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==={{W40Kkeyword|[[Imperial Fists]]}}, {{W40Kkeyword|[[Crimson Fists]]}}, {{W40Kkeyword|[[Exorcists]]}}, and {{W40Kkeyword|[[Executioners]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Imperial Fists"> [[File:Imperial_Fists_Livery.png|100px|left|]] In the grim darkness of the far future, there is only defiance eternal.<br> Stubborn to a fault, the Imperial Fists are paragons of bolt marksmanship and peerless urban fighters and siege specialists.<br> On the tabletop, this is represented by their bonuses to shooting and mastery of cover use. Where their enemies find no respite, the Imperial Fists dig in whilst letting loose precise bolter fusillades and crippling heavy weapons barrages. Success not out of tricks or outlandish tactics, just shooting like a supersoldier ought to.<br> ''If you want marines with <b>fearsome firepower</b> and wish to reduce your enemy's army to mauled infantry turn one, then play as the Sentinels of Terra and fight until the bitter end''. </tab> <tab name="Crimson Fists"> [[File:Crimson Fists Livery.jpg|100px|left]] In the grim darkness of the far future, the sons of Rynn will always rise from the ashes against the enemy of mankind.<br> Thematically, these guys are Red And Blue - as the very first Space Marines and the poster boys of Rogue Trader, the primary colours - red and blue (with yellow for gunfire and explosions) - were cheap and striking to print in colour (in 1987 anyway). They’re generally cool guys and renowned for their stubbornness and tenacity, and knack at surviving pretty much anything.<br> On the tabletop, these guys are good at blending hordes with their shot multipliers and sustained fire output - very important in 8th, aka the Horde Edition. They perform better when outnumbered and in small squads, and their Intercessors and Tacticals aren’t as useless as other Chapters - nice and fluffy.<br> ''Stand firm against the numberless hordes of evil and survive anything the galaxy throws at you''. </tab> <tab name="Exorcists"> [[File:Exorcist_Pauldron.jpg|100px|left]] In the grim darkness of the far future, only strength of will and knowledge of the foe will prevail.<br> Serving as an experiment by the Ordo Malleus in how to create space marines who can better stand against the forces of Chaos, each Exorcist willingly becomes possessed and exorcises the Daemon through sheer force of will before becoming a member of the chapter. They were long thought to have been a successor chapter of the [[Grey Knights|Grey Knights]] before GW finally stated that they were Imperial Fist successors in a White Dwarf. On the table the Exorcists are expert Daemon hunters, with an emphasis on protection against mortal wounds and defense against high strength weapons.<br> ''Never rest while a single renegade draws breath. Let them fear our names''. </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== Unlike other supplements, the Imperial Fists share theirs with their Crimson Fists successors. Crimson Fists thus have a full list of relics and stratagems (and Imperial Fists don't), but have their own chapter tactic and half a warlord trait table. They're still Fists, just with some "heroic last stand" tones. <tabs> <tab name="Imperial Fists and Successors"> *'''{{W40kKeyword|Imperial Fists and Successor}} Chapter Tactics - Siege Masters:''' Enemy units do not receive "the benefit of light cover" against attacks made by models with this tactic. If the attack was with a bolt weapon, an unmodified 6 to hit scores an additional hit. [[Ork|Yellow IS shootier]]. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Works particularly well with a Chapter Master's re-roll (remember, you can re-roll a 5 if you really want that 6) and other mechanics that also trigger on 6 to hit (re-rolling for 6s is even better when that 6 also grants an autowound or -1AP or what have you). </tab> <tab name="Crimson Fists"> *'''{{W40kKeyword|Crimson Fists}} Chapter Tactic - No Matter the Odds:''' Add 1 to hit rolls for a unit shooting at an enemy that has at least 5 more models than the attacking unit has (e.g. a unit of 3 models gets +1 against any unit of 8 models or more). {{W40Kkeyword|Vehicle}}s count as 5, in both directions. Additionally, for attacks with a bolt weapon, an unmodified 6 to hit scores an additional hit. