Crack warhammer 40000 spaces marines


















Like the Primaris chumps, they have their pick of force weapons and a bolt pistol that can be swapped for a different pistol or combi-weapon.

If you're keener on getting him into casting range as quickly as possible, this is the profile that has access to a Jump Pack. Has access to the Librarius discipline. This is good, since they have twin boltguns as standard and can swap their bolt pistol for a storm bolter, giving you eight 24", S4, AP0, D1 attacks in the shooting phase. You're going with this option if you really want to use all the benefits being a Primaris has, since you're stuck with a force sword and bolt pistol.

Has access to the Obscuration discipline. Chaplains are rarely pivotal to an army, but if your main death star or plan revolves around one, the buffs below are going to be very handy to you. Also has the Jump Pack option for mobility and Deep Strikes. Weaponry is limited to a crozius and combi-weapon. Their bolt pistol can be swapped for a boltgun, combi-weapon, other pistol, or powerfist.

Turbo-Boost always advances them 6" instead of d6". Go all in with the Trait and Relic for the guy you want plodding up the board and babysitting your Dreadnoughts. Space Wolf and Blood Angel Dreadnought detachments love him.

You're playing Space Marines, it's not like you're short on Vehicle options for him to keep up and running. His standard weapons are a servo-arm a thunder hammer without an accuracy penalty, but you can only make one attack with each servo-arm per fight phase , Omnissian power axe a master-crafted power axe for free , and a bolt pistol, which you can and should swap to a bolter for free.

His pistol i. He has one of three builds;. This model does not have the 9th edition Omnissian power axe their newer counterparts have, but can still replace their bolt pistol and power axe for the usual options. Like the walking Techmarine, you have a servo-arm, servo-harness, and conversion beamer as options. Characters from known successor chapters are in their relevant sections because supplements make that kind of matter now.

All other units say "does not include wargear" except special characters where it says "including wargear". Either Ultramarines or Dark Angels successors, with no great way to decide between the two; your fluffiest bet is Ultramarines since they make the better bikers anyhow. Although if we look at their Chapter Tactics before 8th, White Scars is the best substitute for a melee-focused rush if allowed to ignore Successor chapter restrictions.

Astral Claws love mortal wounds, have I said that enough? Said to have "chimeric" gene-seed, but given their melee preference your fluffiest bet is Black Templars; however, if you field Moloc, Iron Hands is a good choice instead to represent being rock-hard in melee.

Note that being a Character he can get a trait while not being Warlord, though it would cost you CP to do so and there might be other candidates, but hey, Sword of the Imperium sounds glorious on him. Successors to whom, nobody knows, so you can do whatever you want. Troops are usually where one turns for numbers, as in 9E the player with the most models within 3" of an objective can claim it. You have a lot of options for Troops but they're actually decent this edition. The bolt rifle is a surprisingly niche choice this edition; against GEQs it's comfortably outcompeted by the auto bolter, and against multi-wound MEQ and up it's comfortably beaten by the stalker.

The only time you'd really pick it is against single-wound MEQs, as the stalker's damage is overkill and so deals lower damage overall. The auto bolt rifle does break even with the bolt rifle on damage but costs more, so is less efficient. This makes it the pick of choice against other marines and bruisers like Tyranid Warriors, but you're sacrificing both Bolter Discipline and the fact that you'll only benefit from Devastator Doctrine, which only works on Turn 1 unless you're Dark Angels or Deathwatch.

Of note is that it's only your best pick against MEQs if they're multi-wound; otherwise, its reduced fire rate means that your DPS is actually lower than either of your other options. Surprisingly, the reduced armour piercing doesn't make a huge difference; its rate of fire gives it the best performance against GEQs, and against MEQs it breaks even with the regular bolt rifle, though both are beaten comfortably by the stalker.

If the squad is equipped with heavy bolt rifles, one Heavy Intercessor per five can swap their heavy bolt rifle for a heavy bolter, which is heavy 3 and D2 in comparison. However, it bears noting that no doctrine applies to both rapid fire and heavy or assault and heavy at the same time. The executor heavy bolter is a 42", heavy 2, S5, AP-2, D3 monster, with a decent chance at dealing the finishing blow to bigger targets as well as outright killing Terminators.

Significantly, this is the only option that lets the entire unit be buffed by a doctrine at once - the whole unit will get better AP on your first turn. The Space Marine Elite slot gets work done and carries essential buffing character units like the Apothecary and Company Ancient, as well as a few exotic Forge World vehicles.

