Jump to content

Adeptus Primaris


Recommended Posts

13 minutes ago, VonVilkee said:

Technically it also says when the tactic is chosen so that is army list creation. Needs to be printed on the list if some one wants to try so hard to change it see first point and just not worry about it.

There, see, I didn't know about that. That makes it a lot better.

Link to comment
Share on other sites

1 hour ago, Sgt. Rock said:

Why, oh why, did they make the palette test card a .pdf file? A .jpg file would have allowed you to just a paint program to alter it from your computer without having to print a new one every time you wanted to try something new.

Some pdf readers can export files as jpgs. I do it all the time in Preview. Very handy for creating quick reference sheets and such.

  • Thanks 1
Link to comment
Share on other sites

Yes, yes, I know. Still, it's just one of those things that they should have thought of. Like, really? Nobody in your web department thought of this? I guess they just want you to be able to test your exact shades of paint by painting directly onto it. That, or they're now in cahoots with the printer & paper industries.

  • Like 1
  • Haha 1
Link to comment
Share on other sites

30 minutes ago, VonVilkee said:

It is only melee weapons and not all models carry melee weapons... Is it really that broken to switch it up all the time?

If they don't have a melee weapon, then it reasons that they are unable to make a melee attack.  Even tanks have melee attacks.  Don't have a dex handy, do they have listed weapon for those attacks?  

 

edit: had my phone next to me

 

So, Cypher doesn't have melee weapons, but is able to do melee combat.  What does the BBB say about "unarmed" melee combat?

Link to comment
Share on other sites

23 minutes ago, VonVilkee said:

It is only melee weapons and not all models carry melee weapons... Is it really that broken to switch it up all the time?

 

Technically it also says when the tactic is chosen so that is army list creation. Needs to be printed on the list if some one wants to try so hard to change it see first point and just not worry about it.

Broken might be extreme, but it's definitely against the rules as intended. It would be like if you changed your chapter to optimise against the opponent, but only after learning what army your opponent was fielding. Cheese, definitely, bad sportmanship too, but probably not broken. 

All models do carry melee weapons. They FAQed that, so models without a melee weapon profile carry the basic unarmed strike melee weapon. That's how TAU use advanced targeting systems to get -1 ap on their melee attacks (which still hit on WS5+....).

Anywho, something they'd do in the ITC, doubt it would be an issue for Narrative players.

Link to comment
Share on other sites

2 hours ago, InfestedKerrigan said:

If they don't have a melee weapon, then it reasons that they are unable to make a melee attack.  Even tanks have melee attacks.  Don't have a dex handy, do they have listed weapon for those attacks?  

 

edit: had my phone next to me

 

So, Cypher doesn't have melee weapons, but is able to do melee combat.  What does the BBB say about "unarmed" melee combat?

Everyone who doesn't have a listed Melee Weapon has a S: User AP- CC Weapon. It's in the main Rules somewhere.

Link to comment
Share on other sites

58 minutes ago, WestRider said:

Everyone who doesn't have a listed Melee Weapon has a S: User AP- CC Weapon. It's in the main Rules somewhere.

FAQ on the main rules, but yes, everyone have the weapon you describe if they lack another melee weapon.

https://www.warhammer-community.com/wp-content/uploads/2019/04/warhammer_40000_rulebook_en.pdf

Errata for page 183.

Link to comment
Share on other sites

7 hours ago, paxmiles said:

Broken might be extreme, but it's definitely against the rules as intended. It would be like if you changed your chapter to optimise against the opponent, but only after learning what army your opponent was fielding. Cheese, definitely, bad sportmanship too, but probably not broken. 

All models do carry melee weapons. They FAQed that, so models without a melee weapon profile carry the basic unarmed strike melee weapon. That's how TAU use advanced targeting systems to get -1 ap on their melee attacks (which still hit on WS5+....).

Anywho, something they'd do in the ITC, doubt it would be an issue for Narrative players.

I took it as preferred enemy could be a studied and research heavy style therefore they are always ready or it could be the more narrative they have fought the particular faction so much they are good at it. Could be either so I'm not bothered even narratively by changing it up...

Link to comment
Share on other sites

1 hour ago, VonVilkee said:

I took it as preferred enemy could be a studied and research heavy style therefore they are always ready or it could be the more narrative they have fought the particular faction so much they are good at it. Could be either so I'm not bothered even narratively by changing it up...