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Plus, scoring more shots than the weapon is actually capable of is always neat. This also means you suffer less from -1s to hit, including Auspex Scanners. **As if you needed an incentive to run Multiple Small Units. It works on your damaged units too, as well as low count units ([[That_Guy|Company Vet pairs]]). **Aggressors, Inceptors, and Centurions are perfect for the CF: they are three-man squads with a fuckton of bolt shots. </tab> <tab name="Exorcists"> *'''{{W40kKeyword|Exorcists}} Chapter Tactic- By My Will I Deny Thee:''' Unmodified wound rolls of 1 or 2 against a unit with this tactic always fail, even if the attacker's weapons or abilities would make it succeed. Additionally, units with this tactic get a 5+++ against mortal wounds. </tab> </tabs> *'''Combat Doctrine - Legacy of Dorn:''' Heavy Weapons with a strength characteristic of 7 or more gain +1 damage when targeting {{W40kKeyword|Vehicle}}s or {{W40kKeyword|Building}}s (although good luck finding a non-vehicle building to shoot at) in the Devastator Doctrine. No nonsense, strike some of the important targets turn one at range. But only turn one, due to the changes to Combat Doctrines. **''[[Battlesuit#XV95_Ghostkeel_Battlesuit|Does]] [[Riptide|nothing]] [[Khaine#The_Avatar_of_Khaine|against]] [[Tyranids|{{W40kKeyword|monsters}}]].'' **Without S7+ bolt weapons, it's hard to find synergy with your chapter tactics, so you might want to swap out to a Successor - Master Artisans and Stealthy, for example (Multi-Meltas are good for ''everyone'', but you may want to commit to lascannons, as the additional range can be helpful in guaranteeing it's a ''vehicle'' you're shooting). If you're going with stock, Crimson Fists do this better than actual Imperial Fists do, simply because it's easier to find yourself fighting a unit of 2 or more vehicles than it is to find yourself fighting a vehicle in light cover. ====Crusade Additions==== ====Secondary Objectives==== *''Bolster Barricades - Shadow Operations'': - Perform an action to dig yourselves in within range of an Objective Marker, the action finishes at the start of your next Command Phase. You gain a VP for each Barricaded objective within your deployment zone, and 4 VP for each objective marker barricaded in No Man's Land. **But that's not all, if the objective was barricaded, Imperial Fists Infantry gain both Light and Heavy Cover while being wholly within 6" of the objective. RAW, that cover aura extends way beyond the 3" needed to secure an objective, and continues to act as cover even if your opponent holds it. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Bitter Enemy (1 CP)''': In the Fight Phase, re-roll any Hit and Wound rolls against {{W40Kkeyword|Iron Warriors}}. The fluffy stratagem everyone seems to get. If it comes up, have fun with it. *'''Bolster Defenses (1 CP, Single Use)''': At the start of the movement phase, select an {{W40Kkeyword|Imperial Fists Infantry}} unit entirely on or within a terrain feature. As long as they remain stationary, when resolving an attack against them, add 1 to their non-invulnerable saving throw. **That's the wording. Notice it doesn't say "in the shooting phase", just says attack; if the enemy charges them, they get +1 to their armour save in melee - they're on YOUR turf. By using a Drop Pod, Impulsor or infiltration (Phobos) your unit can begin earlier on the enemy's ground and it becomes PROTECT THE BEACH-HEAD! *'''Sappers (1 CP)''': In the Shooting or Fight Phase, a unit adds +1 to Hit and Wound against a {{W40Kkeyword|Building}}. No one uses buildings, and you already have Combat Doctrine if they do. But if someone brings a Noctilith Crown or a Landing Pad, and you were too busy turn one to get it, go break it. *'''Bolter Drill (2 CP)''': In the Shooting Phase, one {{W40Kkeyword|Imperial Fists core}} unit counts hit rolls of 6 with a Bolt weapon as two hits. That's three with the chapter tactic. A tad expensive, so throw it high dakka units like Aggressors and Inceptors. *'''Tank Hunters (2 CP)''': Pick one enemy {{W40Kkeyword|Vehicle}}. Until the end of the phase, a (1) {{W40Kkeyword|Imperial Fists}} unit gets +1 to wound against it. Pop this when the enemy has a piece or armor that absolutely must die, and the combat doctrine just isn't enough for you (or you're trying to destroy it in melee). **Anti-infantry guns will wound almost any vehicle on a 4+, and Lascannons, Vindicators and Heavy/Macro Plasma Incinerators will ''wound almost any vehicle on a 2+''. *'''Praetorian's Wrath (2 CP, Single Use)''': At the start of the movement phase, when the Devastator Doctrine is active, 6s to wound with heavy weapons and grenades gain an additional -1 to their AP until the next movement phase. Note that the wording here means that it applies in Overwatch. *'''The Shield Unwavering (2 CP)''': At the end of your turn, give an {{W40Kkeyword|Imperial Fists Infantry}} unit within 3" of an objective +1 attack and +1 