Editing
Warhammer 40,000/8th Edition Tactics/Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==={{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>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information