Infiltrator: Difference between revisions

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If Infiltrators are costed similarly to other Primaris marines, they may be one of the most disgustingly good Primaris units to exist. As Troops, they have ObSec. They can infiltrate (duh). They project a bubble forcing enemies that are set up as reinforcements to do so over 12" away, making standard deep strike charges completely impossible. Note that 'setting up as reinforcements' does not include abilities that move units across the map, like Da Jump. Their smoke grenades give the unit a -1 to Hit for a whole turn if the enemy fires ranged weapons at them at the expense of their shooting. This adds to their already high durability as 2W marines with a 3+ save. The option exists to add a Helix Adept, which is a combat medic for the squad. The Helix Adept has a weaker version of the Apothecary's narthecium, which lets it restore 1 wound per round to models in its unit, or revive a slain model in its unit on a 5+.
If Infiltrators are costed similarly to other Primaris marines, they may be one of the most disgustingly good Primaris units to exist. As Troops, they have ObSec. They can infiltrate (duh). They project a bubble forcing enemies that are set up as reinforcements to do so over 12" away, making standard deep strike charges completely impossible. Note that 'setting up as reinforcements' does not include abilities that move units across the map, like Da Jump. Their smoke grenades give the unit a -1 to Hit for a whole turn if the enemy fires ranged weapons at them at the expense of their shooting. This adds to their already high durability as 2W marines with a 3+ save. The option exists to add a Helix Adept, which is a combat medic for the squad. The Helix Adept has a weaker version of the Apothecary's narthecium, which lets it restore 1 wound per round to models in its unit, or revive a slain model in its unit on a 5+.


Their boltguns are also fancy. They have a standard boltgun profile, but all unmodified To Hit rolls of 6 instantly hit and wound, letting you skip wounding entirely against enemies and grants a 1 in 6 chance of automatically wounding ANYTHING in the game from ork boyz to titans. Granted, AP0 means that wound isn't too likely to stick on anything whose save is better than a 4+, but it does make it more useful against things a regular bolter would have trouble wounding in the first place.  
Their marksman bolt carbines are also fancy. They have a standard boltgun profile, but all unmodified To Hit rolls of 6 instantly hit and wound, letting you skip wounding entirely against enemies and grants a 1 in 6 chance of automatically wounding ANYTHING in the game from ork boyz to titans. Granted, AP0 means that wound isn't too likely to stick on anything whose save is better than a 4+, but it does make it more useful against things a regular bolter would have trouble wounding in the first place.  


In short: They are highly durable ObSec troops with solid killing power, the option to take their own personal mini-Apothecary, Infiltrate, and the ability to make enemy deep strikers around them totally unable to charge and deploy further than 12" away. They are a new gold standard for objective holding troops, and they have utility outside of that role thanks to their other rules.
In short: They are highly durable ObSec troops with solid killing power, the option to take their own personal mini-Apothecary, Infiltrate, and the ability to make enemy deep strikers around them totally unable to charge and deploy further than 12" away. They are a new gold standard for objective holding troops, and they have utility outside of that role thanks to their other rules.


{{Primaris Marine-Forces}}
{{Primaris Marine-Forces}}

Revision as of 19:59, 5 March 2019

After over 30 years, we are finally given CANON Reasonable Marines.

Infiltrators are the Vanguard Primaris line infantry unit. The holy lovechild of a Reiver and a Tactical Squad, they are geared for extended recon and stealth operations behind enemy lines, with marksman bolt carbines, smoke grenades, omni-scramblers and the ability to take lite-Apothecaries in the form of Helix Adepts. They are for all intents and purposes, Space Marines who actually act like the elite shock troops they so represent. Finally after 30 years, GW has finally broken the cycle of Space Marines being depicted as morons charging into a open battlefield, or as autistic retards that are too stubborn to be able to have some improvisation. Now every Space Marine chapter is able to field entire units of Super Spec Ops. Raven Guard and Raptors are going to love the shit of these hombres.

Equipment

Infiltrators are all clad in Phobos-pattern armor that is stripped down for lighter weight and modified with silent servos. Their backpacks are adorned with a variety of antennae and they go into battle similarly equipped to other Space Marines. Most notably, their bolt carbines have special optics that enhance their accuracy, they have smoke grenades in addition to the standard frag and krak grenades and omni-scramblers which can disrupt any kind of deep strike attack.

Tabletop

If Infiltrators are costed similarly to other Primaris marines, they may be one of the most disgustingly good Primaris units to exist. As Troops, they have ObSec. They can infiltrate (duh). They project a bubble forcing enemies that are set up as reinforcements to do so over 12" away, making standard deep strike charges completely impossible. Note that 'setting up as reinforcements' does not include abilities that move units across the map, like Da Jump. Their smoke grenades give the unit a -1 to Hit for a whole turn if the enemy fires ranged weapons at them at the expense of their shooting. This adds to their already high durability as 2W marines with a 3+ save. The option exists to add a Helix Adept, which is a combat medic for the squad. The Helix Adept has a weaker version of the Apothecary's narthecium, which lets it restore 1 wound per round to models in its unit, or revive a slain model in its unit on a 5+.

Their marksman bolt carbines are also fancy. They have a standard boltgun profile, but all unmodified To Hit rolls of 6 instantly hit and wound, letting you skip wounding entirely against enemies and grants a 1 in 6 chance of automatically wounding ANYTHING in the game from ork boyz to titans. Granted, AP0 means that wound isn't too likely to stick on anything whose save is better than a 4+, but it does make it more useful against things a regular bolter would have trouble wounding in the first place.

In short: They are highly durable ObSec troops with solid killing power, the option to take their own personal mini-Apothecary, Infiltrate, and the ability to make enemy deep strikers around them totally unable to charge and deploy further than 12" away. They are a new gold standard for objective holding troops, and they have utility outside of that role thanks to their other rules.

Forces of the Primaris Marines
Command: Apothecary Biologis - Helix Adept - Judiciar - Primaris Ancient
Primaris Apothecary - Primaris Captain - Primaris Chaplain
Primaris Librarian - Primaris Lieutenant - Primaris Techmarine
Vanguard Librarian - Vanguard Lieutenant
Troops: Aggressor - Bladeguard Veteran - Desolation Squad
Eliminator - Eradicator - Hellblaster - Inceptor - Incursor
Infernus - Infiltrator - Intercessor - Reiver - Suppressor
Structures: Firestrike Servo-Turret - Hammerfall Bunker
Walkers: Ballistus Dreadnought - Brutalis Dreadnought
Invictor Tactical Warsuit - Redemptor Dreadnought
Transports: Impulsor - Repulsor Tank
Vehicles: Gladiator Tank - Invader ATV - Primaris Outriders - Storm Speeder
Super Heavies: Astraeus Super-Heavy Tank
Flyers: Overlord Gunship
Spacecraft: Space Marine Landing Craft
Allies: Space Marines