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====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>
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