to (non-invulnerable)<sup>[https://www.warhammer-community.com/wp-content/uploads/2019/11/ded8a1f1.pdf 19/11/2019 FAQ]</sup> saving throws until the start of your next turn. ''Combine with Bolster Defenses or Pain Is A Lesson when the point must be held at all costs.'' </tab> <tab name="Strategic Ploy"> *'''Pain Is A Lesson (1 CP)''': Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase. *'''Close-Range Bolter Fire (2 CP)''': Turn an {{W40Kkeyword|Imperial Fists core}} unit's Bolt weapons into Pistols for a Shooting phase. They actually gain the Pistol type, so Rapid Fire weapons miss out on their double shooting, but all squads can use their guns alongside their actual pistols, and they get a boost in the Assault Doctrine. Everyone benefits, but who benefits more?: **'''Units who would like to fall back''', so that's Heavy Bolter Devastators and Bolter Inceptors (and Bikes). **'''Units who want to be in melee but don't want to miss out on their dakka''', like Auto Bolt Rifle Intercessors and Autobolt Aggressors. *'''Stubborn Defence (2 CP)''': Use at the start of the battle if your Warlord is on the battlefield. You can’t discard Storm or Defend tactical objectives, but scoring them gains you an additional victory point. *'''Clearance Protocols (2 CP)''': During the Shooting Phase, ten models in a unit can hurl grenades instead of one. Most noticeable on Assault marines and Vanguard Vets, who have an easier time closing the distance and aren't missing out on their guns. Still niche. </tab> <tab name="Requisition"> *'''Champion of Blades (1 CP)''': Give a successor chapter a Fists relic, the standard stuff. *'''Gift of the Phalanx (1 CP)''': Give a Sergeant a Master-crafted Weapon, Digital Weapons, the Fist of Terra, or Gatebreaker Bolts. **An Eliminator Sergeant's Bolt Sniper Rifle delivers Gatebreaker Bolts at BS2+ S5 and each of those wound rolls will inflict a mortal wound on a 6 to wound. The Infiltrator Sergeant's Marksman Bolt Carbine makes those three wound rolls auto pass if the hit was a 6, on top of generating another hit roll, like the Fists they do. Meanwhile a master-crafted weapon / Fist of Terra can be good on the Assault Intercessor sergeant, who can fight twice (10 A w/Fist of Terra). **Master-crafting a sergeant's blade is okay, but what about a Centurion Sergeant's D2 Hurricane Bolter? It's a Fist strategy because 6s to hit generate extra hits - 12 shots from a BS3+ model normally result in 8 shots landing, on average, but for you it's ''10''. The only downside to picking a Centurion Sergeant for this is that you can't lend him a Chapter Master re-roll to boot. *'''Sentinel of Terra (1 CP)''': Give a non-special character Warlord an additional Warlord Trait. Combine Indomitable and Stubborn Heroism for an incredible wall. </tab> <tab name="Crimson Fists"> They get two extra Stratagems, in addition to the previous ones: *'''A Hated Foe (1 CP)''': For one phase, a unit re-rolls all wounds against {{W40Kkeyword|Orks}} in either the fight or shooting phases, meaning it's not locked to melee. *'''Slay The Tyrant (1 CP)''': For one phase, a unit gets +1 to hit against {{W40Kkeyword|Characters}}. Boosting a single sniper unit could be a bit lackluster but could be useful for units who get to target a character, especially in melee. Especially when using unwieldy weapons, or to offset enemy -1 to hit tricks. </tab> <tab name="Exorcists"> *'''Cast Out Thy Blackened Soul (2 CP)''': For one shooting or fight phase, a {{W40Kkeyword|Core}} or {{W40Kkeyword|Character}} unit re-rolls all wounds against one selected {{W40Kkeyword|Chaos Daemons}} unit with 12". *'''Orison Cult (1 CP/2 CP)''': Select one {{W40Kkeyword|Core}} or {{W40Kkeyword|Character}} unit and one combat doctrine. The selected combat doctrine is active for the selected unit at all times instead of any other doctrine. Costs 1 CP for units of 5 or fewer models, and 2 CP for units of 6+ models. **Put this on a unit with heavy weapons to keep them in the Devastator doctrine all game - and therefore all ways getting the imperial fists bonuses to damage. *'''Spiritual Resolve (2 CP)''': Use this when an {{W40Kkeyword|Exorcists}} unit is targeted by a power manifested by an enemy {{W40Kkeyword|Psyker}}. The effects of that power are not resolved. **The targeting restriction significantly reduces this stratagems usefulness; but it'll come in handy occasionally. </tab> </tabs> ====Warlord Traits==== <tabs> <tab name="Imperial Fists and Successors"> #'''Siege Master:''' Add 1 to wound rolls against Building and Vehicle units. Great on a slam captain or anyone else that’s going to be in melee against Knights or tanks. This is Tor Garadon’s