongly consider a hunter-killer missile. **The vehicle Chronus commands gets the character keyword. While that might not by itself stop him from getting shot, (all the vehicles he can ride have 10 wounds or more,) it does mean he can use Company Veterans, Honor Guard and Victrix Guard to deflect shots and stay operational for very long. **Originally, vehicles he can command was very specific; but the new Codex has the following keywords as available rides: LAND RAIDER, RHINO, RAZORBACK, WHIRLWIND, PREDATOR, VINDICATOR. Sadly, no REPULSOR, SICARAN, MASTODON, ASTRAEUS, FELLBLADE or SPARTAN, but this still means he can command a Whirlwind Scorpius, a Land Raider Achilles or a Relic Predator. Or if you want to live dangerously, a Vindicator Laser Destroyer or a Terminus Ultra. **Chronus and Telion are dirt cheap (65 for Telion, 30 for Chronus, although that's on top of the tank he rides), so they will be a great help to fill compulsory HQ slots for bigger detachments. This is a huge boon for Ultramarine players, as this will help get more command points and recycle them thanks to their warlord trait. Throw in cheap Scout Squads for the troop tax (and to make sure Telion is used to his full potential) and you're good to go for a Battalion. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Forgeworld''' {{W40kKeyword|Successor Chapters}} '''Characters'''<br> Remember you don't necessarily need to pick Inheritors of the Primarch to be Ultramarine successors and use this supplement. <div class="mw-collapsible-content"> {{W40kKeyword|[[Fire Angels]]}}<br> *'''Captain Tarnus Vale:''' Captain. Provides a 6+ invuln to nearby 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. But, he does have a power axe 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 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. {{W40kKeyword|[[Fire Hawks]]}}<br> *'''Knight-Captain Elam Courbray:''' Captain. The ''only'' Forge World character in this list who showed up with a Jump Pack, with the highest Move stat (and the guy in second place, Hecaton Aiakos, can't be your Warlord, although [[Lias Issodon]] is the guy in third place). 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 Suser AP-2 D1d3 sword (worse than the relic blade at S+2 AP-3 D1d3, 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. That and the 'has to hit characters if possible within 1"' thing. Which is actually a handicap. '''Successor Tactics:''' While Courbray is nothing you'd build an army around and not a whole lot is known about the Fire Hawk's specialisation, 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 as the smoke rising off them giving them cover!) Or Warded are fine choices, and Fearsome Aspect is quite appropriate. {{W40kKeyword|[[Howling Griffons]]}}<br> *'''Chaplain Dreadnought Titus:''' Exactly the same as a normal chaplain dread, 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 encourage a more melee focused playstyle. A good pick for remaining fast and loose with what sort of army you want to bring. {{W40kKeyword|[[Marines Errant]]}}<br> *'''Lieutenant Commander Anton Narvaez:''' Captain. Used to be he was a little worse stats-wise than a captain (since he's not a captain) but had more interesting (if weird) wargear. Now he's just as good as a regular captain stat-wise, but his wargear got even weirder and even better. He comes with a power sword that on a 6+ to wound does a mortal wound ''instead'' (weird), an assault d3 plasma gun with 1 less ap that can't supercharge (weirder) and the Actinic Halo which gives him a 2++ save that is better than his power armour save UNTIL you take an unsaved wound at which points it stops working and only gives a near useless 6++ (legendarily weird). 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. {{W40kKeyword|[[Novamarines]]}}<br> *'''Captain Mordaci Blaylock:''' 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 ypur go-to here. Just as well, Braylock is brutal in close range where he can support similarly built units. </div></div> '''Elite:''' *'''Chapter Ancient:''' Split off from the Honour Guard, he's the same as a Company Ancient, but exclusive to Ultramarines and comes with a 2+ save and a power sword instead of the pistol (which he can't exchange). He also has a 9" banner range instead of 6", just in case you wanted him to reach out and touch farther units to let them fight or shoot one last time. *'''Chapter Champion:''' Despite the name, the Codex Chapter Champion isn't unique, so one Ultramarines Chapter can have multiple of him. He has the same mandatory Heroic Intervention and re-roll against CHARACTERs as a Company Champion but has +1A and Sv, and different wargear. His Codex entry carries a Power Sword and Champion's Blade (as well as a bolt pistol and grenades), meaning he costs 64 points, so you're paying 10 points over a Company Champion to go from 3+/5++ to 2+ and from A3 S4 AP-3 D2 to A4 S4 AP-3 D1 + A1 S4 AP-2 D1; as you may have just noticed, this means, even before the points difference, your output is going down against anything with 2 or more wounds. Accordingly, you're better off with a Company Champion, even though the Chapter Champion can use the Index to swap his Champion's Blade for a Bolter (which is drastically better on him) or his power sword for something else, simply because the master-crafted power sword on the Company Champion is so efficient and because 2+ isn't that much better than 3+/5++. The closest you're going to get for competition is the Thunder Hammer/Bolter combo, which is 81 points for A4 WS3+ (rerolling 1s to hit characters) S8 AP-3 D3, which will murder most things more efficiently than the Company Champion will, but only once delivered, and you can't give him a Jump Pack - that's a serious points investment over solving the same problem with Thunder Hammer Vanguard Vets, who can just get to the problem with their Jump Packs. **Both Champions have buffs that overlap Chaplains/Captains/Chapter Masters, so plan accordingly - if you're bringing the buffs in from elsewhere, neither is remotely as compelling as TH/SS Company or Vanguard Veterans. ***This has all changed now. The Chapter Champion gets a Mastercrafted Power Sword and some quite substantial buffs now. Firstly, he has 5 attacks on his profile, which is more than even a Captain. Secondly, all attacks in close combat are at -1 to hit him. Combined with a 2+ save he's looking very survivable. Against characters, he also gets a whole host of special rules that will range from okay to downright scary! A 6" Heroic Intervention is okay to reach a character but re-roll hits and wounds against a character is amazing. Give this guy the Burning Blade and The Imperium's Sword Warlord Trait and enjoy wounding T4 on 2s with AP-5 and D2. You can even shark vehicles with him since he has 7 attacks on the charge at S8. I'd even use him to finish a Knight character and laugh about it! *'''Honour Guard:''' They seem underwhelming at first since there're only two models per unit and they have only one more wound compared to the Company Veterans. However, they only cost a minimum of 50 points plus gear (see below) for the entire unit. They possess a 2+ save, which, paired with their W2, is the primary reason to take them - they're worse in melee than Company Vets - and because of their unit size, have no worries about morale tests. Like the Company Veterans, they can intercept wounds for CHARACTERs, so they're good to have around in melee. Remember that you can stick several units into a single transport, so there is nothing stopping you from sticking 8 2-man units of Honour Guard into a single Land Raider Crusader. **Codex Honour Guard has a mandatory Power Axe, but Index Honour Guard can take a Sword, Maul, or Relic Blade, so per the FAQ, the Index "wins", letting you take 50 points Sword Guard for bubble wrap/ablative wounds. For any weapon from Power Sword, Maul, or Axe, an Honour Guard costs the same as a Company Vet with a Storm Shield, meaning the choice is W2/2+ or W1/3+/3++; the former is cheaper per wound, which means your bodyguard lasts longer, but the latter is more durable against the majority of potential incoming fire, due to the abundance of higher damage and armour penetrating guns out there. Note also that both units are functionally immune to morale, but the Company Vets hit harder in melee - the Honour Guard unit is 4 attacks, while the Company Vets are 5. Relic Blades are garbage, doubling the cost of the Honour Guard carrying them; Company Vets with Thunder Hammers will outperform them any day. *'''Tyrannic War Veterans:''' Sternguard Vets, minus the weapons options and with the ability to re-roll all failed rolls to hit or wound {{W40Kkeyword|TYRANID}} units. Situational, but since the bugs have gotten significant buffs it might be useful. The unit consists of 4 models, so can be cheaper in total than Sternguard, and make odd arrangements in transportation more viable. **As a strange side note, remember that these models have STERNGUARD VETERAN SQUAD as a keyword. This means they not only can benefit from Masterful Marksmanship but also bonuses from being in the Victrix Guard Specialist detachment. Further, with their Special Issue Bolters, you can see them as a way to extend a Sternguard allowance from just 3 squads to 6. Why you would do that is beyond comprehension. *'''Victrix Honour Guard:''' Primaris Honour Guard, with both upsides and downsides. Standard 1 wound and ABOVE standard +2 attacks (normally Primaris get +1), but also kitted out with power swords (losing the superior power axes of the base unit) and storm shields (losing both the bolters and bolt pistols of the base unit), and can perform Heroic Interventions. If they're in the same detachment as Marneus Calgar, they don't take up a slot. The net result, even after paying 5 more points per model, is that you gain a lot of durability and slight mobility, as well as an overall gain to melee output (''doubling'' the unit's total attacks more than compensates for the inferior melee weapon), in exchange for a sharp reduction in ranged output - in fact, if you want your chapter tactic to apply to them, all you can do is have the unit throw a single grenade, as opposed to the base unit, which has a pair of bolters. '''Lord of War''' *'''[[Roboute Guilliman]]:'''The most effective unit in the Astartes Codex, even with his whopping 350 point cost. 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. Has the character keyword so can't be shot at unless he's the closest model or by snipers, 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 a 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 8th, on top of that lucky rolls can lead to him dishing out a lot of extra damage through mortal wounds. All of that is nice, however, where Guilliman truly shines is his buffs to the rest of the army. Any keyword '''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 any {{W40Kkeyword|Ultramarines}} units within 6" re-rolls of any hit roll, and wound rolls of 1 as well. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re roll hits and 1s to wound. 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. ====Tactical Objectives==== ====Tactics==== </div></div> ==={{W40Kkeyword|Imperial (& Crimson) Fists}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Imperial_&_Crimson_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 to marines whose <b>boltguns actually matter</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''. <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. *'''{{W40kKeyword|Imperial Fists & Successor}} Chapter Tactics - Siege Masters:''' Enemy units do not receive "the benefit of 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. 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 Scanner's. **Cover isn't the nigh-invuln it was back in 7E, but it's almost like an extra point of AP now that it affects everyone. Not only cover-relying campers like Rangers and Scouts, but also those armies that get "the benefit of cover in the open", where similar things like Deathwatch Dragonfire rounds are specified as NOT working against. This lets Imperial Fists entrench themselves while their opponents cannot, either levelling the playing field when storming enemies in cover, or stacking it in your favour when you have a cover of your own. Especially when it makes Primaris bolter variants more relevant. *'''{{W40kKeyword|Crimson Fists}} Chapter Tactic - No Matter the Odds:''' Add 1 to hit rolls for a unit targeting another unit (in either the shooting or fight phase) that has at 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). When using a {{W40Kkeyword|Vehicle}} to attack, that model itself counts as 5 models, so you only get it on units of 10 or more, not 6. Vehicles and Dreadnoughts you attack still count as 1 - in fact, this tactic ''can't'' come up against any target unit with fewer than 6 models in it. 