If that was the rule's intention, it would just say to pick an enemy type before the battle. They clearly intend for you to pick a specific enemy and keep the selection, even when it isn't the best against your current opponent. Not unlike the Imperial Fist tactic that's near worthless if the opponent doesn't have buildings and doesn't use cover.

My point was more directed against players that don't see anything wrong with changing their chapter's backstory to fit their current opponent. Like I said, shouldn't be an issue with narrative players, but for players that care more about playing competitively, they might not seeing the issue with changing their chapter whenever it suits them (between games).

 

Link to comment
Share on other sites

12 hours ago, VonVilkee said:

I took it as preferred enemy could be a studied and research heavy style therefore they are always ready or it could be the more narrative they have fought the particular faction so much they are good at it. Could be either so I'm not bothered even narratively by changing it up...

The former is what the DeathWatch do. Regular SM have to fight too many other enemies to be able to devote that degree of study.

  • Like 1
Link to comment
Share on other sites

New Units

SMPreOrderPreview-Aug4-Header3hhvrh.jpg

In today’s Space Marines preview, we’re looking at the new units, new wargear and new abilities in the new codex (that’s a lot of ‘news’), from las fusils and haywire mines to the awesome fourth part of the Angels of Death ability – Combat Doctrines. We’ve got a lot to cover, so without further ado, let’s get cracking…

First up, let’s look at some of the BRAND-NEW UNITS that will be making their debut in the codex!

Incursor Squad

SMPreview-Aug7-Incursor-84jf7.jpg

This squad is an alternative build from the multipart Infiltrator kit (we’ll have more on the cool new stuff for them a bit later). In addition to being armed with occulus bolt carbines that rob the enemy of cover, Incursors are equipped with awesome multi-spectrum arrays that prevent them from suffering any negative modifiers when using ranged weapons. If you want a unit that can drive an enemy unit from cover with punishingly accurate volleys at rapid-fire range from the outset of the battle, you’ll want yourself an Incursor Squad (or several).

Aeldari Rangers will soon learn to fear Incursors, for cameleoline cloaks will offer no protection against such guided bolter fire! As if that wasn’t cool enough, Incursors are also armed with paired combat blades that give them an extra edge in combat.

SMPreview-Aug7-PairedBlades-19c3.jpg

Like their Infiltrator battle-brothers, Incursors carry smoke grenades and can set up in concealed positions, but the squad is also equipped with a haywire mine that can be planted mid-battle. Once primed, the first enemy unit to move within 3″ of the haywire mine risks suffering D3 mortal wounds (or D3+1 if it’s a Vehicle) before the mine is then removed. By fielding a number of small units, you can lay enough haywire mines to make it near-suicidal to approach – it’s ‘Area Denial 101’ and Incursors are, without a doubt, some of its finest practitioners!

SMPreview-Aug7-IncursorMine-b47ek.jpg

If you fancy being more unapologetically aggressive than sneaky (we’re talking a fist-to-the-jaw level of aggression here), our next entry has a number of ways to help.

Impulsor

SMPreview-Aug7-Impulsor-k19vl.jpg

An Impulsor is a fantastic all-round support vehicle. In addition to a huge variety of weapon options and other handy upgrades, it’s also a nifty transport option for your Primaris Space Marines, able to bear six models (perfect for shifting a squad of five and an accompanying Character) safely to battle within its armoured hull. If you need to race forward and claim an objective, an Impulsor is the perfect delivery system thanks to its Assault Vehicle ability.

SMPreview-Aug7-AssaultVehicle-85n7.jpg

To better protect its valuable cargo, an Impulsor can be equipped with a shield dome for a 4+ invulnerable save. But this is more than just a transport vehicle – instead of a shield dome, you can take an ironhail skytalon array for some solid anti-air firepower, or a bellicatus missile array for a choice of three missile warheads (frag, krak and Icarus). Alternatively, equipping your Impulsor with an orbital comms array enables you to call down some seriously heavy fire support in the form of an orbital bombardment!

SMPreview-Aug7-OrbitalCommsArray-83hc7.j

With all of these options from just one vehicle, we’ve got a feeling that Impulsors are going to be popular options among Space Marines armies in the very near future. Speaking of popularity, next up is everyone’s soon-to-be favourite gunfighting war machine of death!