required trait. #*The Imperial Fists can have one of the mightiest Smash Captains of them all: Combine Siege Master with '''The Imperium's Sword''' (re-rolls charges, +1S, +1A). Then give him a relic Thunder Hammer or the cheaper Fist of Terra and now he's wounding Knights on a 2+. #*Fist Warlords aren't restricted to melee. Siege Masters can wound most vehicles on a 4+ with mere bolters. MC Auto Bolt Rifle > MC Stalker Bolt Rifle. #'''Indomitable:''' This warlord can only be wounded on a 4+. Essentially the opposite of the above, rather than being good at killing Knights this trait makes you good at not being killed by Knights (or other Smash Captains). This is Captain Lysander’s required trait. #*Better for T4 characters than for Gravis Captains; Gravis gives up the option of a 3++ for a T5 that would prevent them being wounded by S8 on a 2+, but this trait does away with silly maths. Only S5 Power Axes and Bolt Sniper Rifles would make a difference here. #'''Fleetmaster:''' Once per battle, ''at the end of the Fight phase'' and if this warlord both remained stationary and didn't do any attacks, select a point on the battlefield and roll 1d6 for each unit within '''d'''6". On a 4+ (subtracting 1 for characters), deal d3 MW to that unit. So, give up a Warlord's trait and turn to do what an Orbital Comms Impulsor does. #*Then again, it can be combined with an Orbital Comms Impulsor and Orbital Bombardment for 3d3 MW on the enemy's formation / spam 1d3 MW across the board. Rather punishing for [[Space Marines|MSU armies]]. #'''Stubborn Heroism:''' The warlord halves incoming damage (rounding up), but cannot fall back. Combine this with '''Indomitable''', and take the Adamantine Mantle on a Gravis Captain for a character who isn’t going anywhere. #*He won't die to the big stuff, but keep anti-horde measures at hand should you need them - a Terminator / Aggressor retinue can use '''Close-Range Bolter Fire'''. #'''Architect of War:''' When resolving AP-1 attacks against friendly Fists within 6" of this warlord, add an additional 1 to the (armour) save roll if that unit is "receiving the benefit of cover" (meaning IW and other IF ''do not'' nullify this trait - not only does it apply to both Dense and Heavy cover, even for Light cover, the unit still gets the bonus and then the trait bypasses it, so this still triggers - same reason it works in melee, even though ''all'' melee attacks ignore Light cover). ''While situational, enemy Bolt Rifles and astartes chainswords start at AP-1, so it can be a common situation indeed.'' #'''Hand of Dorn:''' If your army is battle-forged, gain D3 command points before the battle. Simple, powerful, always worth taking, even if it requires spending a command point for Sentinel of Terra. </tab> <tab name="Crimson Fists"> #'''Tenacious Opponent:''' If there are at least 5 enemy models within 6" of your warlord in the fight phase, he gains D3 extra attacks. #*Have him fight before killing models with other units; [[Khorne|Eight]] attacks on a good roll place him among the most damaging captains. Combine it with '''The Imperium's Sword''' or '''Champion of Humanity''' to make him even deadlier. #'''Refuse to Die:''' Unlike Robutte Girlyman you don’t need magical armour given to you by Cawl and some filthy heretical Eldar. Once your warlord loses his last wound, roll a d6, and on a 4+ he comes back with 1d3 wounds remaining as close as possible to your original position and at least 1” away from enemy models. #'''Stoic Defender:''' All {{W40Kkeyword|Crimson Fists Core}} units gain Objective Secured within 6” of your warlord, and any unit that already had that rule (your Troops) count as double their model count (5 tacticals count as 10) when determining models securing an objective, so you can steal objectives even if you're outnumbered by guardsmen. Especially hilarious when it's a sudden deepstriking ObSec captain stealing it away from non-troop enemies. Better than the vanilla codex version. #*This is the same Warlord Trait Chapter Ancients get, and is strictly better than Rites of War. </tab> <tab name="Exorcists"> #'''Enochian Guard:''' Once per battle you can modify the result of a hit roll, wound roll, or saving throw made for the {{W40Kkeyword|Warlord}} to a 6. Once per battle you can use an {{W40Kkeyword|Adeptus Astartes}} Epic Deed Stratagem without spending any CP's if this {{W40Kkeyword|Warlord}} is specified by that Stratagem's keyword. #'''Know Thy Enemy:''' Before the battle, select one unit in your opponent's army. Until the end of the battle, this {{W40Kkeyword|Warlord}} gains the following ability: #*'''Know Thy Enemy (Aura):''' While a friendly {{W40Kkeyword|Exorcists