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 Scanner's. **As if you needed an incentive to run Multiple Small Units. Keep in mind "cosmetic" models count as squad members, e.g.: an Armorium Cherub would prevent an otherwise 5-man Devastator unit to gain the bonus against a unit of 10 Guardsmen. Still, it gives Crimson Fists great anti horde capability. It works on your damaged units too as well as low count units ([[That_Guy|Company Vet pairs!]]), and your characters won't suffer penalties to their power fists when fighting the enemy masses. **This Chapter Tactic also means <u>safe supercharged plasma</u>, which can matter against massed T4 enemies like Ork Boyz or Necron Warriors. Always load up your characters with combi plasma. As long as they're shooting units of more than 5 models they'll have safe overcharged plasma for killing primaris or TEQ models. If you're shooting at hordes, the +1 will let you fire both sides of the combi weapon without penalty. **Aggressors and Centurions are perfect for the CF: they are a three-man squad and can generate a fuck ton of bolt shot. *'''Combat Doctrine - Legacy of Dorn:''' Heavy Weapons 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}}]].'' **In 8E volume of dice matters more. The doctrine makes Lascannons and Krak missiles more reliable, but 6 Assault Cannon shots at ''double damage'' (12 damage at S6 AP-1) are simply more reliable than two lascannon shots at +1D (9 damage at S9 AP-3). The specialist doctrine is active only the first turn and you have to make it count; on top of your actual dedicated anti-tank you could aim your non-specialized heavy guns at tanks too, even the humble Heavy Bolter becomes a considerable threat to lighter vehicles: Auto, Grav, and Plasma Cannons become true all-rounders, able to deal effectively with heavy infantry and vehicles. Combined with the Tank Hunters Stratagem, a true siege master can use even light artillery like Whirlwinds and Thunderfire cannons in a counter-battery role, as well as turn Intercessors' Stalker Bolt Rifles and Eliminator's Bolt Sniper rifles into AP-3 D3 shots (that wound on 4+). =====Warlord Traits===== ======{{W40kKeyword|Imperial Fists & 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 <b>The Imperium's Sword</b> (rerolls 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+ (substracting 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 <b>Indomitable</b>, 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 "recieving the benefit of cover" (meaning IW & other IF nullify this trait). ''While situational, enemy Bolt Rifles start as 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. ======{{W40kKeyword|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}} units gain the Defenders of Humanity (Objective Secured) rule 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. ====Relics & Special-Issue Wargear==== Relics are now split into two categories. Relics of the Fists may only be taken by Imperial Fists (unless you use a stratagem). Special-Issue Wargear can be taken by Imperial Fists and their successor chapters. =====Relics of the Fists===== The Fists only get four relics for themselves, as they share two slots with the Crimson Fists: *'''The Spartean''': Vastly improved from SM1, it upgrades a bolt or heavy bolt pistol, making it 18" Pistol 2 '''AP-3''' 2D with the ability to target Characters like snipers do. Can be given to a Primaris character (only Captains can take power fists) to help eliminate characters. *'''Eye of Hypnoth''': Ranged attacks within 6" of the bearer re-roll 1s to wound. So, a limited Lieutenant reroll...but that still frees up 60-70 pts and a HQ slot for a Chaplain or Librarian. Great for a ranged Captain baby-sitting a gunline, especially since [[Derp|Phobos Lieutenants cannot infiltrate]]. *'''The Banner of Staganda''': {{W40Kkeyword|Imperial Fists Ancient}} only. Melee attacks made by models within 6" get +1 to hit. *'''The Bones of Orsak''': {{W40Kkeyword|Imperial Fists Librarian}} only. When manifesting a Geokinesis power, you can re-roll the Psychic test. ''Doubtful: Geokinesis powers are easy, being WC6 at most''. And the Crimson Fists get 2: *'''Duty's Burden''': {{W40Kkeyword|Crimson Fists}} exclusive, replaces a master-crafted stalker bolt rifle or master-crafted auto bolt rifle, 30" Rapid Fire 2 S5 AP-2 D2. *'''Fist of Vengeance''': {{W40Kkeyword|Crimson Fists}} exclusive, replaces a power fist, turns it into a thunder hammer with no penalty to hit (D3). One of the best melee relics, especially with the huge points increase for thunder hammers - hits hard and cheap - but usually worse than a Master-Crafted Thunder Hammer, despite the relative costs. =====Special-Issue Wargear===== To compensate for the Fists below average number of relics, some Special-Issue items are of relic-tier quality. First of all, the standard 4 every chapter gets: *'''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, cannot already be master-crafted, weapon counts as a Relic. *'''Digital Weapons''': Gain an extra attack that deals a mortal wound if it hits. And then the four Fist-specific ones: *'''Auric Aquila''': 4++ invulnerable save, and 5+++ against mortal wounds in the Psychic phase. *'''Fist of Terra''': Replaces a power fist, removing the penalty to hit and granting +1 attack. One of the better melee relics. Despite lacking a Thunder Hammer's guaranteed 3 Damage, the bonuses allow the wielder to effectively fight infantry whilst still being effective against bigger targets. And again, 31 damn points cheaper. *'''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. Best when fired from a Bolt Sniper Rifle or Stalker Bolt Rifle, doubling the damage against vehicles. *'''Warden's Cuirass''': +1 Wound. Tack it onto an Iron Resolve Gravis Captain for 9W with FnP (6+). That's effectively '''10.5 Wounds''' while still enjoying Character protection. ====Stratagems==== '''Attack Stratagems''': Doubles down on their bolter and anti-vehicle themes. *'''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. *'''Bolter Drill (2 CP)''': In the Shooting Phase, one {{W40Kkeyword|Imperial Fists}} 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, Inceptors, Centurions, Infiltrators (6s auto-wound), FW Quad-Heavy Bolter units (Fire Raptor, Land Raider Proteus, Rapier Carrier) and the like, pray for sixes, and unleash the BRRRRRT. *'''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, can hurl a Melta Bomb and aren't missing out on their guns. Still niche. *'''Close-Range Bolter Fire (2 CP)''': Turn a unit's Bolt weapons into Pistols for a Shooting phase. They actually gain the Pistol type, so while Storm and Hurricane Bolters miss out on the double shooting, squads can use their guns alongside their actual pistols, and they get a boost in the Assault Doctrine. **Everyone benefits, but who benefits more? <u>1) Units who would like to fall back</u>, so that's Heavy Bolter Centurions and Devastators (and Rapier Quad Heavy Bolters & Land Raiders Crusader and Proteus, because [[Derp|it isn't restricted to infantry]]). <u>2) Units who want to be in melee but don't want to miss out on their dakka</u>, like Auto Bolt Rifle Inceptors and, above all others, Autobolt Aggressors, who can shoot twice because they didn't move that turn. '''Pistol 12!''' *'''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. *'''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, go break it. *'''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+''. '''Defense Stratagems''': Makes Fists a pain in the glove to remove, especially when near select locations due to their "Once more, into the breach!" siege flair. *'''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. Use a Drop Pod or Impulsor, so your unit can begin turn 2 on the enemy's ground and it becomes PROTECT THE BEACH-HEAD! *'''Pain Is A Lesson (1 CP)''': Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase. *'''Stubborn Defense (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. *'''The Shield Unwavering (2 CP)''': At the end of your turn, give an {{W40Kkeyword|Imperial Fists Infantry}} unit withing 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.'' '''Upgrade''': The usual extra relics & warlord traits. *'''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. **While the Fist of Terra is good and you might want that on a character, they have other relic weapons they can wield, including Thunder Hammers. A Veteran Intercessor with the fist (6A) can join those characters. An Eliminator Sergeant's Bolt Sniper Rifle is a good way to deliver Gatebreaker Bolts. *'''Sentinel of Terra (1 CP)''': Give a non-special character Warlord an additional Warlord Trait. Combine Indomitable and Stubborn Heroism for an incredible wall. {{W40Kkeyword|Crimson Fists}} get two extra Stratagems, in addition to the above: *'''A Hated Foe (1 CP)''': For one phase, a unit gets +1 to wound against {{W40Kkeyword|Orks}}. And here's their fluff-appropriate Stratagem. *'''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. ====Litany & 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 with the debuff from a Repulsor 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 <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 building) they suffer a mortal wound. Hardly impressive, but it might let you blow up a Tidewall, bang up a Webway gate, or smack a few cover campers. #*Will outperform Smite, with the caveat that its targeting is heavily restricted. #'''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+. Better than most area of effect powers, this doesn’t suffer from a penalty to damage characters or random radius. Still, only dealing one mortal wound per unit makes this need to hit multiple units to do much, making it far from a safe take. #'''Fortify – WC4:''' Restore D3 lost wounds to one Imperial Fists Infantry or Biker model within 12″. Trivially low warp charge for some healing? Sign me up. Only downside is that Apothecary resurrection happens in the movement phase, so this can’t heal a model to full and allow the Apothecary to resurrect – but it ''can'' heal up a resurrected model to full. #'''Aspect of Stone – WC5:''' Add 2 to 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. That said, putting your key anti-charge psyker into melee generally isn’t what an Imperial Fists gunline is likely to be doing, so this power has limited viability. #'''Chasm – WC6:''' Select a visible enemy unit that cannot 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 D3; if it’s greater then it’s flat three mortal wounds. 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, and of course that only increases against slower units – things like Terminators or Death Guard spring to mind. #*Starts outperforming Smite against M5 or less. Fuck Orks. '''Litanies of Battle - Fortress of Resolve:''' Fists within 6" hit on 5 and 6 during Overwatch, increasing your hit ratio by +100%. And 5+ overwatch with exploding 6s is equivalent to BS4. Thus a chaplain can boost a unit with '''Recitation of Focus''' when the enemy is far away, this litany when at risk of being charged (and it also affects the bubblewrap unit), and '''Litany of Hate''' when melee is joined. ====Specialist Detachment - Imperial Fists Siegebreaker Cohort==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> It benefits {{W40kKeyword|Captains}}, {{W40kKeyword|Centurions}}, {{W40kKeyword|Dreadnoughts}}, and {{W40kKeyword|Vindicators}}. Note that only {{W40kKeyword|IMPERIAL FISTS}} can take this, and not any of their Successors. Easily worth paying 1CP to get access to it if you need to kill Knights or Forgeworld vehicles, despite not providing access to a relic or even warlord trait ([https://www.warhammer-community.com/wp-content/uploads/2019/11/ded8a1f1.pdf GW FAQed it away rip]). <div class="mw-collapsible-content"> '''Stratagems''' *'''Seismic Devastation (1CP):''' Pick one {{W40kKeyword|SIEGEBREAKER COHORT}} unit at the start of any Shooting or Fight phase. When it makes an unmodified wound roll of 6 against a {{W40kKeyword|VEHICLE}}, you deal an additional mortal wound to the enemy model. **Enables your anti-infantry Centurions to also <s>kill a Leman Russ</s> <u><b>KILL KNIGHTS AND LEVIATHANS</b></u>. Assault Centurions with flamers deal a bit more wounds, but they have to be within 8" of the enemy instead of 24", so, pass. Bolter Discipline, baby! Redemptor Dreads with Onslaught cannons aren't as killy as Centurions, but they're noticeably cheaper. ***Three HB Centurions (210 pts) inflict an average of '''14.7 unsaved wounds''' to a 14W 303 pts Leviathan (2+/4++) protected by '''Duty Eternal'''(halves damage - denies your Doctrine). That example uses the most basic of boosts: rerolls of 1s to hit and wound, provided by a nameless captain with Eye of Hypnoth (or a Lt). You could combine it with '''Tank Hunters''' and '''Bolter Drill''' stratagems on Heavy Bolter/Hurricane Bolter Centurions, for +1 to wound, 2D Heavy Bolters, 6s to hit result in 3 hits rather than 1, if you want those three Centurions to kill something like a boosted Knight. *'''Structural Demolition (1CP):''' When your {{W40kKeyword|SIEGEBREAKER COHORT}} units destroy a building, enemy models embarked on it roll 2d6 when exciting instead of d6. **Kinda lame to be honest, considering that very few players actually take Fortifications in their lists. In fact, this kinda gives them more of a reason to ''not'' use them, and some things like Altars of Khorne don't even have a wounds stat. Don't expect to use it very often. </div></div> ====Specialist Detachment - Crimson Fists Liberator Strike Force==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {{W40kKeyword|Primaris Characters}} (Ancient, Apothecary, Captain, Chaplain, Librarian, & Lieutenant), {{W40kKeyword|Intercessor squads, Reiver squads, & Hellblaster squads}} in that detachment gain the {{W40kKeyword|liberator strike force}} keyword. The other side of the coin where it comes to Primaris detachments. It mentions all those squads, but the real stars here are the Hellblasters, as it is a ranged detachment. <div class="mw-collapsible-content"> '''Stratagems''' *'''Heroes of Rynn's World (1CP):''' Use at the start of the shooting phase and pick a {{W40kKeyword|LIBERATOR STRIKE FORCE}} unit. All unmodified hit rolls of 6 count as 2 hits instead of 1. **A few extra shots isn't much, so use it on Hellblasters to make it count. It's +1 to +3 dead guys on a 5-man squad firing two shots, depending on the enemy and buff auras nearby. *'''Paragons of Dorn (1 CP):''' At the end of your opponent's shooting phase pick a {{W40kKeyword|LIBERATOR STRIKE FORCE}} unit that was targeted this phase, they can then fire as if it were their shooting phase. ''Annoying because you have to get shot first.'' **Again your Hellblasters will destroy anything that doesn't kill them. Add an Ancient and an Apothecary so that actual casualties don't go to waste. '''Warlord Trait''' *'''Expert Instructor:''' Re-roll hit rolls of 1 for friendly {{W40kKeyword|LIBERATOR STRIKE FORCE}} units within 9" of your warlord. **Useful for a Lieutenant Field Commander for the double aura. Give the Eye of Hypnoth to the Captain, and now you have two double auras. Alternatively you can pick a Librarian or Chaplain (there's no Primaris Techmarines yet), and give them the double aura to boost a Hellblaster unit with Recitation of Focus / Tectonic Purge & Fortify. '''Artifact''' *'''The Vengeful Arbiter:''' 12" Pistol 2 S5 AP-1 D2, and successful hit rolls cause more shots at the same target (additional shots can't generate further hit rolls). ''Boo, relic pistol.'' **It goes with the ranged theme, functionally giving your character a 12" D2 Heavy Bolter as a pistol. Then again, 12" is but the prelude to melee, and your other relic is basically a Thunder Hammer without unwieldy - one of the best relics in the codex in fact, and one of the few a Primaris Captain can use. </div></div> ====Special Units==== '''HQ''' *'''[[Darnath Lysander|Captain Lysander]]:''' Lysander is a better TH/SS Terminator Captain; the Fist of Dorn being a S10 Thunder Hammer without the -1 to hit penalty, making up for the actual IF relic pistol. If you have [[Death Guard|T5 enemies]], Lysander's the guy you schedule them a play date with. He also gives +1Ld to nearby Fists, ''as if Space Marines cared about Leadership'' (you'd think it'd help Psychic Scourge, but that's a shitty power). 