Vastly improved with new codex, very powerful units await! Any Infantry blob, be they Deep Striking or waddling, will enjoy having this guy nearby. Not available to Blood Angels, you have the Sanguinary Ancient. Comes with a bolt pistol that you can and should swap for a bolter for free, or a different pistol, combi-weapon, or melee weapon. Comes with a bolt rifle in addition to the pistol, but his wargear is fixed.

The best reason to take him is if you just want a Company Ancient, but need him to be able to ride a Primaris transport. This guy is the primary reason Bladeguard are so dangerous. An excellent choice for accompanying Terminators of all sorts out of Deep Strike. You also get a twin boltgun, bolt pistol, and chainsword as standard, but you can swap the bolt pistol for a boltgun, combi-weapon, melee weapon, or other pistol.

Like other Bikers, he advances 6" instead of d6". Still has the Ancient keyword, so Chapter Ancient upgrade is still a possibility and you don't lose out on abilities like the Biker Apothecary does. Can't swap out his weapons, so he's stuck with a bolt pistol and chainsword. He's a great choice if you want to go for an all-Primaris army, so you need an Apothecary who can ride with your other boys, and the 5 points makes him more resistant to snipers and lets him contribute a bit more to ranged output - if you need to fire the 3" pistol something has gone badly wrong, but the 18" one will do a lot more than the baseline version's bolt pistol.

Still has the Apothecary keyword, so can be made into a Chief Apothecary. Company Champions are meh , but the Chapter Champion is ruthlessly efficient at his job. Not available to Black Templars, you have the Emperor's Champion. Retained an 8th edition ability; Superlative Duellist allows you to re-roll hit and wound rolls against Characters in melee.

It's a Core Vehicle so can take all the buffs in addition to Techmarine Babysitting. Most Dreadnaughts are buffed by HQs and provides the same security any other bubble wrap could. And speaking of buffs, remember that the Wisdom of the Ancients Stratagem gives it a Captain's or Lieutenant's re-rolling aura for a turn. Sure it's at a -1, but your flamer weapons don't care about that. With the advent of D2 heavy bolters and W2 Marines, this is the clear option you want against Marines.

The infamous Laserback. This is one of the Marines' more cost-effective anti-tank options, able to deposit its cargo, then dig in and start picking at heavies.

If you can convince your opponent to let you field this, far and away the best choice - basically the same murder capability of the tlc option at a 10 point discount. Generally, this is the one you want, as it makes this bizarre vehicle unusually tough smart opponents will simply shoot its cargo, so hurl it into melee ASAP.

Combined with the pintle-mounted stubber, you now have 12 shots at 36" range. Could technically work as an adaptable weapon, but taking other weapon teams and tanks would be better. Now completely different from the stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. This bombardment does not involve ballistic skill, which means your opponent will have to go through 11 wounds to stop you from using the mortal wounds.

This demands that your opponent potentially waste firepower on your otherwise expendable transport while your Hellblasters take far less damage. Rocket jumpers, deadly riders, and all kinds of zoomers, here you find units boasting great mobility but also lots of dakka and not just fast blades. The changes to Combat Doctrines make these units more relevant as game progression draws you to close range. Plenty of points reductions here, notably on bikes of all shapes and sizes, making them very useful fast and tough units.

Very anti-infantry, they have the speed and weaponry to seriously put the pain on something in the Devastator Doctrine turn one with lots of AP-2 shots. Best kept at distance and used to complement the firepower of more dedicated AT units. Martial Legacy and Relic limits how many you can take, though. The most heavily-armed Speeder you have, with a heavy bolter and javelin missile launcher functionally a triple-linked missile launcher.

You can swap the heavy bolter for a multi-melta and the javelin missile launcher for a twin lascannon, as well as having the option for two hunter-killer missiles. The cheapest of the bunch, and competes with the Invader ATV.

This vehicle has an edge in durability and firepower. Can multi-task at attacking mobs and tanks or focus down flyers. A melta destroyer a heavy 3 multi-melta , hammerstrike missile launcher 36", heavy 2, S8, AP-3, D3 , and two krakstrom grenade launchers 18", assault 1, S6, AP-1, Dd3. Costs as much as a Predator, but being in Fast Attack gives you a bit of freedom.

Before you start saying "the Predator can take 48" lascannons and this only has multi-meltas", this Vehicle moves more than half-again the distance and has almost more firepower than a Predator Annihilator. If you happen to want a Predator for that purpose but have filled your heavy slots already, you will certainly be well served taking this unit in its place.