Invictor Tactical Warsuit

SMPreview-Aug7-Warsuit-1j38v.jpg

An Invictor Tactical Warsuit is, in essence, a Redemptor Dreadnought that has been stripped back and redesigned with lighter, sound-dampening materials for use on covert operations. Why is this cool? Because their design makes them so stealthy that they can even set up in a concealed forward position like the Infiltrators and Incursors! In addition to a hard-hitting Invictor fist, the warsuit is armed with a powerful primary weapon in the form of flame-throwing incendium cannon and a twin ironhail autocannon with which it can unleash your choice of fiery or high-velocity death.

SMPreview-Aug7-WarsuitWeapons-38vj3.jpg

Of course, we couldn’t talk about the Invictor Tactical Warsuit without mentioning the pistolised heavy bolter strapped to its hip. The warsuit’s pilot can use its Invictor fist to draw and fire it, even at point-blank range! How cool is that?!

SMPreview-Aug7-HeavySidearm-38fvh4.jpg

On that note, a number of you have been asking whether or not you can assemble the Invictor Tactical Warsuit with the heavy bolter clutched in its fist. Well, we can happily confirm that you can! 

SMPreview-Aug5-WarsuitBolter-o14j.jpg

That’s not all! With new multipart plastic kits to call upon, the Infiltrators and Eliminators will soon have access to powerful new wargear options (by which we mean a selection of new and interesting ways to deliver grievous death to the Emperor’s enemies). Let’s take a look…

Infiltrator Squad

SMPreview-Aug7-Infiltrators-38dj3.jpg

As before, Infiltrators are able to set up in no man’s land with their Concealed Positions ability and use their omni-scramblers to keep enemy reinforcements at bay – a huge advantage when it comes to maintaining control of the battlefield. However, instead of assembling one of your Infiltrators as a Helix Adept, you can equip one of your squad with an Infiltrator comms array.

This handy bit of kit lets them concentrate on the merciless destruction of the enemy without having to worry about the proximity of a Phobos Captain and Phobos Lieutenant for their handy aura abilities – perfect for when you’re sneaking around behind enemy lines.

SMPreview-Aug7-InfiltratorCommsArray-fj3

Finally, we’ve got the squad with such a choice of awesome ammunition it would make a Vindicare Assassin’s synskin turn green with envy…

Eliminator Squad

SMPreview-Aug7-Elimiators-1med8.jpg

Primaris Space Marines wearing camo cloaks and armed with 8-foot-long guns – what’s not to love? These deadly marksmen can now target enemy Characters with all three of their bolt sniper rifles’ ammo types (executioner, hyperfrag and mortis rounds), and their ammo profiles have been ramped up – for starters, they’re now all Strength 5!

Alternatively, you can assemble your Eliminators with las fusils, which are the first dedicated anti-tank weapons for your Primaris infantry. A couple of so-armed units will reduce even the toughest vehicles to molten slag in short order – they’re called ‘Eliminators’ for good reason!

SMPreview-Aug7-Lasfusil-219ve.jpg

The Eliminator Sergeant can also play one of two crucial roles in the squad. The Guided Aim ability enables him to forgo his own shooting to add 1 to the hit and wound rolls of the Eliminators under his command – making sure those crucial kill-shots get the best chance of success.

Meanwhile, a Sergeant equipped with an instigator bolt carbine is perfect for luring your enemies into a trap (the hearts of a thousand Raven Guard players just skipped a beat). All you need to do is place your ‘hapless’ Eliminators in charge range of an enemy unit, and when your foe has committed, simply withdraw (after firing Overwatch for good measure). Your opponent’s unit will be left exposed, ready to gun down or counter-charge at your leisure while your Eliminators mock (and shoot) them from a safe distance!

SMPreview-Aug7-CoveringFire-30vk4.jpg

Non-codex Chapters

So, with all this exciting news of new units, we’re going to take a moment just to explore how the new codex affects Space Marine Chapters of the First Founding who are not strictly codex-compliant – specifically the Blood Angels, Space Wolves and Dark Angels. Don’t worry, if you like your Space Marines chisel-jawed and handsome, hairy and scary or robed, we’ve got you covered. In addition to the bespoke units featured in their respective codexes, these Chapters will also have access to the new units from Codex: Space Marines as follows:

Blood Angels, Space Wolves and Dark Angels:

  • Captain in Phobos Armour
  • Librarian in Phobos Armour
  • Lieutenant in Phobos Armour
  • Eliminator Squad
  • Incursor Squad
  • Infiltrator Squad
  • Suppressor Squad
  • Invictor Tactical Warsuit
  • Impulsor
  • Primaris Repulsor Executioner

The full datasheets and matched play points values for each of these units will soon be available as a free PDF download for each of these Chapters, along with the rules for the Shock Assault ability.* Essentially, if you collect one of these Chapters, you can still pick up Codex: Space Marinesfor all the expanded lore, background and aforementioned datasheets, but you don’t need it to add the new units to your collection and use them in battle – your codex is still fully functional!