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" BS2+ at the start of the shooting phase (thus overriding a vehicle's damage bracket), which stacks nicely with his Captain's Rites of Battle aura. His Hand of Defiance isn't just an aesthetically bulky Power Fist, it's ''Sx3'' 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 to whittle down a tank from afar. '''Forgeworld''' {{W40kKeyword|Successor Chapters}} '''Characters'''<br> Remember you don't necessarily need to pick Inheritors of the Primarch to be Imperial Fists successors and use this supplement.<br> {{W40kKeyword|Crimson Fists}}<br> *'''[[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 8E. His Oath of Rynn special rule is now a buff to give +1A to all friendly Crimson Fists <u>models</u> within 6", while 'Chapter Master' affects whole ''units'' within that range. And it's great not having to pay CP to get full rerolls. 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 escorts, like TH/SS Termies/Vets or Aggressors. Add a Lieutenant and you'll be rerolling everything. Being a footslogger, however, you'll need to find him a way to the front line, but at the very least he's got an Assault 4 AP-1 Bolter to jog across the board. Especially with those resilient Primaris, their 2 base attacks and their Assault weapons, who may not be riding Repulsors because you don't give in to GW's shilling. **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. {{W40kKeyword|[[Executioners]]}}<br> *'''High Chaplain Thulsa Kane:''' Chaplain with the most awesome name, +2W and A, and rather dodgy with -1 to be hit in melee. Has a 6" aura that grants an additional attack for models that roll an unmodified 6 To Hit, in addition to the Mastr of Sanctity's two active Litanies. Furthermore, instead of the Crozius he uses ''Lifetaker'', a S+2 power sword with D2, which becomes D4 against {{W40kKeyword|characters}}. 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 manlet, 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 to 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). ====Tactical Objectives==== *'''Indomitable Defence''': Choose three objectives, score 1vp if you control one of them, d3 if you control two, and d3+3 if you control all three. *'''Man The Walls''': Score 1vp if at least three of your units are in cover or embarked. *'''Disciplined Firepower''':Choose a number between one and three, if you kill that many enemy units, you score that many vp. *'''Champions Of Dorn''': Score 1vp if an enemy character was killed by one of your characters. *'''Death Before Dishonour''': Score 1vp if this objective has been in your hand for two turns, but it is discarded if you fall back. *'''Breach Their Defences''': Score 1vp for each enemy building (lol), or unit you killed that was in/on terrain, to a maximum of three. ====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 & 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. </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 no-nonsense marines, geared to fight the enemy in honest melee with daring charges and skilled swordplay. There's the enemy, go kill it. Shrug off their psychic tricks, bolter and blade will carry out the day. What deals more damage than just shooting? Shooting AND fighting, and you can chain the two better than other Chapters. So good at it that even charging right out of orbit can be a tactic - skip movement and psychic phases, shooting and fighting is where it's at. ''[[Armageddon#Third_War_for_Armageddon|Are all orks dead?]] [[Great_Rift|Has chaos been defeated?]] Then chain your weapons to your gauntlets and <b>take the fight to them</b> . No [[Tau|pity]], no [[Chaos_Space_Marines|remorse]], no [[Eldar|fear]]!'' <div class="mw-collapsible-content"> ====Special Rules==== *'''The Lost Librarius:''' {{W40Kkeyword|Adeptus Astartes Psykers}} cannot be from the {{W40Kkeyword|Black Templars}} Chapter, if you needed reminding. Doesn't affect non-Templar {{W40Kkeyword|Psykers}} in allied detachments. *'''Chosen Champion:''' You also can't use the Chapter Champion stratagem. But that's because you have the Emperor's Champion, so you don't care. *'''Chapter Tactics - Righteous Zeal:''' Units with this tactic can re-roll failed charge rolls, '''''either one or both dice'''''. They also get a 5+++ FNP vs mortal wounds. **All mortal wounds, not just those from psychic powers; this is basically Armour of Contempt but always active, all the time and not restricte to vehicles. A character about to die can fail to save a regular wound, and pass it onto a Company Vet as a mortal wound to try to save it again. 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 2+/3++/5+++, simple as. **'''Imperial 'Ere We Go!''' Simple yet effective, this and Shock Attack are your incentives for melee. With an individual 56.9% of making the charge, a massed deepstrike is less of a coinflip ― the probability of ''at least one of two units'' making a 9" charge is 0.569+(1-0.569)*0.569 = '''81.4%'''. And you have a ton such units: ''Anything'' {{W40Kkeyword|Jump Pack}}, Reivers, {{W40Kkeyword|Terminators}}; Cataphractii's transport issue is all but solved! Even melee Dreadnoughts will improve, as it makes charges vastly more reliable. But <u>MSU everything</u>: 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. ***Of course, it's not restricted to a melee drop: a Rhino/Razor/Impulsor rush or a Land Raider Crusader boosted with Shock and Awe works too, and the Assault Doctrine doesn't work until turn 3. Just doing the math so you don't need to cogitate it mid-charge. *'''Combat Doctrine - Knights of Sigismund:''' When the Assault Doctrine is active, units that charge/Heroically Intervene against non-Vehicles that roll an unmodified 6 to hit in melee auto-hit and auto-wound. **It's alright. Believe it or not, ((WS-1)*(To Wound)+(1/6)) is actually equal or ''better than the Blood Angels''' +1A when wounding on 4+/5+/6+, since BA gain +1 attack (+25% on 2+1 A Intercessors), while you get +25%/+50%/+125% on any attacks you have. And compared to the WS, you get your bonus while they get nothing against single wound models. ''So, are BT better at melee than BA & WS?'' '''No.''' Especially not compared to the BA <s>snowflake</s> exclusive units. This bonus also suffers from being better against only the most secific of targets: [[Plague Marines|high toughness single wound models]]. Fight hordes and you'll wish you had +1A. Fight anything T8 and you'll see it has more than one wound, so WS do double damage to it. Not to mention why are you punching a vehicle with your S4? **If you're fishing for exploding 6s, remember there's '''Exhortation of Rage''', '''Gene Wrought Might''' and Grimaldus, as well as '''Death to the Traitors''' when fighting CSM. So does Incursor melee, although you also have Crusader squads and Veteran Intercessors as melee Troop choices too - after all, more attacks = more 6s. ====Warlord Traits==== #'''Oathkeeper:''' Warlord can do 6" Heroic Interventions. Eh, it's ok. You certainly don't want your warlord to leave his squad unsupported when they get charged, but you should be the one who charges anyway. Emperor Champion's trait. #'''Epitome of Piety:''' The Warlord can deny one power in the Psychic Phase, and gains a +1 on his roll to do so. Just in case you need a little more protection than what Righteous Zeal provides you with. Chaplain Grimaldus' trait. #'''Paragon of Fury:''' After the warlord makes a charge move, roll 1d6 for each enemy unit within 1” of the warlord; on a 2+ that model takes a mortal wound. Ok, but you can do better. #'''Master of Arms:''' The Warlord Always Fights First. Black Templars don't do fall back feints, and fighting first means the enemy cannot kill you because you killed them first. Though if you can't get stuck in because you're killing everything in the charge then pick something else. #'''Inspirational Fighter:''' When friendly {{W40Kkeyword|Black Templars}} units within 6” of this warlord roll an unmodified 6 to wound for melee weapon attacks, improve the weapon’s AP by 1. #*Biggest issue with this is that the AP boost cannot stack with the Assault Doctrine's, meaning you'll be lucky if you even manage to fight under this effect for at least one round. #'''Front-Line Commander:''' Add 1 to the Advance and Charge distances of friendly Black Templars units within 6”. High Marshal Helbrecht's trait. #*Remember it doesn't stack with '''Canticle of Hate''', which doesn't affect advances and doesn't work if the user was in a transport, but does increase Pile In moves by +3". Which is like the '''Devout Push''' stratagem, but as an aura. 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. ====Relics and Special-Issue Wargear==== *'''Ancient Breviary:''' 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, except that you can use both this ''and'' a tactical re-roll. Can give 97.55% reliability to Litany combos for a Master of Sanctity. *'''Aurillian Shroud:''' Once per battle at the start of the battle round, a model with this relic can activate it. If they do, until the end of the battle round, models in friendly {{W40Kkeyword|Black Templars}} units have a 4++ invulnerable save while within 3” of the relic bearer. *'''Crusader's Helm''': Increase the range of the model's aura abilities by 3", to a maximum of 12". Also, at the start of your Movement phase (so it doesn't work in deepstrike/transports), pick a friendly {{W40Kkeyword|Black Templars}} 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. *'''Skull of the Cacodominus:''' Once per battle, after a psychic power is manifested within 12" of the bearer, roll 1d6; on a 2+, the caster suffers 1d3 mortal wounds after the power is resolved. ''Alas, poor Cacodominus, I knew your psychic death screams well.'' *'''Sword of Judgment''': Replaces a power sword or master-crafted power sword. S+1 AP-3 3D. 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+. **Despite this is using a relic slot (1CP) to do what a regular Thunder Hammer does, this relic sword costs TEN TIMES LESS points, and can be wielded by Primaris characters, who can't use hammers. And Knights of Sigismund makes 6A with this relic deal similar damage to 5A with a relic hammer. *'''Witchseeker Bolts:''' Goes with a bolt weapon and you can shoot these instead of its normal ammo. You only get one attack, but the attack can target a {{W40Kkeyword|PSYKER CHARACTER}} even if it’s not the closest model. 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 Honorus''' warlord does get +1D when shooting relic ammo''. ====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 one. You are sooooo bringing a Master of Sanctity for them- good thing you can just take Grimaldus instead of using the CP for the Master of Sanctity Stratagem. #'''Litany of Divine Protection''': Target friendly {{W40Kkeyword|black templars}} unit within 6" gets a 5+++ FNP without being restricted to mortal wounds. ''Good, but suffers from not being a bubble''. #'''Psalm of Remorseless Persecution''': Re-roll melee wound rolls of 1 for {{W40Kkeyword|black templars}} units within 6". ''Like having a lieutenant around, but worse''. #*Then again, the Lieutenant may be somewhere else. It would take both a Chapter Master and a Lieutenant (or Guilliman) to give the rerolls that a Master of Sanctity gives you in melee. #*White Scars get full wound re-rolls for units within 6". On top of more and better stratagems, relics and Librarians with their own spells. Just play your BT as WS and you'll be a happier man. #'''Vow of Retribution''': -2 leadership to enemy units within 6". ''Just don't. You're not a leadership bomb based army, and you should usually be trying to keep your chaplain near your own units more than the enemy.'' #*But hear me out! '''Fear Made Manifest''' Master of Sanctity + Phobos Lieutenant with the {{W40kKeyword|Reiver}} keyword. That's -4Ld on top of rerolling all melee and wounds of 1. #'''Fires of Devotion''': Target a friendly {{W40Kkeyword|black templars}} unit within 6". It gains +1A if it charges or makes a Heroic Intervention until the end of the turn. ''So, if you go first, it's not active during your enemy's half of the battle round unlike other litanies''. #*Black Templars are already great at making charges, and of course this stacks with Shock Assault. The only downside is that it's not a bubble, so you want to put it on a melee deathstar of some sort. It's much better than (and will stack with) Exhortation of Rage in practice, not that Exhortation of Rage was a great Litany to begin with. Since this one only works offensively, you want it on a faster Chaplain - the Litany does nothing when you are charged. #'''Fervent Acclamation''': +3" to aura abilities of {{W40Kkeyword|black templars}} units within 6" (which applies to the chaplain, so really 9"). #*BELLOWING VOICE! Crusader Helm Captain, Vox Espiritum Lieutenant, TWELVE-INCHER Auras. Oh and it helps Helbrecht's, Grimaldus', and Cenobyte Servitor's auras too. As well as Standard bearers and the Aurillian Shroud. Positioning made simple, it allows Black Templars to footslogg like they used to. #'''Oath of Glory''': Target one friendly {{W40Kkeyword|black templars}} unit within 6" to always fights first. #*Terrible utility. Good for ongoing combats (which you should not count on your opponent