Core}} or {{W40Kkeyword|Exorcists Character}} unit is within 6" of this {{W40Kkeyword|Warlord}}, each time a model in that unit makes an attack against the enemy you selected, add 1 to that attack's hit roll. #'''Erudite in the Verses:''' This {{W40Kkeyword|Warlord}} can attempt to Deny the Witch as if it were a {{W40Kkeyword|Psyker}}. If this {{W40Kkeyword|Warlord}} is a {{W40Kkeyword|Psyker}}, in each of your opponent's psychic phases, this {{W40Kkeyword|Warlord}} can attempt to Deny the Witch an additional time. In each of your Shooting Phases, instead of shooting with this {{W40Kkeyword|Warlord}}, if it is not within Engagement Range of any enemy units, you can attempt a banishment. If you do so, roll one D6. On a 3+ the closest enemy unit 12" of and visible to this {{W40Kkeyword|Warlord}} suffers D3 mortal wounds. #*This is a great trait to put on a support character like an apothecary or an ancient. Both of those units tend to lack shooting or melee options, but may end up close to the enemy lines. You'll never regret throwing out a few mortal wounds over the course of the game, and the psychic defense is just a nice bonus. #*This also means that by taking this Trait, your non-Psyker Warlord can just point at people and say things that make them DIE. </tab> </tabs> ====Psychic Discipline: Geokinesis==== #'''Tectonic Purge – WC6:''' Any enemy units that start their charge within 12″ of the psyker must subtract 2 from the result. #*A strong defensive buff, this trait can combine withGrav Pulse strat to make even a Blood Angel unit think twice about charging out of deep strike, or work alone to help keep a unit of Centurions safe. The only major downside is the enemy needing to start within 12″, meaning the Librarian needs to be near the front lines. Combine with Tremor Shells to make charges basically impossible for an enemy unit. #'''Wrack and Ruin - WC6''': One visible enemy <{{W40Kkeyword|building}} or unit that's wholly in or within a terrain feature> within 18" has to roll 9d6, and for each 5+ (4+ if it's a {{W40Kkeyword|building}}) they suffer a mortal wound. #*Will outperform Smite, with the caveat that its targeting is heavily restricted. Deals 2.17 mortals to a non-building, 3.25 to a building. #*An opponent that knows you have this can simply have one unit member hang out outside the terrain to stop you from casting this - remember, light, heavy, and dense cover are all model-specific rules, not unit-specific. The only terrain benefit that requires a unit to be entirely within area terrain is Defensible, which allows Infantry, and only Infantry, to choose +1 to melee hit rolls or 5+ if they Overwatch when they're charged, so you generally have to be fighting Infantry and presenting a melee threat for your opponent to bother letting you cast this. #'''Iron Inferno – WC6:''' Select a point on battlefield within 18″ and visible to psyker. Roll one D6 for each enemy unit within 6″ of that point, deal one mortal wound on a 4+. #*This will deal slightly more than a third of a mortal wound, on average, to each target unit, so you need at least 5 units within range to exceed Smite. Since it's actually no more than 1 wound per target unit, this will generally fuck up enemy character support better than it will a parking lot. #'''Fortify – WC4:''' Restore D3 lost wounds to one {{W40Kkeyword|Imperial Fists Infantry}} or {{W40Kkeyword|Biker}} model within 12″. #*Has a very low WC, making it easy to cast (33/36 means it's slightly ''easier'' than a 3+ attack with full re-rolls), and turning your librarian into an Apothecary with a low chance to fail in exchange for more range. The healing won't actually stack with an Apothecary's, note. #'''Aspect of Stone – WC5:''' Add 2 to the psyker’s strength and toughness until your next psychic phase. #*Counters the positioning vulnerability in the use of Tectonic Purge, and turns a psyker into something of a melee threat; an assault can only be delayed so much. Offensively, this is much worse than casting Might of Heroes on yourself from Librarius, while defensively, T4->T6 is -1 to be wounded against Strengths 3,4,6, and 8-11, and -2 to be wounded against S5, which is a reasonable spread. Won't protect you at all against Poison weapons, of course. Naturally, if you're bringing this, the Librarian should be carrying a Force Axe, so he can be S8 AP-2 D1d3 - S7 and S9 are both much less useful breakpoints. #'''Chasm – WC6:''' Select a visible enemy unit that cannot {{W40Kkeyword|Fly}} within 18″ of the psyker. Roll 2D6; if the result is less than the lowest Move characteristic in the unit, it takes one mortal wound; if it’s equal it takes 1d3; if it’s