In a pinch it might even serve as a TEQ hunter. Against light or heavy infantry you'll generally get better results from the Grav-Cannon due to better fire rate and AP, and mortal wounds from Hellfire Shells are nice but you can do that from ANY infantry Heavy Bolter in your army so they're a bit wasted here. Their niche is poorly-armoured multiwound units like daemons or monsters, but it's often better to deal with these via plasma anyway.

Deployed regularly the 12" range means wasted points, but from a drop-pod they'll cook entire units of infantry and there isn't much your opponent can do to stop it but deploy cautiously. Plus, they don't care about moving due to automatically hitting targets, so they're a bit more mobile once deployed. But for the same points you could take Grav-Cannons, which have greater range, AP, and improved damage versus heavies, though fewer hits on average.

Hence, these are ideal as the second half of the Drop Pod carrying your multimelta devs or the occupants of the second pod , allowing the heavy flamers to clear away bubble wrap first or transport contents second. Though tempting to drop turn one for doctrine benefits, consider delaying; sensible opponents will respect the meltapod and adopt a cautious formation with plenty of bubble-wrap for their heavies, and a cautious advance improves your map control.

It's not like you need the AP boost. Unlike tactical squads, they're not an automatic pick over Plasma Cannons as devastators have enough firepower to justify re-roll babysitters, but having twice the rate of fire for fewer points still means gravy is usually the tastier choice. If you want to deploy beyond auras, they're safer than overcharged Plasma and crack infantry better than safe Plasma. Grav Cannons are a much better choice for offensive drop pods, as safe plasma isn't efficient and so they need to bring re-roll auras with them.

This means a max of 4 Plasma Cannons in one pod compared to 8 Grav Cannons, and a loss of aura characters from your main force. As the game goes on gaps will emerge in your offensive options as anti-infantry and anti-tank units are killed off, and Launchers can plug either of these roles admirably.

Launchers also have surprising survivability; as 'second-rate' weapons they're often overlooked as your opponent seeks to remove more obvious hard counters like the various cannons, and their range makes them well-suited to a backline.

While extremely effective against vehicles, they're one of the pricier options and single shots make them inefficient against blobs. As 9th edition's smaller boards reduce the chance of outranging enemies and they'll inevitably draw heavy fire, they need ablative wounds more than most, further driving up their cost.

A solid choice against heavy enemies - but not likely to contribute beyond turn 3 either due to death, or having exhausted efficient targets. When supported, overcharged plasma cannons are a lot like multimeltas with better range for cheaper, but slightly worse AP and much worse damage; S8 lets them bully vehicles and near-guarantees wounds on T if re-rolling 1s, which combined with d3 Blast shots means they aren't wasted shooting infantry.

Plasma Cannons cost more than Plasma Guns for better range without losing rate of fire, Blast, and less accuracy on the move, so don't Drop Pod these guys if you ship them - plasma sternguard is how Space Marines do drop plasma. Ancients have no synergy - plasma overcharging won't trigger them - but overcharging means you should consider grabbing a Chief Apothecary for the warlord trait to avoid spending cps bringing them back.

Since this many points invested will draw an absurd amount of firepower, you'll then need ablative wounds to avoid it being wasted, and since the auras are there anyway you might as well make them more efficient with multiple squads, and a few Infiltrators to give a deepstrike-denial bubble wouldn't go amiss either An effective all-rounder with anti-vehicle capability, 8th edition introducing unlimited splitfire benefited this Land Raider the most.

Capable of using its lascannons to pop a vehicle and then following up with the heavy bolters to wipe out a MEQ squad. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a trio of Assault Centurions and a Character or a 5-man squad of Assault Terminators. As ever, the Hurricane Bolters will shred any infantry within 12" - you have twenty-four bolter shots supplemented by another 12 assault cannon shots.

The Assault Launchers also help in regards to transporting and supporting its cargo, as it gives access to the stratagem. Its transport capacity makes it your best choice for transporting Terminators, Crusader squads, and other larger units. Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot.

While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side.

Can easily cockblock a charging unit with 2d6 automatic flamestorm shots, and no-one is going to risk charging it to tie it up in melee. Enjoying another price drop and 12" Flamestorm cannons! But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport capacity to 6, but it prevents anyone from deep striking within 12" of the Proteus.

Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it. The Achilles is armed with a hull-mounted quad launcher with two ammo types; shatter shells 24", heavy 4, S8, AP-2, D3 and thunderfire shells 60", heavy 4d3, S4, AP0, D1, blast and does not require line of sight.

Sponson options are two twin volkite culverins 45", heavy 8, S6, AP0, D2, wound rolls of unmodified 6 inflict an additional MW or two twin multi-meltas.