giving you); combine it with '''Canticle of Hate''' or '''Devout Push''' to charge and get stuck in. More importantly, you can try to keep them in place with '''Tenacious Assault'''. That way, you deny your enemy their shooting phase, and you still get to fight first on their turn. ====Stratagems==== *'''Abhor the Witch (1 CP)''': Roll 1d6 when an enemy psyker manifests a power within 24". roll a d6. On a 4+, the psychic power is resisted. ''Doesn't even have to target you, you could deny an enemy boost.'' *'''Crusader Relics (1 CP)''': Differently from other Sergeant (or "Sword Brother") Relics stratagems, you can hand out only three: Witchseeker bolts (better fired by a Primaris character's Master-crafted gun), Sword of Judgement (better wielded by someone with more WS and Attacks), and the Skull of the Cacodominus, which merely needs to be held. Your choice. *'''Devout Push (1 CP)''': Use at the start of the fight phase. +3" to the Pile in move. You'll need a big unit, since there's only so much ground a 5-man unit can cover. ''Doesn't stack with Canticle of Hate per se, but use it on a unit outside litany range and pile onto everything''. *'''Oaths of Honour (1 CP)''': Use during the fight phase. select one Black Templar Scout Unit that charged or was charged. They can reroll the wound roll of their melee weapons. *'''Shock and Awe (1 CP)''': When an Infantry unit disembarks from a Land Raider Crusader, they become immune to Overwatch and force attacks against them to be made at -1 to hit. Take big Crusader units geared for melee to exploit the Crusader's improved transport capacity, since this only affects one unit at a time. **Alongside Devout Push they are basically the only reason to use Crusader squads, since you cannot pile in onto anything you didn't declare a charge against, and Shock & Awe cancels any overwatch. Ferry a 15-man Crusader unit into range, declare a charge against the target and everyone around it, and not even Tau can prevent you from tying up anything nearby. *'''Tenacious Assault (2 CP)''': roll a d6 when an enemy infantry unit without the FLYER BATTLEFIELD ROLE tries to fall back from your black templars. On a 2+, they can't fall back. ''What the Emperor ties up in melee, let no man separate!''. *'''The Emperor's Will (1 CP)''': Use when a Black Templar Infantry Unit advances. They can still shoot pistols and charge. *'''Vicious Riposte (1 CP)''': Use during the fight phase. Select one Black Templar infantry unit. Until the end of the phase, when they roll an unmodified save roll of 6, their attacker suffers a mortal wound. ''More useful against big units, as more saves mean more chances to roll a 6, but then again, more chances to fail a save too.'' ====Specialist Detachment - Sword Brethren==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {{W40kKeyword|High Marshall Helbrecht,}} the {{W40kKeyword|Emperor's Champion, Company Champion}}, {{W40kKeyword|Captains}} (all flavours) and {{W40kKeyword|Company Veterans}} in this detachment gain the {{W40kKeyword|SWORD BRETHREN}} keyword, so you can do a mighty crusade! [[Derp|Neither Grimaldus, Crusader squads, Terminator squads nor Vanguard Vets are affected, btw]]. <div class="mw-collapsible-content"> *This is the ONLY specialist detachment that affects a Chapter Master, a named one at that, as well as the Emperor's Champion unique character. Named characters still can't take this detachment's warlord trait, though. *You ''can'' use it on Company Veterans on Bikes, since they too have the {{W40kKeyword|Company veterans}} keyword, same as the Captain on Bike...buuut they are overcosted. Even more so than before, as in CA2018 they retained their old price while everything else got a discount. '''Stratagems''' *'''Uphold the Honour of the Emperor (1CP):''' At the start of the Fight phase, pick a {{W40kKeyword|SWORD BRETHREN}} unit. Roll a D6 each time one of the models in that unit loses a wound, on a 5+ that model does not lose that wound. *'''Suffer Not the Unclean to Live (2CP):''' At the start of the Fight phase, pick a {{W40kKeyword|SWORD BRETHREN}} unit. All models in the unit get an extra attack and may reroll failed wound rolls. '''Warlord Trait''' *'''Master Swordsman:''' +1A. Each time your warlord rolls an unmodified 6 to hit in the fight phase, the attack inflicts 2 hits instead of 1. ''Come my foes, get closer. I shall teach you to fear the Emperor!'' **Regular Captain WS2+ 4A+1 wielding a Thunder Hammer hitting a T4 4++ enemy becomes 5*(4/6+4/36)*(5/6)*(1/2)*(3)+5*(1/6+1/36)*(5/6)*(1/2)*(3) = 6.07 unsaved wounds. You can add the Teeth of Terra to get more attacks, and swap the hammer for a Relic Blade to combine it with Grimaldus and unleash a hurricane of attacks. '''Artifact''' *'''The Holy Orb:''' The Holy Hand Grenade of Antioch finally returns. Once per battle, in your Shooting phase you can choose for the bearer to throw the Holy Orb instead of making a normal shooting attack. If you do so, pick a visible enemy unit within 6" of the bearer and roll a D6 for every 10 models in that unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds. Eh. </div></div> ====Special Units==== '''HQ''' *'''[[Helbrecht|High Marshal Helbrecht]]:''' The big boss of the Black Templars. All Black Templar units around him reroll all hit rolls and gain +1 strength — and Str 5 is a sweet spot in this edition. So when this guy rolls up in a Land Raider Crusader and then charges you with his strength 5 rerolling to hit homeboys...you're dead. End of discussion. He himself is no slouch in combat, roasting things with a combi melta, and gains d3 attacks on the charge using what is effectively a Relic Blade. **It almost goes without saying, but this makes Power Swords and Lightning Claws the superior weapon vs MEQ, and Power Axes wound on 2+ vs GEQ. He also makes Power Fists S10, but only Plague Marines or Land Raiders would notice, so leave those TH/SS at home, and use the increased space for Ancients and Apothecaries instead. *'''Emperor's Champion:''' This guy will brutally murder any enemy character, SM2.0 and PA:F&F making him live up to Sigismund's legacy. This guy is basically a better Chapter Champion, triply so in the way that he costs no CP, is better equipped and is an actual HQ instead of being in the overpopulated Elites slot. He can hand out punishment as well as take it: With 5A base, +1A on the charge, +1A +1S vs {{W40kKeyword|Characters}} wielding what is basically a Relic Blade (S+2 AP-3 D1d3), and re-rolling hits and wounds against {{W40kKeyword|characters}} he hits above his points cost, especially when a thunder hammers cost 40 pts to his Black Sword's 0 pts. Like the Chapter Champion he is, he inflicts a -1 to be hit penalty in melee, but with a 2+/4++ base where a the regular version would need to spend 1CP for the relic armour. ''*Against {{W40kKeyword|monsters}} he just rerolls the wound roll''. **Being entirely dedicated to be 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. Helbrecht is a great choice since he turns him Str8 against characters, his Chapter Master aura would override a Captain's, and also helps him get to melee. These two characters would make any transport a high value target, so either put him in a one that is hard to kill (Land Raider (Crusader) / Stormraven), one that cannot be intercepted (Drop Pod), or just put him in a separate Rhino. *'''[[Grimaldus|Chaplain Grimaldus]]:''' THE guy for Black Templar's Black Tide lists, now a Master of Sanctity with two litanies ([[Fail|but only Ld9]]). '''Unmatched Zeal''' is basically the Exhortation of Rage litany (unmodified 6s generate an additional attack with that weapon (which can miss)) but in aura mode, so it [[Awesome|always affects everyone within 6"]] instead of only a single unit a turn after disembarking. Furthermore he can deny one power, meaning he gets two Deny the Witch at +1 when he's the warlord. Suffer not the witch! **He's got a plasma pistol you should never supercharge, but now he wields the Artificer Crozius (S+2 AP-2 D2). So, if you bring Helbrecht and use '''Mantra of Strength''', you could have 4 S8 D3 WS2+ attacks, which is basically a Thunder Hammer without unwieldy. Since that'd prevent him from using Litanies of the Devout, you could have his second litany be either '''Canticle of Hate''' to consolidate into everyone, or '''Exhortation of Rage''' (stacks with Unmatched Zeal, but for a single unit). '''Fervent Acclamation''' helps with the lot of auras you can bring, but since the other litanies are okish you can have some other Chaplain sing it, if you want to. '''Troops''' *'''Crusader Squad:''' RIP vestigial limb. Initiates (marines) cost 13 pts instead of the normal 12 for, idk, the privilege of being able to swap their boltguns (and lose Bolt Discipline) for chainswords, and one of them can take a power weapon/fist. Neophytes (scouts) can replace their bolter for either a shotgun or knife. When there's at least as many Initiates (marines) as Neophytes (scouts), the later can re-roll 1s to hit in melee. Now they need to number 10 members to get both a Special and Heavy (or power) weapon. **Crusader squads only make sense (barely) when taken at 11-20 size and boosted with stratagems or litanies that target a single unit. But that squad size makes them vulnerable to morale as well. 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 make them immune to morale, so 20-man Crusader squads love them, as they can't fit inside most transports. **On the opposite side they can actually be extremely useful in low point games even taken as five man squads! Give the captain and a Initiate power fists, pop two squads inside a drop pod and watch them tear apart the usual single tank most players bring to a 500 point army. The chainswords are even useful for either causing some chaos from the rear after their job is done or slicing through the cannon fodder your opponent uses to separate your squads from their targets (gretchin anyone?). Basically they're useless when taken on foot unless in huge numbers, but if you focus on mobility and need that sweet Battalion CP they can cause a surprising amount of pain with all your melee bonuses. '''Elite''' *'''Cenobyte Servitors:''' Provide FnP 4+ for Mortal Wounds to Black Templar units within 6". They're cheap and don't take an Elites slot if you also took Grimaldus, but they're frail and not a character, meaning they can be easily removed. Furthermore, Black Templars already have a natural FnP 5+ vs MW so, if you use them, avoid giving up First Blood and hide them behind a Rhino. **Or just have them as decorative non-models, like Azrael's Helmet bearer. ====Tactics==== ''"I have slain many enemies, and won many battles and I tell you there is no great secret to success in war, no subtle trick of strategy that has saved my foes -- I seek out the enemy, attack as soon as I am able and with all the force at my command, rend his soldiers and smash his fortresses, leave only corpses behind me and then move on -- thus my Primarch has taught me, and I find his wisdom has proved worthy on a hundred battlefields"'' -- t. Kharn the <s>Betrayer</s> Bloody *'''MSU Spam:''' Black Templars aren't the best melee chapter (especially not when BA and WS exist), but they can reliably get lots of models stuck in, even right out of a deepstrike, which often needs special tricks to accomplish. Multiple small units mean more rolls and more sarges, but be sure to support them, with ranged weapons killing keepaway units and dealing with targets your melee could struggle with, like vehicles. Suppressors can be useful, their mobile firepower shutting down overwatch from far away. </div></div> ==={{W40Kkeyword|White Scars}}=== <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.<br> 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, their {{W40Kkeyword|Bikers}} don't suffer the penalty for moving and firing Heavy weapons (Attack Bikes) or advancing and firing assault weapons (Scout Bikes, and up to 3 special guns in a unit of SM bikes). Land Speeders and Boltguns still eat dirt. **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. This is for turboboosting bikers of '''27.5"''' threat range and Attack Bikes which don't need to stay put in order to have a good chance of hitting something. **Charging after falling back is especially useful to units that proc Mortal Wounds on a charge, like Inceptors and 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 <u>allows ranged support to help a unit from afar before it charges back</u> into the fray. Even better when you have a Rhino to absorb overwatch. **By letting them re-engage after falling back, Assault Marines and Vanguard Vets no longer sacrifice their melee phase in order to throw a Melta Bomb, and 8E has no restriction on charging disembarked models or units different to those the unit fired at. Makes {{W40Kkeyword|White Scars}} field some of the best {{W40Kkeyword|Jump Pack Infantry}} among SM. *'''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. ====Warlord Traits==== #'''Deadly Hunter:''' Each time he successfully charges, roll a D6. On a 4+, the 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''. #'''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!'' #'''Master Rider:''' Biker warlord only. Reroll charges, -1 to be hit if he advanced. #'''Hunter's Instincts:''' +1 to wound and hit vs vehicles and monsters. #'''Master of Snares:''' On a 4+ enemies stuck in can't fall back unless they contain a model with a minimum move characteristic. ====Relics & Special-Issue Wargear==== =====Relics of Chogoris===== *'''Banner of the Eagle:''' Ancient only. +1S to friendly WS units within 6". *'''Glaive of Vengeance:''' Kahn spear that is always Sx2 AP-3 D1d3, even if it didn't charge. *'''Hunter's Eye:''' One {{W40Kkeyword|white scars}} unit within 6" of the bearer gains Ignore Cover. *'''Mantle of the Stormseer''': Psykers only. The bearer adds +1 when attempting to manifest the Stormspeaker discipline. *'''Plume of the Plainsrunner:''' 6" aura of +1 to Infantry advance ''and'' charge rolls. *'''Scimitar of the Great Kahn:''' Replaces a power sword/master-crafted power sword/relic blade. +1S AP-3 D2. Unmodified wound rolls of 6s do ''D4'' ('''D5''' during the Assault doctrine wtf!). *'''Wrath of the Heavens:''' Biker model gets a ''Jump Bike''. Movement characteristic becomes 16" and basically can advance as if it had FLY. =====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:''' Models in units within 6" (so, units) 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. Yet another source of MW for a Deadly Hunter warlord. *'''Equis-Pattern Bolt Pistol:''' Upgrades a bolt or, interestingly, a Heavy Bolt pistol to full brrrt Pistol '''''5''''' S4 AP-1. 