Believe it or not, there’s still more! We’ve been keeping one last part of the new Angels of Death ability up our sleeves… until now!

Angels of Death: Combat Doctrines

Combat Doctrines represent the structured way in which adherents of the Codex Astartes overcome any adversary. First of all, they bombard their enemies from afar with heavy weaponry, then they advance on their positions while delivering punishing volleys of bolter fire, before charging in to crush whatever’s left in brutal melee.

Veterans of previous editions may remember that the Ultramarines had a form of this ability a number of years back. Now, it doesn’t just apply to them, but to all of the Chapters (and any successor Chapters you’ve created) that use the rules from Codex: Space Marines. Here’s how it works…

Your Space Marines will begin the battle with the Devastator Doctrine active. At the start of any of your turns (after the first), you can choose to change from the Devastator Doctrine to the Tactical Doctrine, and again on a later turn, from the Tactical Doctrine to the Assault Doctrine. Once you’ve changed doctrines, you can’t go back – your Space Marines are already committed –but your current doctrine will remain active for the remainder of the battle unless changed. Here are the benefits you can look forward to while each doctrine is active – suffice it to say that your opponent’s saving throws are in for a shock!

SMPreview-Aug7-DevastatorDoctrine-58fj.j

SMPreview-Aug7-TacticalDoctrine-458v.jpg

SMPreview-Aug7-AssaultDoctrine-398fj.jpg

That is loads to look forward to. Even so, you may have noticed that we didn’t cover the incredible new miniatures for Kor’sarro Khan and Chief Librarian Tigurius – after all, with both having crossed the Rubicon Primaris, they’re more powerful than ever.

Well, fear not, as we’ll be taking a look at both of these mighty heroes over the next few days as we investigate each of their Chapters’ codex supplements. On that note, if you want to match the prescient foresight of Tigurius, sign up to our newsletter to ensure you’re always up to speed on all the latest Warhammer information!


* The Deathwatch and Grey Knights will also be gaining the Shock Assault ability in their own updates at the same time! And don’t forget, the Deathwatch also have access to the new Primaris Repulsor Executioner.

  • Like 1
Link to comment
Share on other sites

I've been a bit out of the loop, and don't use APCs, but I thought 8th edition already operated like "Assault Vehicle."  That all vehicles already behaved this way.  Which is why Land Raiders don't have any special rules about launching an assault out of their mouth, as opposed to rhinos/chimeras [big bad swear word]ting out fodder. 

Link to comment
Share on other sites

4 minutes ago, InfestedKerrigan said:

I've been a bit out of the loop, and don't use APCs, but I thought 8th edition already operated like "Assault Vehicle."  That all vehicles already behaved this way.  Which is why Land Raiders don't have any special rules about launching an assault out of their mouth, as opposed to rhinos/chimeras [big bad swear word]ting out fodder. 

Nope. Standard in 8th is that you have to Disembark before the Vehicle moves. Most of the exceptions involve some major restrictions, and often a significant chance of taking Mortal Wounds or losing Models outright.

I have to say, I'm thankful at least that the Invictor has a proper main gun, and not just a twin Heavy Stubber like it looked from just the Model. Still don't like it, but that's significantly less bad.

Link to comment
Share on other sites

Just now, WestRider said:

Nope. Standard in 8th is that you have to Disembark before the Vehicle moves. Most of the exceptions involve some major restrictions, and often a significant chance of taking Mortal Wounds or losing Models outright.

So, do LR, LRC, LRR have any type of Assault option like previous editions?  Or is this "proof" of 8th being a Gun Line edition?

Link to comment
Share on other sites

54 minutes ago, InfestedKerrigan said:

So, do LR, LRC, LRR have any type of Assault option like previous editions?  Or is this "proof" of 8th being a Gun Line edition?

No, but they don't need it as much as they did. Disembark is 3" + normal move + charge. 

That's further than the old LR assault disembark was.

Link to comment
Share on other sites

6 hours ago, InfestedKerrigan said:

So, do LR, LRC, LRR have any type of Assault option like previous editions?  Or is this "proof" of 8th being a Gun Line edition?