Both sponsons are frankly solid options and do quite well against their desired targets. You have the option for a storm bolter and a hunter-killer missile but NOT the single multi-melta like most other LR's get access to. The only area it lacks is its transport capacity of 6, with Jump Pack and Terminator models taking up two spaces. Centurion and Wulfen models are mentioned, but no unit with those keywords is small enough to fit in, and Primaris aren't allowed as per usual.

Its only stock weapons are two QUAD heavy bolters, so 24 D2 attacks will delete Marines on a hitherto-undreamt of scale.

Optional storm bolter, hunter-killer, and multi-melta available. FW still somewhat took it out back and kneecapped it, as it no longer gives CP support and doesn't grant ignores cover, making it functionally a differently-armed vanilla Land Raider as it also doesn't cost a CP to take due to the lack of Martial Legacy. Like the regular version, this model also has twin lascannons, but it brings along a Helios Launcher instead of twin heavy bolters.

You have to ask yourself if you wouldn't be served better by a quad las Predator and Stalker or Hunter pts for both. Twin las-talon 24" quad lascannon and two multi-meltas give it a lot of firepower with the same range.

It is expensive, but it has eight shots at Dd6 or more. Well worth taking the auto-launchers to scoot forward 10", use the stratagem for the -1 to hit rolls, then scoot forward again and start blasting. However, pts is only 35pts less than standard Land Raider, which is far tougher and delivers its four Dd6 shots at twice the range so what you are saying is "for more points you can have half the shots but from further away".

Effectiveness peaks when you get to within 15" of a target to double the number of attacks with its tempest bolters. It's armed with a nasty accelerator autocannon 48, Heavy 6, S7, AP-2, D3 but unfortunately lost its ability to ignore hit modifiers. If you're taking an Arcus over a Scorpius, you're already ahead in terms of points efficiency for what you're buying, but since you've paid a CP for this thing, make sure to kit out the sponsons, too.

If you are taking the HB sponsons consider the Deredeo with plasma arms and Aiolos as they are the same points for very similar firepower but with the Deredeo being more survivable. The Devastator Squad has twice the W and the ability to use Fortifications and Transports, while this model with its higher T can ignore small arms fire more easily.

Shatter shells a. At pts, it costs the exact same as a Thunderfire Cannon and its Thunderfire shells even have the exact same profile, making it worse, since its BS is worse. The other obvious comparison is to a Devastator Squad carrying missile launchers - a full squad runs points to the you're paying here. Against a hard target, Shatter mode is slightly more efficient than the Devastator Squad's krak missiles, while against a soft one, it depends on target unit size just how much worse this is, but suffice to stay the Devastator Squad's frag missiles will outperform you, by a lot.

In other words, stick to the Devastator Squad. On the other hand, it can't compete with a quadruple multimelta Devastator Squad, even when it takes a movement penalty and fails to get into melta range. This deals 7 damage base, up to 8 and 12 with blast, or No, me either. Don't forget, Deimos Predators can also take sponson heavy flamers.

This is most likely better anti-tank than the Annihilators twin lascannons. Starting at ", it is heavy d3, S6, AP-1, D2, blast. A good anti-tank addition to a gunline, but possibly not as solid as the las Predator. Fortifications are not a serious part of any meta right now. Well, well, well The superheavies have seen some changes.

For the most part they are all now T8, but their prices have been reduced by half in some cases. Further, fielding these units will heavy tax your command points as they are relics and require super heavy detachments. For ease of navigation, if all you care about is which Doctrine a Chapter's specific Combat Doctrines ability is relevant in, here's the list sorted that way; read all first founding chapters as also including successors, except for Black Templars, who use their own, not the Imperial Fists.

Thematically, these guys are bunch of plasma-fetishizing paranoid fucks. They are constantly on the hunt for certain hated enemies and will not rest until these foes are brought to justice at any cost. Alongside that, they are skilled in less mobile warfare. They utilize long-range lines of fire and holding fast when attacked. On the tabletop, these guys have some really stratified tactics with the existence of the Deathwing and Ravenwing forces.

With the coming supplement, it's becoming even more of an option to run a monowing detachment as you can have either bikers or terminators count as ObSec alongside their own specialized traits. Needless to say, mastering the First requires understanding what best to focus on and building around it. If you are looking for brutal and unyielding terminators , swift but deadly bikers who deliver death from afar , or something in between, the Dark Angels has something for you.

Stick to the central list if you're looking for supporting traits, the wing-specific ones tend to only buff your Warlord. He can still take a Jump Pack, to give him a chance of keeping up with Ravenwing if you're in a game that doesn't allow Legends units for the Biker.