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). ''D5 Thunder Hammer!!'' *'''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. ====Stratagems==== White Scar Stratagems can be divided into four categories; movement, offense, durability/utility, and universal. *'''Movement:''' As befits their reputation for lightning warfare, the White Scars have an impressive number of movement related stratagems. These revolve around getting your units where you want them to be, whether that means in melee combat, onto an objective, or out of a transport. **'''Wind-swift (2 CP):''' Select one unit that has just moved, and move it again. Can't advance if it had already advanced, 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''. **'''Lightning debarkation (1 CP):''' A 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''. **'''Fierce rivalries (1 CP):''' Your first charge that phase rolls the best 2 of 3d6. ''Game on, Blood Angels''. **'''Strike for the heart (2 CP):''' One of your WS 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, you can also drag nearby squads into the melee''. **'''Encirclement (1CP):''' During deployment, set up a unit 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. *'''Offense:''' These stratagems allow you to hit harder or ignore penalties to your shooting from advancing or falling back **'''Butchered quarry (1 CP):''' When an enemy falls back from a WS Infantry or 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. **'''Hunter's Fusillade (1 CP):''' When a 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). **'''Born in the saddle (1 CP):''' A biker can advance and shoot. **'''Feinting withdrawal (1CP):''' A unit that falls back can still shoot. **'''Chogorian thunderbolts (1 CP):''' 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. **'''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, Pistols and melee weapons gain yet -1AP on unmodified wound rolls of 6. *'''Survival/utility:''' While the White Scars are extremely fast and deadly, they have a limited number of stratagems that focus on defense or utility options. **'''Ride Hard, Ride Fast (1 CP):''' Use it on a 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''. **'''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. **'''A mighty trophy (1 CP):''' Use it when a WS kills the enemy warlord with a melee weapon. Your White Scars now autopass morale tests. *'''Universal:''' All Chapters Supplements include some variation of the following three stratagems. **'''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 change 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 isn'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. ====Litany & Psychic Discipline - Stormspeaker==== Stormspeaker 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):''' Targets an enemy unit with 18". 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):''' 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). *'''Ride the wind (WC6):''' +2" to advance and charge. 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. *'''Storm-wreathed (WC6):''' Select an friendly unit within 12", enemy units cannot fire overwatch on 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 your are facing auto hitting weapons like flamers. *'''Spirit of chogoris (WC6)''' 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. *'''Eye of the Storm (WC6):''' Roll a d6 for each enemy unit within 12". Add 1 if the enemy has fly. On a 4+, cause a mortal wound. **A very good one for a close support librarian. Keep him out of unfavourable combat via screens, give him a jump pack for supreme positioning and a combi weapon for some fire support and he'll make his points quickly especially in the MSU meta. '''Litanies of Battle - Strike Off the Head:''' Re-roll failed wound rolls in melee for friendly {{W40kKeyword|White Scars}} units within 6". ====Special Units==== *'''Khan on Bike:''' Cannot be customized, but his Khan's Spear (S:User AP-3 D1d3) becomes StrX2 when he charges or makes a heroic intervention (but not when charged unlike Shock Assault), akin to a non-unwieldy Power Fist on the charge. Cannot take a Storm Shield, but his Buckler improves his armour save by 1 against melee weapons. *'''[[Kor'sarro Khan]]:''' Grants +1 Str to his chapter's units that charged that turn. On-foot units with mid-strength weapons like Vanguard Veterans with Power Axes and Lightning Claws assault terminators get the most benefit. His buff to Str is by Unit, so large units of Assault Marines can carry his buff wide. Their resultant Str 5 is productive. 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. **'''Kor'sarro Khan on Moondrakkan (White Scars):''' On bikes 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 Index. Yes it is fucking stupid that you need the Index to field the only Bike-Chapter character on an actual bike. **'''Primaris Kor'sarro Khan''': Sure he's got improved stats, a cyber-hawk that deals a mortal wound on a 4+ in the shooting phase and Moonfang's now S+2, but the real deal is that his new "+1 to wound rolls for melee weapons" aura is better than Biker Kor'Sarro's old +1 to Str on the charge. Wounding MEQ on a 2+, that's like a non-unwieldy power fist too. ***Whats the catch? Figure a way to get him to melee. No bike, can't use a drop pod. A Repulsor is expensive and prone to being a fire magnet. Impulsors might work but they can't carry Aggressors, and their meanest occupants are Vet Intercessors and Reivers. Vanguard Vets, Deep striking terminators, and Bikers can catch up to him, but not vice versa, so you either commit with a Repulsor or you give him glorified tactical as a retinue. ***Alternate opinion: Vet intercessors have 4 attacks a piece with 5 attacks on a thunder hammer sergeant that can be mastercrafted up to damage 5 in assault doct that can swing twice. The real downside is that he only provides a re-roll 1's bubble that can't be upgraded to a chapter master re-roll all bubble because he is named. ***Alternate alternative: You can use the encirclement strat to put him in the reserves and deepstrike him along the edges of the map. '''Forgeworld''' {{W40kKeyword|Successor Chapters}} '''Characters'''<br> Remember you don't necessarily need to pick Inheritors of the Primarch to be White Scars successors and use this supplement.<br> {{W40kKeyword|[[Mantis Warriors]]}}<br> *'''Ahazra Redth:''' Librarian; can ignore his first Perils of the game, has a 5++ and a force sword that deals flat D2. '''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 then 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. ====Tactical Objectives==== *'''Rapid Redeployment''': Pick an objective marker more than 18" away from your army (if none are available, use the one furthest away). Gain 1 CP if you control it at the end of your turn. *'''Run Them Down''': Score 1 CP if you destroyed at least one unit with a White Scars unit that advanced this turn. *'''Mounted Assault''': Score. 1 VP of you destroyed an enemy unit with a Biker or Land Speeder model, d3 VP if you destroyed at least 3 this way. *'''Feigned Retreat''': Score 1 VP if one of your units fell back this turn. *'''The Clean Kill''': Pick an enemy unit (if possible, it needs to be one that has not lost any wounds yet). d3 VP if you kill it by the end of the turn, but if it hasn't been killed by then this objective is automatically discarded. *'''Claim Their Heads''': Score 1 VP for each enemy Character killed by a melee attack this turn, up to a maximum of 3. If one of them was the Warlord, you get an extra d3 VP. ====Tactics==== *'''Primaris''' Devastating Charge and Lightning Assault makes Primaris close combat vible. **'''Incursors''' - With the Gene-Wrought might Stratagem, on the charge every 6 to hit is 2 automatic wounds at D2 -1 AP. **'''Inceptors''' - completely disposable source of mortal wounds. Run a unit of 6 with assault bolters. shred infantry, mortal wounds, tarpit, repeat. also, Strike for the heart makes these guys tarpit 6+d6 when consolidating **'''Reivers''' - these guys are only 16 points each, running deep striking horde & a Phobos Librarian with Temporal Corridor or Ride the Wind power. *'''Bikes:''' White Scars signature and have a lot of abilities revolving around it. Bikes are one of the fasted units, being able to Advance 20" + 2d6" to charge. Scouts can fire and advance, while Spacmarines are more durable. *'''Speed of the foot:''' on foot your ground troops can cover 6" + d6" + 2d6". *'''Assault Terminators:''' With the proper support, White Scars have probably the fastest terminators in the game. A terminator librarian with the Plume of the Plain Runner Relic and the Ride the Wind Power will let your assault terminators make a charge on a 6+. Activate the Fierce Rivalries stratagem, and now they need a 6+ on 3d6. If that was not enough, you can use Fury of the First to make them hit harder. Even if your opponent falls back, your terminators can still advance and catch them, making up for one of their traditional weaknesses. *'''Leviathan Dreadnought:''' Take a Leviathan and use Encirclement. Congratulations you now have a 14 wound, 2+/4++ monster on your opponent's board edge. Shoot something and use Fierce Rivalries to all but ensure your charge. You did bring a meele weapon right? </div></div> ==={{W40Kkeyword|Raven Guard}}=== <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 '''behave like the special forces they are''', 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 cover if they're being shot beyond 12". If they're not vehicles and happen to be entirely on or within a terrain feature (not just receiving cover), enemies must also subtract 1 from their hit rolls. **Of help to long-range attackers of all types, from Scout Snipers to ranged Dreads. One of the best chapter tactics available, as 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. **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: hard to destroy -1 to hit (Smoke launchers) 2+ Rhinos (Shadow Masters) [[JoJo's_Bizarre_Adventure|without also getting within 12" of them]]. It's also worth noting that Vanguard Primaris means that there are now more units with Camo Cloaks, as opposed to just Scouts, and they'll all enjoy that +2 to saves at 12". 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 snipe a character earlier than you can reach it in melee. Naturally, sniper Scouts and Eliminators in particular will appreciate these bonuses, triggering Mortal Wounds on a wound roll of 5+. **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. ====Warlord Traits==== #'''Shadowmaster''': The enemy can't fire overwatch against your warlord, enabling him to make the charge first, selflessly (and [[Reasonable Marines|safely]]) <u>screening his retinue from overwatch</u>. Works on any kind of warlord... but it's obviously better on those who reroll charge ranges, like Shrike or a {{W40Kkeyword|Jump Pack}} Captain with the '''Raven's Fury'''. Do keep in mind characters with auras that benefit the charge should charge last, or their retinues would no longer benefit from them...''like Shrike's''. #'''Master of Ambush:''' At the start of the first battle round, but before the first turn begins, remove your warlord and 1 non-Centurion infantry unit and place them anywhere on the battlefield more than 9" away from the enemies deployment zone. 6 Aggressors??! Note that it allows a Chaplain to infiltrate together with Scouts, Vanguard Primaris units, and other Vanguard HQs without spending a CP. #'''Swift and Deadly''': Friendly Raven Guard units within 6" of the warlord can be chosen to charge even if they advanced. Jump Packs? No, lets try bikes! #'''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''': 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 other models. When it does, remove it from the battlefield and set up the warlord again at the end of your next movement phase anywhere on the table that is more than 9" away from enemy models. Excellent on a Terminator or Gravis Smash Captain. ====Relics & Special-Issue Wargear==== Relics are now split into two categories. Relics of Ravenspire may only be taken by Raven Guard (unless you use a stratagem). Special-Issue Wargear can be taken by Raven Guard and their successor chapters =====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 melee units won't notice). Watch as your opponent's WS2+ smash unit hits as well as a guardsman. *'''The Ebonclaws''': Replaces Lighting Claws. SU AP-3 D1d3 A+1, re-rolls wounds. *'''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. *'''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. *'''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. =====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. *'''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 model's ranged 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 sarge to always use the best ammo despite being out of LoS. *'''Shadow Master Cloak:''' 3++ invuln save 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. *'''Silentus Pistol:''' Models with a bolt pistol or heavy bolt pistol only, replaces it for a pistol 2 S5 AP-2 D2. It can target a character even without it being the closest and can add 1 to the hit roll. **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. *'''Shard of Isstvan:''' +1 attack, and when a morale test is taken for a chapter unit within 6", the test is automatically passed. ====Stratagems==== Raven Guard Stratagems can be divided into four broad categories; Mobility, Offense, Disruption/Survival, and Universal. *'''Mobility:''' If White Scars are the masters of speed, Raven Guard are the masters of deployment. **'''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. **'''Strike