greater then it’s a flat three mortal wounds. #*Starts outperforming Smite against M5 or less. Fuck Orks, Space Wolves who brought a Terminator along in their unit, and many severely crippled Vehicles/Monsters. Against M1/M0 (i.e. a Building) it has the same expected output as Wrack and Ruin against a non-building - otherwise, it does less, while having a less onerous targeting restriction. #*Another power that can be used to snipe out a character, this power has a 58.33% chance to do a full three mortal wounds against something with the standard six-inch movement (42.13% after accounting for failing the cast), and of course that only increases against slower units – things like Terminators or Death Guard spring to mind. ====Relics and Special-Issue Wargear==== <tabs> <tab name="Imperial Fists and Successors"> Imperial Fists get ''fewer'' Relics to choose from than any other first founding chapter. *'''The Banner of Staganda''': {{W40Kkeyword|Imperial Fists Ancient}} only. Melee attacks made by {{W40Kkeyword|CORE}} units within 6" get +1 to hit. Excellent utility for a Termie ancient deepstriking near other termies, nullifying their fists' and hammers' -1 to hit. Give them Fury of the First and you get hammers that hit on a 2+! And it's not like you don't have a [[Darnath_Lysander|named Termie captain]] to tag along. *'''The Bones of Osrak''': {{W40Kkeyword|Imperial Fists Librarian}} only. When manifesting a Geokinesis power, you can re-roll the Psychic test. **With this, Chasm now outperforms Smite at M7 or less, as all of your WC6 powers go from 72.22% to 92.28%. Iron Inferno will outperform Smite at 4 units or more - all three of your WC6 powers will deal 27.78% more mortal wounds with this. Stacks with and works better than Psychic Mastery - the Chief Librarian Warlord Trait for +1 to casts - but since Psychic Mastery works on Smite and combining the two has diminishing returns, Chasm will only outperform against M6, and Iron Inferno will need 5 targets again. *'''The Eye of Hypnoth''': {{W40Kkeyword|Imperial Fists core}} ranged attacks within 6" of the bearer re-roll 1s to wound. So, a limited Lieutenant re-roll...but that still frees up 60-70 pts and an HQ slot for a Chaplain or Librarian, so long as you're willing to give up on also buffing melee. Great for a ranged Captain baby-sitting a gunline, especially since [[Derp|Phobos Lieutenants cannot infiltrate]]. *'''The Spartean''': Vastly improved from SM1, it upgrades a bolt or heavy bolt pistol, making it 18" Pistol 2 S4 AP-3 D2, ignores Look Out, Sir. **Not as good as a Master-Crafted Combi-Plasma (fired on safe mode, of course, don't be daft), but can be useful on anything stuck with a (heavy) bolt pistol anyway, like a Bladeguard Ancient or an Apothecary, if you really can't find another relic you'd rather have. Usually worse than The Vengeful Arbiter, if you're replacing a regular bolt pistol, but with better range and the ability to target Characters. </tab> <tab name="Crimson Fists"> *'''Duty's Burden''': Replaces a master-crafted stalker bolt rifle or master-crafted auto bolt rifle (so Primaris Captains or Primaris Lieutenants only), 30" Rapid Fire 2 S5 AP-2 D2, so if you hold still, it'll be like a grav-cannon, only with one worse AP and able to benefit from your exploding hits Chapter Tactic. *'''Fist of Vengeance''': Replaces a powerfist, makes it into a tempest hammer (the Space Wolf thunder hammer that has AP-3, instead of AP-2 like a normal thunder hammer) without the to-hit penalty. **Technically, this is strictly better than the Blood Angels relic The Hammer of Baal, which is identical, except it replaces a thunder hammer, so this relic costs fewer points. But they're better at melee than you are, so... </tab> <tab name="Exorcists"> *'''Cessation''': Replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol, or absolver bolt pistol. Cessation is an 18" Pistol 1 S5 AP-3 D3 with a special ability that each time you make an attack with it you can re-roll the hit and re-roll the wound rolls. *'''Exile Plate''': The bearers has a save characteristic of 2+. While within Engagement Range of an enemy unit, each time a model in that unit makes an invulnerable save they always fail on a roll of 1-4 (1-5 for {{W40Kkeyword|Chaos Daemon}} models). **This is a real punch in the gut for armies like Daemons, Covens, Custodes, and Harlequins that rely on their invulnerable saves for durability. Outside of those factions you'll only get a a benefit against Storm Shields - which are common - but it's a pretty niche relic over all. *'''Expulsiaris''': Replaces a power sword or master-crafted power sword. Expulsiaris is a power sword with +2 Strength AP-4 D2 and a special rule that on unmodified wound rolls of 6 (or 4+ for {{W40Kkeyword|Chaos Daemon}} targets) the target suffers a mortal wound in addition to any other damage. **As with many of the rules the exorcists have this thing wrecks daemons, but is pretty lack luster compared to other power sword relics when you are fighting anything other than daemons. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle''': 5+++ Feel No Pain. *'''Artificer Armor''': 2+/5++. As always, better on support characters that lack invulnerable saves like Lieutenants or Librarians. *'''Master-Crafted Weapon''': Increase a weapon's damage by one and it counts as a relic, so it may no longer be affected by some WTs and such. Naturally, it cannot be used on weapons already named "master-crafted". *'''Digital Weapons''': Gain an extra attack that deals a mortal wound if it hits. Almost always a poor choice, because it only scales with WS - any of your melee powerhouses not only have a decent A already (which this won't scale with), they also have a decent melee weapon they could master-craft instead, and of course this won't be aided by other buffs, like a Chaplain's +1 to wound in melee. *'''Auric Aquila''': 4++ invulnerable save, and 5+++ against mortal wounds in the Psychic phase. A better invuln, and especially good for the Librarian, as it works on perils of the warp. *'''Fist of Terra''': Replaces a power fist, removing the penalty to hit and granting +1 attack. **Compared to the Crimson Fists Fist of Vengeance, this is -1D and +1A, which is usually worse: an A3 wielder will swing for 8 A*D with this, but 9 with the Vengeance. In fact, this relic struggles to compete with the Teeth of Terra, which swings for 2 less S and one worse AP, but 2 more A than it does. *'''Gatebreaker Bolts''': Gives a bolt weapon an alt-fire mode: make one hit roll that makes D3 wound rolls (allocated separately) at AP-5 D1. Since they are allocated separately, this is like making it fire D3 shots, except that if you can only re-roll one hit (e.g. cos you're burning CP to do it), it works on all 1-3 shots. Reasonably ok on an Eliminator Sergeant, since it lets his Hyperfrag rounds be AP-5 in exchange for losting Blast, but honestly, you're usually better off Master-Crafting something. *'''Warden's Cuirass''': +1 Wound. Strictly inferior to the Armour Indomitus, though the only other source of +1W is the Angel Artifice exclusive to the Chapter Master. </tab> </tabs> ====Special Units==== <tabs> <tab name="Imperial Fists"> Neither of your named characters are carrying a bolt weapon and only one of them can even make ranged attacks, because fuck your Chapter Tactics and Combat Doctrine, right? *'''[[Darnath Lysander|Captain Lysander]]:''' Lysander is a better TH/SS Terminator Captain; the Fist of Dorn is the Crimson Fists' Fist of Vengeance only better, an S10 (U+6, so it won't get double scaling from other S buffs) AP-3 Thunder Hammer without the -1 to hit penalty. If you have [[Death Guard|T5 enemies]], Lysander's the guy you schedule them a play date with. Makes nearby Fists immune to combat attrition tests, which aren't much of a concern for small units that already ignore attrition modifiers, but it's there. Do you know how to use a TH/SS Termie Captain? Then you know all there is to know about Lysander strategy. *'''Captain Tor Garadon:''' The original owner of the Spartean Bolt Pistol, now a named Primaris Captain in Gravis armor with +1 wound. He comes with a Grav-gun, making him pack just a bit more punch at range than the usual Gravis captain. He also has a Signum Array that gives a friendly Imperial Fists unit within 3" +1 to hit with ranged attacks, handed out during the Command Phase, which stacks nicely with his Captain's Rites of Battle aura, making him like a Chapter Master, but worse (the buff will have less impact, and it won't work on melee). His Hand of Defiance isn't just an aesthetically bulky Power Fist, it's ''Sx3 (so 12)'' AP-3 D3 (but still -1 to hit). Last but not least, his Siege Captain ability gives all his attacks +1 to their damage characteristic when he attacks a Vehicle or Building, so he can punch a Land Raider to death with attacks to spare or help whittle down a tank from afar. But he needs a Repulsor transport for that. </tab> <tab name="Crimson Fists"> *'''[[Pedro Kantor|Pedro Kantor (Crimson Fists)]]:''' More focused this edition than in the last several; he no longer benefits Sternguard especially, nor especially torments Orks, Pedro Kantor is a CC killing machine in 9E. His Oath of Rynn special rule is now a buff to give +1A to all friendly Crimson Fists CORE units within 6", on top of his