Some of the rules-writers dribble got past their bib and their datasheet lists them as an Elites choice instead of a HQ like their points has them.

This will be FAQ'd, so the rules are here to save them being copy-pasted from the Elite section at a later date. Standard fare is a twin boltgun, crozius, and bolt pistol. They can also grab an additional powerfist; additional , it does not replace one of their stock weapons. He doesn't have the 8.

His Aura of Dread also makes enemy units within 6" suffer -1Ld. All of the Characters and 1 in 3 Black Knights can swap for a Ravenwing grenade launcher. It may be worth taking one model with a grenade launcher for the Stasis Shell stratagem, but otherwise the plasma talon will be your best weapon as the mid-range is offset by the long move and advance distance afforded to the Ravenwing. Your second best one is the devastator doctrine one, but ravenguard black knights suck for their cost even before you realize they don't benefit from it - instead, it's far better on everything else Ravenwing.

Your chapter tactic for being immune to combat attrition or morale entirely just means you have even less reason than usual to field Chaplains, Ancients, or anything else that offers morale support; as a general rule, you still want to go MSU for blast resistance, if nothing else. Thematically, they're the archetypical steppe nomads but turned into a post-human military force. These guys are the ones if you want your warrior-monks asian instead of western.

On the tabletop these guys are the fast, melee marines, with the speed to keep up the pace, strong bikes to keep up the pressure, and the rules for relentless punishing assault. Your units will be as fast as genestealers without being as frail as them. Furthermore, their charge is devastating and their rules turn ongoing combats into repeated charges. If you want your army to hit as fast and hard as a lightning bolt, then ride with the White Scars and unleash the storm.

Stormspeaking contains several standout powers that can combo together to spectacular effect. The discipline relies on lashing your opponent with blasts of wind and lightning, shielding your units from enemy fire, and speeding your units into the enemy's lines while hampering the ability of their units to advance and charge. Mantis Warriors. Remember, a you could be a Successor but for your ability to charge after advancing, but also b your optimal Successor for your Doctrine doesn't take either of your two tactics abilities it can, instead choosing Hungry for Battle and Whirlwind of Rage.

If you want to play with your stock chapter tactics, make sure you take some assault weapons that can miss, but not too many, since you can shoot while advancing but not after falling back, and you should be charging after falling back, in general. Thematically, these guys are fucking furries a bunch of angry space Vikings who respect their own strength and culture rather than any book. Their way of organization is rather unorthodox but no less effective. On the tabletop, these guys focus on the assault.

Though they aren't White Scars swift or Templar strong, they have a means of tying the enemy up in combat by any means necessary and an emphasis on using melee characters.

It also helps that they're good in combat. As a general rule, you're Blood Angels but worse in terms of your rules. Look to your special units and unit options to find a way to shine, or be a successor. Most of These Warlord traits are selfish by nature, boosting up the ability of the badass, but also supportive later in game.

Living Lightning and Jaws of the World Wolf are situationally Smite but better, for mortal wounds sources. Storm Caller and Tempest's Wrath are good protection for a gunline.

Instincts Awoken buffs you in melee, primarily on the first two rounds - by round three it gets nearly useless. Murderous Hurricane can be used as a charge deterrent or if you need to charge something with dangerous Overwatch. In the grim darkness of the far future, there is only defiance eternal. Stubborn to a fault, the Imperial Fists are paragons of bolt marksmanship and peerless urban fighters and siege specialists.

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. If you want marines with fearsome firepower 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.

In the grim darkness of the far future, the sons of Rynn will always rise from the ashes against the enemy of mankind. 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 anyway.

Upload a Thing! Customize a Thing. Download All Files. Select a Collection. Save to Collection. Tip Designer. Share this thing. Send to Thingiverse user. Download Links Link Mega. How to download free Warhammer 40, Space Marine Use any of the links Wait 5 seconds for the ouo advertising to pass and then another 5 seconds per adfly. Click on the download button of the selected service.

Install the. Most of our games are uploaded in a single link. And now time to enjoy : In case of problems do not hesitate to contact me! Comments Sign In. In other Games Workshop publications, two of the Primarchs are listed as having had "tragic accidents"; no further explanation has yet been officially given for their absence from the Warhammer 40, universe. Each of the remaining 18 Primarchs is appointed to command the Space Marine Legion which is created from his particular gene-seed.

In novels and comic books the Space Marines are given a superhuman appearance. Their abilities, skills, and durability in these stories would make a single Space Marine squad capable of defeating a much larger force of almost any other group in Warhammer 40,



0コメント

  • 1000 / 1000