from the Shadows (1 CP)''': Lets you place a {{W40kKeyword|Raven Guard}} Infantry unit in ambush, allowing them to deep strike. **'''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. **'''The Raven's Blade (1 CP)''': Allows you to reroll all charge rolls against one enemy unit. Useful for removing an important enemy unit by charging several of your melee units into it simultaneously. **'''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. *'''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 end 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. *'''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. *'''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. ====Litany & Psychic Discipline - Umbramancy==== As a discipline, Umbramancy focuses on shadows, disruption, and making your solo-operators more deadly. Its two mortal wound powers are somewhat weak, but the rest of the powers are fairly solid, if somewhat limited by targeting restrictions. Two of the powers (Umbral Form and Spectral Blade) only affect your librarians themselves, while a third (Shadowstep) only affects characters, and the last (Enveloping Darkness) can only affect a single enemy unit. Nevertheless, there are several combos that present themselves (The Abyss + Spectral Blade), (Spectral Blade + Umbral Form), (Shadowstep + Enveloping Darkness/The Abyss/Smite), (Spectral Blade + Enveloping Darkness + a unit of Reivers). #'''Umbral Form''': Warp Charge 5. The psyker gains a 4++ Invulnerable save. #'''Enveloping Darkness''': Warp Charge 7. One visible enemy unit within 18" cannot fire Overwatch and subtracts one from their hit rolls. Basically a psychic Shock Grenade, which stacks. #'''Spectral Blade''': 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). #'''Shadowstep''': 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. #'''The Abyss''': 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. #'''The Darkness Within''': 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. '''Litanies of Battle - Swift as the Raven:''' Raven Guard within 6" can fall back and shoot, and also charge that turn if they can Fly. *Inceptors want to tie up units that cannot fight them back, like small troop squads and vehicles, to hide from enemy shooting or force them to fall back. This litany lets them do just that. Let the Chaplain give +1 to hit to their Plasma Exterminators for safe plasma supercharge, and use Swift as the Raven when they reach the enemy. They are the only flying unit that can both shoot and melee, more than Suppressors. If you can get over the autism of mixing a manlet Jump Pack Chaplain with Primaris Inceptors, that is. ====Special Units==== *'''Primaris [[Kayvaan Shrike]]:'''He’s been spoiled as a Vanguard Chapter Master. He’s finally got a gun (even though it’s a pistol), still has the Raven's Talons, the jump pack, and that fuck-ugly emo hairstyle. He now lets you re-roll all hit rolls as per the Chapter Master rules revision. His gun, Blackout, is an 18" AP-2 D2 bolt pistol that can target characters and do mortal wounds on 6+ like the usual sniper rifle. In addition, he now has 6 wounds and a ''14" move''. Combine all that with Winged Deliverance (re-roll charges for units within 6"), and... hoo boy. *'''Shadow Captain Korvydae:''' This guy was dropped from the game in a FAQ; instead, you're told to use the model to represent a generic Captain. **Good model for a Raven's Fury/Thunder Hammer Captain. They make decent character assassins, as the sheer speed at which they can close with a target can catch people off guard. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Forgeworld''' {{W40kKeyword|Successor Chapters}} '''Characters'''<br> Remember you don't necessarily need to pick Inheritors of the Primarch to be Raven Guard successors and use this supplement. <div class="mw-collapsible-content"> {{W40kKeyword|[[Raptors]]}}<br> *'''[[Lias Issodon]]:''' Chapter Master. Lias is the king of Infiltration Fuckery. When he infiltrates (at the end of ''any'' Movement Phase, thus it supplements Strike from the Shadows), he can take up to three {{W40kKeyword|RAPTORS}} {{W40kKeyword|INFANTRY}} units with him (barring {{W40kKeyword|TERMINATORS}}, {{W40kKeyword|PRIMARIS}} and {{W40kKeyword|CENTURIONS}}, but now allowing jump-pack Marines). [[Meme|Surprise, motherfuckers!]] He has a 6" aura that adds +1" to all move, advance, charge, and fall back moves (making his base movement ''8"''), on top of his Chapter Master 6" aura of rerolls to hit. His weapon ''Malice'' is a 30" Assault 3 S5 AP-4 D1d3 murdermachine with ignores cover, which he can fire after retreating from melee with Hit & Run. In addition to all of this, Lias essentially has a 0+ save while sitting in any cover (though of course save rolls of 1 always fail, this is more to troll enemies who try to negate cover saves). This means, when he is in cover, he gets a save against ''every weapon in the game''. Yes, including those AP-6 Titan weapons. Plus he has a master-crafted power sword, just in case he needs to run interference to protect your ambushers from small opportunistic chargers. Storm of Fire is the preferred Warlord Trait, as he'll largely be hanging out with other shooters. **Potential ambushers to think about are Devastators, Sternguard, or Company Veterans (never waste this ability on units that already have the means to deep strike via cheapish Jump Packs!). Remember he can also buff Inceptors and Cataphractii Terminators, as they can deep strike next to him without his rule, and any [[Aggressor|Primaris units]] you infiltrate with Strike from the Shadows *cough*Assault Centurions*cough*. Nothing beats the feeling of deep striking 30 multi-melta Devastators in melta range of an IG tank column or Knight Castellan. **Raptors seem to be gaining in popularity. Using this dude takes caution and practice, but if done right you can route your enemy in spectacular fashion. One of the main questions you should be asking yourself is what will I use to clear screens, and how will I force my opponent's movement to open gaps for the ambush? Build your list around sculpting your opponent's plays, and let the mind games begin. '''Successor Tactics:''' Inheritors of the Primarch works just fine for them, and are perhaps even better built for them than their parent chapter! Inheritors is 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. {{W40kKeyword|[[Space Sharks]]}}<br> *'''[[Tyberos the Red Wake]]:''' Chapter Master. An unholy, terrifying murder machine whose melee damage went through the roof in this edition. Comes with 2 weapons: Hunger and Slake. Hunger is a chainfist that does a flat 3 damage (one better than the normal), and Slake is a lightning claw that does 2 damage while still getting the re-roll to wound. He grants all Carcharodons models within 6" +1S including himself, he also gives all Carcharodons units within 6" re-roll to hits (including shooting). His statline is almost identical to that of a Terminator Captain but Tyberos has 5 attacks instead of 4, 1 more strength due to his buff and 1 less BS. Tyberos excels at fighting small units composed of models with multiple wounds 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 S10 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 3+ respectively (this means they can wound even a Knight or Warhound Titan on a 3+). A squad of 5 will put out 11 AP-3 Dmg 3 Strength 10 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. To start with, give him The Imperium’s Sword for +1A on the charge, which compliments his existing +1A from Shock Assault. Cast Might of Heroes on him for another +1A and +1S, giving him '''eight''' attacks at S12 ap-4 dmg3. Finally, drop the Whirlwind of Rage successor trait and keep a Lieutenant nearby, and watch your sweet little bundle of death chew through an Imperial Knight every turn. **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 substantial 205 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 favourite 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 Hunger for Battle, to get into melee ASAP, or Tactical Withdrawal, to keep Shock Assault up and working for you. Fearsome Aspect is a fluffy, if not as brutal option. </div></div> ====Tactics:==== '''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! '''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|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> Thematically, these guys are the true saviours of mankind, as while everyone else is running around hitting/stabbing each other with various weapons, the Salamanders are the warrior angels who are protecting the civilians, infrastructure, and all the other things that make a society a society. And also setting the enemies of the Emperor on fire.<br> On the tabletop, these Bros acts much like a jack of all trades with Shooting, melee, and resilience, with them being able to both hit and wound a little better than most and being able to ignore -1 AP and other Stratagems means they have a little more staying power. Their preferred weapons are short-ranged, but you'll find that flames and meltaguns will solve almost all problems. <br> ''Vulkan lives!'' (STOMP-STOMP) <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Forged in Battle:''' A '''unit''' with this tactic can re-roll a single to hit roll and a single wound roll each time it shoots or fights (including overwatch). Your units treat AP-1 attacks as if they were AP0, meaning things like heavy bolters will be a minimal threat. **Especially useful to ''all'' vehicles, {{W40Kkeyword|characters}}, MSU, and strong single-shot weapons like Lascannons and Meltas. Assuming you hit and wound on 3+, that one shot goes from 44% to wound to over 70% (saves not calculated). While it reduces your dependence on Captains and Lieutenants (allowing you to focus on the other HQs), it also helps them with those 2s, statistically similar to a Chapter Master (on a 1-shot unit), which the Salamanders lack unless they spend valuable CP on the Stratagem. Especially Vulkan He'Stan, who is like a Chapter Master only to melta and a Captain to everything else - now melta sergeants can re-roll for themselves. ***''Most'' useful on weapons with ''lower'' strength that instead focus on AP and/or Damage to get work done. A good example is Eliminators firing Mortis rounds, where you will really notice a substantial increase in performance, particularly if you don't use Guided Aim. ** AP-1 weaponry is the most efficient AP in the game in terms of availability and potential threat against your infantry. Ignoring it is hugely beneficial to your survival, armoured or otherwise. *'''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? **The best way to use this doctrine, as you might expect, is with Successor Tactics, as the Salamanders tactic is relatively awful with flame weapons, and there's a severe lack of synergy with melta, which usually won't benefit from +1 to wound ''or'' -1 to AP from the Doctrine bonus. In particular, Salamanders successors with +3" range on their guns will enjoy their flamers and meltaguns a lot more than actual Salamanders will. ====Warlord Traits==== #'''Anvil of Strength:''' The Warlord gets +2 to his Strength ''characteristic'' (so it happens BEFORE 2x), enabling Power Fists, Thunder Hammers and Boltstorm Gauntlets to <u>hit at Str12</u>. This also allows Relic blades to strike at S8 like a power fist without the -1 modifier. Vulkan He'stan takes this. #'''Miraculous Constitution:''' The Warlord gets a 6+++ FNP and regains 1 wound at the start of your movement phase. Really good, especially if you have an Apothecary nearby. Vulkan lives! Compared to Iron Resolve, Miraculous Constitution yields more than one wound over time, assuming you are taking on moderate level deathstar units that can't wipe you in one go (Abbadon, Swarmlord, Thunder Hammers, etc..). #'''Never Give Up:''' At the start of the battle round, pick a unit within 6" of the Warlord to gain Defenders of Humanity for that round. #'''Forge Master:''' The Warlord gets +2 Toughness. With T6 (or 7 on Gravis/Bike characters), it'll now take anti-tank weapons to bring down your Warlord. Combos well with The Salamander's Mantle to make a character practically indestructible. #'''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. #'''Patient and Determined:''' Once per shooting or fight phase, one of the Warlord's attacks automatically hit. Can make a thunder hammers more reliable, and more hits are always nice. Because of your likely native re-roll aura and a Salamander re-roll, you are very likely to get the overwhelming majority of your hits in. Since the relic's additional damage is on the wound roll and not hit roll, you are also more likely to proc that as well, due to more wound rolls being made. ====Relics and Special Issue Wargear==== =====Relics===== *'''Drake-Smiter''': Replaces a Thunder Hammer. Doesn't lose the -1 to hit, but does get AP-4 and becomes 6(!) D on a 6 to wound. Forged in Battle can help you fish for that 6. *'''Helm of Drakos''': {{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 with the flamer jumping to 12" range. It's a master-crafted combi-flamer that works out of deep strike to cook up the enemy well. *'''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+. *'''Tome of Velcona''': A {{W40Kkeyword|Librarian}} knows an additional power from the Promethean discipline (even if he took Librarius or Obscuration powers). More importantly, he gets +1 to Psychic tests for Promethean powers. Casting all your powers on a 5+ is nice. *'''Vulkan's Sigil''': The character gets +1A, and once per game during the Fight phase, all {{W40Kkeyword|Salamanders}} units get +1A for that phase (bringing the bearer to +2A). *'''Wrath of Prometheus''': Replaces a boltgun or master-crafted boltgun. No additional shots, but it gets +6" range, +1S, -2AP, and D3. =====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. *'''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 isn't quite as appealing since your Relic is better, but why not put this on a Sarge with the right Stratagem?'' *'''Digital Weapons:''' Make an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Obsidian Aquila:''' Friendly {{W40Kkeyword|Chapter}} models within 6" get a 6+++ FNP. You now have a bubble of marines more durable than Iron Hands. *'''Promethean Plate:''' Wound rolls of 1, 2, or 3 always fail against this model. For when you've already got a model with the Mantle and want a second durable character to hang around. Can really neuter a lot of the deadlier melee attacks in the game. *'''Dragonrage Bolts:''' When firing a bolt weapon this model has, only make one attack, but if it hits you get 1d6 wound rolls, ignore cover, and -1AP. Turns a bolter 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. *'''Drakeblade:''' Replaces a power sword, master-crafted power sword, or combat knife. It's -4 AP, D2, and deals 1 mortal wound on an unmodified 6 to wound. Something for the Phobos characters to replace their crappy combat knife with. ====Stratagems==== *'''Born Protectors (2 CP)''': When a {{W40Kkeyword|Salamanders}} unit is charged, pick another {{W40Kkeyword|Salamanders}} unit within 12". That can fire overwatch in addition to the charged 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. *'''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. *'''Exemplar of the Promethean Creed (1 CP)''': Your Warlord gets a second Warlord trait. Doesn't work on named characters or someone you gave a trait to with Hero of the Chapter. Lots of fun and interesting combos here. *'''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. *'''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. *'''Master Artisans (1 CP)''': Give a Sergeant a Master-Crafted weapon, Digital Weapons, the Drakeblade, or Dragonrage Bolts *'''Relentless Determination (1 CP)''': At the end of the Movement phase, pick one unit that did not advance. 