Nope, no special disembarkation rules for them. Actually, Land Raiders really kind of suck in 8th, because they need to be making use of both their transport capacity and their firepower to be worth their cost, but it's way too easy to catch them in CC, and then, even if you don't do any damage, they have to Fall Back next Turn and can't fire.

Link to comment
Share on other sites

Yeah, 8e has everything being faster than in previous editions. The anything can wound anything mechanic also really hurts their durability. GW also seems to think transports should pay a premium in this edition too, and it really hurts the LRs. And for loyalists, the LRs being unable to transport primaris marines is a real weak point. Plus, for cost, they should really have an invulnerable save, but they don't, nor a FNP mechanic, so they really have issues.

On the other hand, they're T8 with 2+ saves and they lack the TITANIC keyword nor the Lord of War battlefield role. Doesn't always matter, but there's a handful of anti-titan weapons/units which don't get full bonuses against them because they aren't Lords of War or TITANIC. And the 2+ saves on a high toughness target can be impressive when the opponent relies on volume fire.

Plus the split fire in 8e really helps the LR's weapons remain viable. And they have the multiple units in the same transport option.

And the other big thing is how close their price is to imperial knights, which, especially with stratagems and relics, are the superior choice.

 

That said, could look into the LRE (Land Raider Excelsior) found in Imperial Index 1. Legal for most space marine armies and a proper GW model (sold at Warhammer World only). It's an HQ Land Raider with a 5++ and the CHARACTER keyword (which makes it eligible for warlord traits and relics). That one has many of the same problems, but is more comparable to an imperial knight (plus occupies a mandatory HQ slot).

Link to comment
Share on other sites

Scions of Guilliman

UltramarinesPreview-Aug8-UM_Header3oks.j

So far this week, we’ve had a thorough look at what Codex: Space Marines is all about, but what about the noble Ultramarines? Well, today is the day for the newly enhanced Varro Tigurius and his battle-brothers to step up to the fore, as we’re looking at everything that Codex Supplement: Ultramarines has to offer. Behold the mighty Scions of Guilliman…

Who Are They?

The Ultramarines are a stalwart example of the unstoppable fighting force that their Primarch Roboute Guilliman envisioned when he wrote the Codex Astartes, to define how the Adeptus Astartes would wage war. Over the last 10,000 years, the Ultramarines have been an immovable bulwark against some of the greatest threats to Mankind’s existence.

On the Battlefield

So, we know that the Ultramarines are awesome (and blue), but the question is, how does their esteemed reputation translate to the tabletop? Well, you’ve already seen how their Chapter Tactics work,* but their codex supplement offers a whole new layer of awesome abilities, Warlord Traits, Relics and psychic powers that can give them the edge they deserve in any battlefield situation. Let’s take a look at some of the perks that come with being one of Guilliman’s chosen sons (other than being the only loyalist Chapter able to show off in front of their gene-father).** 

UltramarinesPreview-Aug8-Battleshot7jjce

If you read yesterday’s article on the new rules and units featured in Codex: Space Marines, you’ll know how the Combat Doctrines work. Well, such is the tactical mastery of the Ultramarines that they receive an additional benefit when the Tactical Doctrine is active – a handy advantage when moving squads or Vehicles armed with heavy weapons, and it also works well in conjunction with Bolter Discipline.

UltramarinesPreview-Aug8-ScionsGuilliman

As you would expect of such a storied Chapter, the lords of Ultramar are peerless battlefield commanders, able to read the ebb and flow of battle at a glance before instantly formulating a plan to turn the tide in their favour. To this end, Codex Supplement: Ultramarines includes a set of six Warlord Traits that exemplify the strategic brilliance of the Chapter’s officers. Master of Strategy, for example, enables an accompanying unit to take advantage of the Tactical Doctrine (which, as we’ve seen above, is even better for purging bad guys).

Ultramarines Librarians will also have access to a bespoke psychic discipline that represents their indomitable mental fortitude – the aptly named Indomitus discipline. In fact, they’re so formidable in this area that they can slay their enemies through sheer willpower alone – after all, mind bullets are so last millennium!

UltramarinesPreview-Aug8-TelepathicAssau

With more than 10 millennia of war under its belt, the Ultramarines Chapter has a vast collection of battle honours, artefacts and relics of war. Within the armouries of the Fortress of Hera, the formidable mountain stronghold of the Ultramarines, there lies a number of priceless weapons and artificer wargear that can be bestowed upon a worthy commander.

