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Warhammer 40,000/8th Edition Tactics/Space Marines
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====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).
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