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. Let Aggressors and Repulsor Executioners still shoot twice after moving or have a vehicle re-position and still fire its shots at full BS. *'''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 manage 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. *'''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 6's to wound. Only once per battle. Works best when you have a lot of shots spread around the army. *'''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. *'''Stand Your Ground (1 CP)''': When a {{W40Kkeyword|Salamanders}} {{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 saves against D1 weapons for the rest of the phase. Doesn't help with invuln saves (or Servitors, but why are you bringing those?). *'''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. Probably worse than Crucible most of the time, but you can use them together to potentially get +2 to wound and exploding 6's. Imagine this on Bray'arth when it goes off. Absolutely crazy on Thunder Hammers. One lucky '6' and the warlord is gone! Just three lucky '6s' and so too is that Landraider! *'''The Crucible of Battle (1 CP)''': In the shooting or fight phase, one unit gets +1 to wound for that phase. Veterans of the Long War for the pyro-marines. Works well with the Promethean Cult, and if you want to sink more CP into it, you can toss in Flamecraft for max shot flamers wounding everything on a 4+ or better. *'''The Fires of Battle (1 CP)''': In the shooting phase or when firing overwatch, when a model is firing a flame weapon or melta, any unmodified 4+ to wound does a mortal wound in addition to normal damage (to a max of three Mortal Wounds). Only works for 1 weapon shot by 1 model, so no Aggressor MW spam for you. *'''Trust of Prometheus (1 CP)''': Give a successor a {{W40Kkeyword|Salamanders}} relic *'''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. ====Litany & Psychic Discipline- Promethean==== #'''Flaming Blast''': WC6. Pick a spot within 24" that the psyker can see. Each unit within 3" of that spot takes a mortal wound on a 4+. Could be useful for pinging the last wound off of a character if your Eliminators don't finish it off, or singeing several units that are all clumped up, but Smite is probably better most of the time. #'''Fire Shield''': WC6. A unit within 18" imposes -1 to hit against ranged attacks and -1 to charge distances. #'''Burning Hands''': WC6. 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. If you plan to get your Librarian into close combat against something with a good invlun maybe, but you've already got a force weapon. #'''Drakeskin''': WC6. Pick a unit with 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. #'''Fury of Nocturne''': WC6. Pick a visible enemy unit within 18" and roll 2D6. If you roll higher than their highest toughness, they take D3 mortal wounds. Worse chance of causing damage than Smite, but you can pick the target. Could be useful for sniping low T characters. #'''Draconic Aspect''': WC6. Until your next Psycic phase, all enemy units with 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. '''Litany of Battle - Selfless Saviours:''' Within 6" of the priest, friendly Salamanders units gain Heroic Intervention. ====Special Units==== *'''[[Vulkan He'Stan]]:''' Has a Captain's statline, with a 2+ save and a 3+ invuln. Comes with Heavy Flamer, and Relic Blade, and Storm Shield equivalent gear. He has the Captain Rites of Battle ability to let you re-roll hits of 1 for Salamanders units within 6", and his Forgefather ability lets all Salamanders models within 6" reroll any failed hits and wounds with flame or melta in the name, and with his own Gauntlet of the Forge (note that this affects vehicles and melta-bombs too now, but it doesn't affect the bolter part of combi-weapons). Great for tagging along with Sternguard or Company Vets in a Rhino or Drop Pod. 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. The forgefather rule made him a more support oriented HQ as his melee is mediocre compared to other named characters worth a similar amount of points (namely Shrike or Lysander). He got used to being an immovable object in 7th (2+,3++,5+++(FnP)) but in 8th all you need to do to is fail one 3+ invulnerable save and you take multiple wounds, or get saddled with Mortal Wounds he can't save against. Still, take him if you are a Salamanders player because his rules aren't by any means bad - and his model is awesome. **As long as he's your warlord, he also hits with a solid S8 thanks to his Warlord Trait. **Alternate take: Vulkan He'Stan riding along with either a squad of Assault Centurions in a Land Raider Redeemer or a squad of Aggressors with Flamestorm Gauntlets can be quite effective. Proper positioning will allow re-rolls to hit and to wound on both Land Raider Flamestorm Cannons, the Land Raider's Multi-Melta and on all 6 of the flamers that you've definitely taken on your Assault Centurions, all preceding a devastating charge. The Aggressors will similarly benefit, whether it's from the 4d6 flamer shots they get if they stay still or the 2d6 they unleash as they move into melee range. ** Primaris Eradicators!!!! They are tough infantry, can move and fire with assault weapons, very high shot volume for melta-weaponry, with He'Stan you should kill any T7 vehicle in one go, with only Land Raiders/baneblades surviving out of the T8 models. **He'stan is insanely good backing up Cyclonic Melta Leviathans, or, keeping it lighter, standard-issue multi-melta/heavy flamer dreads, where he will buff the guns all the way, and they can use Salamanders tactics if they need to in melee. *'''Adrax Agatone''': A Primaris Captain with a hand flamer that acts more like a stronger flamer (12" range and AP-1) and a D4 Thunder Hammer. His cloak reduces all incoming damage by 1, and his Unto the Anvil aura adds 1 to all wound rolls for melee weapons when Shock Assault is triggered. Obviously, he works nicely with Flamestorm Aggressors, especially when he's Warlord so they can re-roll how many hits those Aggressors make. *'''Captain Pellas Mir'san (Forgeworld):''' He has the statline of a Captain in Terminator Armour, except with a 6" move instead of 5" and without the transport restrictions of being a terminator, but no Teleport Strike (dude, he's clearly in Artificer armour, not Terminator). He comes with a combi-flamer, Cinder Edge (functionally identical to a force sword), and Steelsilver, which lets you make an additional attack at S4 AP0 D1 against every model within 1". Those attacks are made after his Cinder Edge attacks are resolved and before you consolidate, so it can be a super chainsword or useless depending on what his regular attacks leave behind. He gets the normal Captain Iron Halo for a 4++ and Rites of battle to re-roll 1s to hit within 6". He also gets 2 more attacks when he's within 2" of any enemy Characters. All this for a few points less than a similarly equipped Terminator Captain. He really wants to be in close combat chopping heads to maximize his usefulness. Probably plays best running with Vanguard or Company Vets kitted for close combat, but he'll likely need a transport to get to where you want him as he has no deep strike options on his own. **As the Forgeworld characters do not have fixed warlord traits, there are a few options to choose from. ***The Imperium’s Sword give Pellas more general melee ability by raising him to strength 5 and 6 attacks on the charge (8 if you get close to an enemy character) as well as a reroll for charge distances. ***Alternatively, Champion of Humanity makes him an even better character hunter. He keeps the 8 attacks on the charge but gains a +1 on wound rolls, which can be further combined with Crucible of Battle for a +2 to wound. ***The Salamander-specific Warlord Traits are, sadly, not quite as good as the base rulebook, but could have their uses. Anvil of Strength and Forge Master can both keep you alive longer and may be worth it depending on what you are fighting. *'''[[Bray'arth Ashmantle]] (Forgeworld):''' He's now even more indestructible than before, being a Character with T9, W8, a 2+/5++, and a 4+ to ignore lost wounds, he's not going down easily. He's also dead killy up close. His two Dreadfire heavy flamers can put out some serious hurt with S6, AP-2 and 3 damage a pop at 8" range. In close combat, his claws have him swinging 4 times at S16, AP-4, and D6 damage, and if you are locked in with someone during the shooting phase, his Burning Wrath is now a 2D6 shot auto hitting S4 pistol with a 2" range. On the downsides: In an edition of HQs buffing your other units, he does nothing to improve nearby Salamanders. He can only be your Warlord if there are no other HQ units, so you'll limit yourself to a smaller number of command points if you want to use him to deny your opponent Slay the Warlord. He can't cause any harm until he gets within 8", so you either buy him a transport or have him be a walking 14" threat bubble. This all comes for the hefty price of <s>400 pts</s> '''325 points''' (more if you buy a Dreadnought Drop Pod or Stormraven for him to ride in). **It's worth noting that he is a {{W40kKeyword|CHARACTER}} and hits almost as hard as a Volcano Cannon in close combat. The amount of panic he'll cause walking towards your opponent with a few cheap screening units in front of him (or even a few Rhinos) is well worth the price tag, as is the satisfaction when he finally hits the opponent's gunline and all hell breaks loose. On a side note if you can get your enemy to charge him on overwatch he is likely to butcher MEQ or even TEQs with his dreadfire flamers. **The new Space Marine and Salamander's codices bring several tricks that can turn Ashmantle into a right nightmare. ***The Salamander Chapter Tactic and the Duty Eternal stratagem make him even more durable than he once was. Using the Drakeskin and Fireshield Psychic power can add even more durability to him, though at this point, it may be approaching overkill. ***Hero of the Chapter can be used to grant him a Warlord Trait, thus getting around one of his main restrictions. Some possible standout options include Anvil of Strength for extra killing power (strength 20 Dreadfire claws), Forge Master to make him T11, or Lord of Fire to make his Dreadfire Heavy Flamers even more lethal. ***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. Immolation Protocols pairs well with his Burning Wrath pistol attacks should any opponent be foolish enough to try and stick around in melee, and Born Protectors will discourage countercharges. Then there is The Crucible of Battle... **Now a whopping 75 points cheaper, saving you enough to almost buy his Drop Pod outright. *'''Harath Shen (Forgeworld):''' As a Master Apothecary, Harath deploys to the field armed with more than just a Narthecium. He has the same statline as a normal Apothecary, barring Leadership 9. He is armed with a Power Sabre, which is identical to a Master-Crafted Power Sword (Str: User, AP -3, 2 Damage) and Bloodfire, a Plasma Pistol with nothing special (except for causing a mortal wound rather than slaying the bearer). His Master of Chirurgery rule carries over from his 7th edition iteration, it's similar to the Apothecary's ability but the rolls are passed on a 3+ instead of a 4+, and Harath can heal D3+1 Wounds instead of D3. All of this will set you back 75 Points, as opposed to an Apothecary's 72 Points for the same loadout (although it's worth noting that an Apothecary doesn't have access to weapon options). Which means you pay 3 points for his increased medical abilities ''and the payment of an HQ tax'', if you were looking for that. Overall, he's a support Character who can increase the survivability of your Salamanders, but can also do some damage in combat if absolutely necessary; just keep him away from enemy Characters. ====Tactical Objectives==== ====Tactics==== *Real Deal MSU: Take 2 battalions, each with 3 tac squads armed with a single Lascannon. Salamanders trait gives each Lascannon crucial re rolls for hits and wounds, making these 6 Lascannons typically all the anti-armor you will need. Fills out battalions nicely, and leaves plenty of room for anti-horde and whatever heavy hitter Elites/HQs you desire to polish off any other pockets of durability your opponent has. This forces your opponent to usually shoot their anti-armor at 15 point tactical marines (because they're camping back in cover and ignore ap-1 requiring big guns to shoot them), thus helping reduce the barrage your armor and heavy infantry will receive. This may also force your opponent to surge forward into walls of flame weapons. * 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 88% of the time and wound MEQ 88% of the time with re-rolls. Eradicators don't double their shots- they fire twice, meaning each set of three melta shots at gets their re-rolls. Statistically, with your re-rolls, there are very pieces of armor in the game that won't be living in abject fear of a Salaamander Eradicator squad. </div></div> ==={{W40Kkeyword|Iron Hands}}=== <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 Deathguard with everything having ''Feel no pain'', Damage reduction, and vehicle stats take more wounds to degrade, shooting down charges with accuracy, and as an added bonus they're experts at wielding heavy weapons of all types. <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: roll a die when a model with this tactic loses a wound; on a 6+ that wound is ignored. ''This doesn't work with supercharged plasma since that slays models without wounding them(except the ones mounted on vehicles - spam those plasma redemptors)''. Overwatch hits on 5 and 6, regardless of modifiers, and models with a damage table are considered to have double the number of wounds. 