Chapter Master rule. For his price and relatively small footprint, he can make a huge impact in any melee. **He's excellent when paired with -1 To Hit melee escorts, like TH/SS Termies/Vets or Aggressors. Add a Lieutenant and you'll be re-rolling everything. Being a footslogger, however, you'll need to find him a way to the front line, but being firstborn he's got access to Rhinos, Razorbacks, Drop Pods, and Land Raiders just fine, and at the very least he's got an Assault 4 AP-1 D2 Bolter to jog across the board. **Kantor, being a 'Chapter Master' also lends himself to gun lines. His +1A helps your Marines punch back when onrushing hordes inevitably reach the Marines, Primaris hitting as if they were Vets with chainswords. </tab> <tab name="Executioners"> *'''High Chaplain [[Thulsa Kane]] (FW Legends):''' Master of Sanctity with the most awesome name, +1A, and rather dodgy with -1 to be hit in melee like a Champion, ''and'' refunds CP on a 6 each time you spend them! Furthermore, instead of the Crozius, he uses ''Lifetaker'', a S+2 power sword with D2, which becomes D3 against {{W40kKeyword|characters}}, not unlike a Champion. And he's also got a plasma pistol with an extra shot. Though he's an impressive beatstick that buffs the melee capabilities of everyone around him, he's a footslogging firstborn, so you need to put him in a good transport, like a Drop Pod or a Land Raider. **'''Successor Tactics:''' Imperial Fists tactics are trash for Executioners; their endgame is assault and Thulsa Kane helps them do that well. This guy is an awesome force multiplier when combined with the "Whirlwind of Rage" successor trait and some high attack volume units (like Vanguards with double Chainswords). Every 6 to hit generates an extra attack AND scores an additional hit. And while those extra attacks cannot generate any more attacks, they DO generate additional hits on consecutive 6s! Add his natural Chaplain ability to reroll failed hits and you literally drown your enemy in wound rolls. Put him in a Drop Pod and take "Hungry for Battle" as your second trait so he and his company actually arrive in melee after deep striking (though you wouldn't be able to use litanies that turn). ***Even better with Incursor squads, whose Paired Combat blades score an additional hit on a 6. Combine it with Gene Wrought Might (1CP) to Auto Wound on a hit roll of 6. Exhortation of Rage means 6s generate an additional attack and Litany of Hate re-rolls any hit roll that isn't a 6. If you're fighting heretic Astartes, pop Death to the Traitors (1CP) while your at it. All up, each six we roll then explodes into 1 auto-wounds, two additional hits, and 3 additional attacks that can also roll 6s to get a further 3 auto-wounds (but no more additional attacks). </tab> <tab name="Exorcists"> *'''Captain [[Silas Alberec]] (Legends):''' Captain who can Deny the Witch. Also comes with S5, a named power fist (for that sweet S10), in the form of a sigil-etched, barbed power mace, (Sx2 Ap-3 Dd3 that does flat D3 to a Psyker or Daemon) and a S6 Ap-1 D2 bolt pistol. Best for pounding enemies into beefsteak at melee. </tab> </tabs> ====Tactics==== So you love bolters, hate vehicles, and forts trigger you despite never having seen one. What to do with all this? *'''Positioning:''' Shock Assault urges you to melee, your doctrine pulls you to range. But whatever you choose, you have to commit: unlike WS and UM, the stubborn Imperial Fists don't take falling back too well - Stubborn Heroism warlords wouldn't even think of it. Where other armies have stratagems to do complex feints, you simply gain true grit. You deny cover, but you're also geared to garisonning terrain features and objectives. Understand you're not fighting merely on a battlefield, but with it. *'''Attrition:''' Imperial Fists are balanced: they shoot well, can give the enemy a hard time closing in, and being space marines they don't suffer in melee like [[Imperial_Guard|other]] [[Tau|armies]] do. **When the enemy is far away you can outshoot them: blow up their gunships and bastions, ignore their cover, dig in yours. **When the enemy comes to you, delay them: blow up their transports, omniscramble their deepstrikes, pin them with Tremor Shells, punish their charges with Fortress of Resolve overwatch, and turn them back with Repulsor fields and Tectonic purge. **When the enemy reaches your objectives, you can use Shield Unwavering and Bolster Defense to protect them, and Close-Range Bolter Fire when falling back isn't an option. Plus, your Banner of Staganda gives you more hitsm so you can use hard-hitting units better. </div></div>
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