You can therefore choose to give your Ultramarines Characters a Relic of Macragge instead of one from Codex: Space Marines. One such heirloom is known as the Sanctic Halo, and it offers its bearer unrivalled protection against harm – both physical and eldritch (hint: it’s basically an iron halo… BUT BETTER!).

UltramarinesPreview-Aug8-SancticHalo4jhf

There is also a large selection of Special-issue Wargear – these serve as alternative Chapter Relics and can be given to Characters for the Ultramarines, or one of their (many) successor Chapters.*** Check out the Sunwrath Pistol, for example, which is essentially a permanently supercharged pistol and then some!

UltramarinesPreview-Aug8-SunwrathPistol1

As exemplars of strategy, it seems only right that the Ultramarines would have access to a bunch of Stratagems that reflect their mastery of war. Well, the codex supplement offers another 16 Stratagems to choose from that are unique to the Ultramarines and can be used in addition to those found in Codex: Space Marines. One of the most devastating is Tactical Expertise. It may only be usable once per battle, but it can affect your ENTIRE ARMY! When used at the right moment (just like an Ultramarines commander would – no pressure…), it can be a real game changer.

UltramarinesPreview-Aug8-TacticalExperti

Believe it or not, there’s loads more in the codex supplement that we haven’t covered yet – including Ultramarines-specific Tactical Objectives, the awesome background section complete with detailed Chapter Organisation and even an Ultramarines name generator!**** There are also a number of bespoke Ultramarines datasheets, from the noble Captain Sicarius of the 2nd Company to power axe-wielding Honour Guard and even their glorious Primarch and Lord-Commander of the Imperium, Roboute Guilliman.

UltramarinesPreview-Aug8-TyrannicVeteran

 

Long-term Ultramarines fans will also welcome the return of Tyrannic War Veterans as a dedicated unit. They’ll make a wonderfully thematic addition to any army that includes Chaplain Cassius (after all, he formed their order). They certainly live up to their names too – check out their Bane of Tyranids ability.

UltramarinesPreview-Aug8-BaneTyranids12k

We promised yesterday that we’d take a look at Chief Librarian Tigurius, as he’s now crossed the Rubicon Primaris and emerged more powerful than ever. Well, that time has come!

UltramarinesPreview-Aug8-TiguriusTerrain

As befits his new status as a Primaris Marine, Varro Tigurius has an improved profile, complete with an extra Attack, as well as another Wound provided by his Belisarian Furnace implant.

UltramarinesPreview-Aug8-TiguriusProfile

The legendary Hood of Hellfire that Tigurius wears has also been improved. In addition to offering a re-roll when taking Psychic tests, it now offers a bonus to Deny the Witch and Psychic tests. The combination of a +1 bonus and the option to re-roll will mean that even the psychic powers with the highest warp charge values will be straightforward for the Chief Librarian to manifest.

UltramarinesPreview-Aug8-HoodHellfire14o

As before, Tigurius can guide the actions of his battle-brothers with his otherworldly foresight to protect them from harm.

UltramarinesPreview-Aug8-MasterPrescienc

With all of the powerful new rules and units available to them, the Sons of Guilliman are set to re-enter the Era Indomitus with renewed vigour. Remember that you can pre-order Codex: Space Marines and Codex Supplement: Ultramarines this weekend. If you’re after some formidable psychic support for your Ultramarines army, be sure to pre-order the beautiful new miniature of Chief Librarian Tigurius too. In the meantime, why not pick up the glorious leaders of the Chapter – Roboute Guilliman and Marneus Calgar? Not only are they both incredible models, but they just so happen to be two of the most powerful Characters in Warhammer 40,000 – just saying! Check back with us tomorrow, too, where we’ll be honouring the Sons of the Great Khan with Codex Supplement: White Scars.


* As you’d expect, they’re one of the most tactically flexible armies in the game.

** By which we of course mean GAIN ALL THE RE-ROLLS!

*** Seriously, most of the successor Chapters are of Ultramarines genetic stock! It apparently has something to do with their gene-seed better standing the test of time and remaining free from mutation. But, as any other First Founding Chapter will tell you, such things are trivial details…

**** Such as Maximus – always a classic! The trick is then to come up with a suitable suffix for your Character or squad leader, like Brother-Sergeant Maximus Orsumness…

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...