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 (First round only), 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. **Like Scions of Gulliman, but instead of making Bolter Discipline easier to trigger you'll have heavy weapons that tear through armor saves with minimal difficulty and don't need babysitting. Load up on vehicles and Devastators to spew out all the dakka. ***Do ''not'' load up on Hellblasters. The re-rolling of 1s to hit makes them look initially tempting, but their Heavy gun costs far too many points, and going to AP-5 is useless against most targets and nearly useless against the remaining ones. Similarly, even though moving and shooting at no penalty makes multimeltas look far more tempting, AP-5 is underwhelming - for the same cost, anything in your army with a choice will prefer an assault cannon to a multimelta against just about any target (and the weapons have the same ranges, too). **Also frees up your captains to focus on supporting your choppier units while also allowing those heavy weapon users to reposition without sacrificing accuracy. You will need Captains after turn 1 Since the Devastator Doctrine is active only active then. Don't feel bad your jump and terminators are not initially on the board. ***Remember to bring take lieutenants to spread around re-rolling 1s to wound as well, techmarines to keep your HQ taxes cheap (the conversion beamer is still absurdly expensive, but it's better for Iron Hands than for anyone else), or librarians to make the leviathan we both know you took even more dangerous. ====Warlord Traits==== #'''All Flesh Is Weakness:''' 5+++ FNP. #*You could already have this if you take a Chief Apothecary warlord with Father of the Future. Just saying. #'''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 +1 wound. #'''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 multiplying his attacks by 7/6. {{W40Kkeyword|Primaris}} Captains and the Teeth of Terra make good use of it, as they naturally have more attacks with which to proc the extra ones. For shooting, {{W40Kkeyword|Biker}} and {{W40Kkeyword|Terminator}} Captains have better chances, as they have two ranged weapons. #'''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, and boy does it work well with him. #*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. #'''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. ====Relics & Special-Issue Wargear==== None of these relics can be assigned to {{WH40Kkeyword|vehicle}}s. =====Relics of Medusa===== *'''Aegis Ferrum''': Primaris Model only. +1 Toughness, and the model takes 1 less damage (to a minimum of 1). *'''Axe of Medusa''': Replaces a power axe. Gives it +3S, AP-3, and D3. Used to be a weak ass relic blade. Now it's actually an interesting alternative to the Burning Blade. For non-primaris only, primaris haven't earned the right to swing axes yet. *'''Betrayer's Bane''': Replaces a Combi-Melta. The Melta part becomes Assault 2. Yay. You will probably never take this. *'''Gorgon's Chain''': 4++ Invulnerable Save, and equipped model has -1 to be wounded against 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 Iron Stone. *'''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 of 1) 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 powerfist of choice! Sx2 AP-3 D1d3, essentially a force powerfist. You get the hint that they want you to take non-captain characters? *'''Tempered Helm''': Roll 1d6 for every command point spent whenever you use a stratagem. 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 =====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+ Feel No Pain. You have a Warlord trait that does the same thing. Even with Paragon of Iron to give a different character a 5+++, should the Warlord really be taking relics from the Special Issue wargear section instead of diving for the actual Chapter relics? *'''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, changes the odds of rolling at least 2 from 2/3 to 8/9, and changes the odds of rolling 3 from 3/9 to 5/9, 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. Nothing else matters ''per se'', so e.g. it'll have the same impact on a weapon of any range. <i> More noticeable maybe, but no more effective. It's actually most efficient on a single shot weapon as you don't lose any of your initial firepower.</i> ***Could be interesting on a Primaris Lieutenant with a stalker bolt rifle. Or a sergeant armed with the same if you want to use the stratagem. *'''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. ====Stratagems==== Iron Hand Stratagems can be divided into four categories; offense, defense, utility, and universal *'''Offense:''' Iron hands have stratagems that improve accuracy and create bonus attacks or AP on rolls of 6. **'''Engine Purge (2 CP):''' Use at the start of your movement phase if the devastator doctrine is active. 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 1. **'''Mercy is Weakness (1 CP):''' 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. Enjoy. **'''Methodical Firepower (1 CP):''' If the devastator doctrine isn't active, pick a unit. Now it is for this unit. no need to say how good this is on units with heavy weapons. **'''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. **'''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. ***Not bad, but for those same 2 CP you could upgrade a captain to a chapter master and get the same buff in an aura, all game. Situational, if you've got, say, lots of fliers a captain can't keep up with, or if you're not taking a captain and need the buff, but if you're taking a captain and don't have too many vehicles that he can't keep up with, it might be better to just take a chapter master instead. Besides, you can always pay cps during the game to get this strat if you need it for whatever reason. *'''Defense:''' Iron Hands have an impressive number of defensive related stratagems to keep your important characters, vehicles, and units alive. **'''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. 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. **'''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.<s>Now, imagine the potential to heal 6 damage on a tank. Yes, please!</s> (Due to ERRATA you can now use second repair only on different (non-repaired) vehicle) **'''Optimal Repulsion Doctrines (2 CP):''' A unit during your opponents charge phase 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. **'''Reject the Flesh, 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+++. *'''Utility:''' While most Chapters have narrowly focused utility Stratagems, the Iron Hands have the advantage of having some of the most generally useful options. **'''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 Seismic Hammer and Chainfist, appreciating the extra attack! **'''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. **'''Souls of Iron (2 CP):''' Deny on 4+ within 24" of an Iron Hands unit. *'''Universal:''' All Chapter Supplements get some variation of the following three stratagems. **'''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 warlord. Must be from Iron Hands. The usual supplement special. **'''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). ==== Litany & Psychic Discipline - Technomancy==== Technomancy is a support discipline that centers around buffing your vehicles and wargear while cursing your opponent's. A heavily-mechanized army will gain the most benefit from this school, but if you are looking to create an Iron Hands version of Mephiston, you are out of luck. Two of the powers (Blessing of the Machine God and Reforge) can only target your vehicles, while two of the mortal wound generating powers (Machine Flense and Fury of Medusa) need to target enemy vehicles to get the full effect (or any effect in the case of Machine Flense). Fortunately, the last two powers (Objuration Mechanicum and Psysteel Armour) are both pretty good ''without'' having to target vehicles. #'''Blessing of the Machine God (WC5)''': Grants +1 to hit for a friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 12". You need to get at least an 8 on the psychic test to use this on {{WH40kKeyword|Titanic}} units, so have a CP to burn if you want to buff that Fellblade or Astraeus. #'''Objuration Mechanicum (WC7)''': 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 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 if the target has to re-roll hits, that absolutely may), 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). #'''Fury of Medusa (WC6)''': 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. #'''Psysteel Armour (WC6)''': Select an {{WH40Kkeyword|Iron Hands}} unit within 12" of the psyker. Add 1 to non-invulnerable saving throws for it. #'''Reforge (WC5)''': 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)''': 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. '''Litanies of Battle - Medusan Furore:''' Your chaplain adds +1S to all Iron Hands within 6", which might help your Reivers and Incursors edge over their enemies or let your captain pulp some heads. ====Special Units==== *'''HQ''' **'''Malkaan Feirros:''' The Iron Hands' first named character is a Gravis Captain but without the re-rolling 1s to hit aura. 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" BS2+ at the start of the shooting phase ([[awesome|if applied to vehicles, it overrides their damage bracket]]), so he acts like a versatile Devastator Sarge on top of that. Land Raiders hitting on 2+ and restoring 3 wounds a turn, anyone? Feirros is shaping up to be a blue chip unit in Iron Hands detachments, provided he doesn't cost over 200 points like a certain spiritual liege and...[[cheese|oh my god what he's only 110 points]]. Blue chip status confirmed. *'''Forgeworld''' {{W40kKeyword|Successor Chapters}} '''Characters''' **Remember, you don't necessarily need to pick Inheritors of the Primarch to be an Iron Hands successor and use this supplement.<br> **{{W40kKeyword|[[Sons of Medusa]]}} ***'''Vaylund Cal:''' 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. Sporting a monstrous statline of S5 (doubled with his Medusan Hammer and Servo-Arms) and an enviable T6, he'll be hard to take down. Also makes an excellent anchor for a firing line, because he gives both a re-roll bubble AND can repair vehicles. His price was dropped to <strike>173</strike> 116, making him a clear pick over a tech marine with an upgraded captain. While slightly less flexible, it will save you a few points along with three command points. ====Tactical Objectives==== #'''Methodical Destruction:''' When this Tactical Objective is generated, select up to three enemy units on the battlefield. Score 1 victory point for each of those units that was destroyed as a result of an attack made with a ranged weapon by an {{W40Kkeyword|IRON HANDS}} unit from your army this turn. Score D3+3 victory points instead if all three units were destroyed in the same phase. #'''Advance and Secure''': Score 1 victory point if you control the objective marker closest to the centre of the battlefield at the end of your turn (if several objective markers are equally close to the centre, you achieve this Tactical Objective if you control any of those objective markers at the end of your turn). #'''March of the Machines''': Score 1 victory point if an {{W40Kkeyword|IRON HANDS DREADNOUGHT}} from your army either finished an Advance move or charge move wholly within the enemy’s deployment zone this turn. #'''Destroy the Weak''':Score D3 victory points if at least one enemy unit was destroyed as a result of an attack made by any {{W40Kkeyword|IRON HANDS}} models from your army during both the Shooting phase and the Fight phase of this turn. #'''The Strength of Metal''': Whilst this Tactical Objective is active, keep a tally of how many times {{W40Kkeyword|IRON HANDS}} models from your army would lose a wound that is subsequently not lost (e.g. due to the The Flesh is Weak Chapter Tactic or the Artificer Bionics ability). Score 1 victory point if this Tactical Objective is still active when the tally reaches 10. #'''Cold Fury''': Score 1 victory point if any enemy units were destroyed as a result of an attack made by an {{W40Kkeyword|IRON HANDS VEHICLE}} model from your army this turn. Score D3 victory points instead if three or more enemy units were destroyed as a result of an attack made by an {{W40Kkeyword|IRON HANDS VEHICLE}} model this turn. ====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. *'''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. *'''Aggressor Bomb:''' Take a Chief Apothecary warlord with Father of the Future, ForgeFather Feirros, and a large group of Aggressor. Now you have 3 wounds 3+/5++/5+++ models packing a lot of Bolter fire that would endure and overwhelm even a Banblade. </div></div>
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