Dora Does Korvydae still have rules? One handed weapon korvydaae gives its user one additional attack. Shadowhawk may exchange its Thunderhawk Cannon for a Turbo laser destructor for free. His infiltrate rule fucks with this, but more on that below. The Raven Guard A notably grim and resolute Chapter of korvudae 1st Founding of the Space Marines, the Raven Guard are masters of guerrilla tactics, surprise assaults, sowing terror, and the execution of the brutal and overwhelming killing blow. This includes Vanguard, Sterngaurd, and Terminators.
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Possessed of terrifying speed, strength and resilience, the Space Marines are genetically engineered super-soldiers whose humanity has been sacrificed so that they may unflinchingly stand against those who would see the Imperium fall. They go to war clad in nigh-impenetrable armour. They wield devastating weapons such as the bolt rifle, the chainsword and the onslaught gatling cannon.
Coupled with their unshakeable resolve, the Adeptus Astartes are the hardest-hitting and most tactically flexible warriors in the Imperium. Pros[ edit ] A lot of different units. Easy for beginners to play, yet rewarding for experts. Can be customized to focus on many specific elements e. Terminators, mass jump pack assaults, etc. Units can do something of everything, with an answer to every situation. See also: Primaris Marines , getting the first full Codex in 8E, being able to be of the first to get a 8E second wave codex.
Loads of powerful characters to choose from, many of which have potent buffs to surrounding units. Many of your models are simple to paint with their solid colors and easily identified highlight areasThis makes painting your army very beginner friendly. Cons[ edit ] So many different units that it can be difficult to determine which ones are best in a given situation. As the most popular army by a long shot, most people build their armies with at least a few options for killing Space Marines present.
Tanks other than the Forge World ones and the hefty points-priced Land Raider family are somewhat lacking compared to those of other armies. All the characters that used to be part of other units e. Apothecary, Champion moved to the Elites slot, which was already rather crowded. Consider bringing in an extra Vanguard detachment or two. You will almost always be outnumbered and will struggle at times to claim objectives, though some Chapter tactics make use of low model counts. Special Rules[ edit ] Combat Squads: Can split a single full-sized unit into two smaller units before deployment.
Works just like it always has, but more unit types can do it e. Now they just need to have spammable units worth Combat Squadding. With the introduction of Shock Assault See below there is worth considering the use of some of the older tactics, back when a Tactical Marine was worth more than just a bolter.
One such tactic was to put your guns in one squad and your melee in another, using the ranged weapons to soften up a target then the melee basically a sergeant either a power weapon or fist to finish off or better yet to tie up the target unit and finish it off hopefully during the opponents turn, denying them a turn at shooting and forcing them to basically waste their melee of chaff. You can also put the sarge in the ranged unit with a combi weapon for a total of 3 bolters, 2 special weapons and a heavy weapon for a makeshift dev squad.
If your army is battleforged, all Troop units in detachments consisting solely of Space Marines get this ability.
When such a unit is within range of an objective it controls that objective even if there are more enemy models within range of that objective, unless they also have a similar ability. It allows your Troops to seize objectives from enemy non-Troops; enemy Troops will outnumber you. And Apothecaries cannot revive models who fled instead of being slain. Bolter Discipline: Models using a Rapid Fire bolt weapon can double their number of shots i.
The model is infantry and every model of its unit remained stationary during the previous Movement Phase. It gives your marines the option to commit to those objectives instead of having to get close to the enemy. The firing model is a Terminator, Biker, Centurion, Dreadnought. This right here is the good shit.
Footslogging terminators now have a significantly improved threat capacity, bikers are somehow even more deadly fast than they already were, and both Centurions and certain types of dreadnoughts have access to hurricane bolters, AKA 12 shots apiece.
Like Bolter Discipline before it, this will be available to all flavors of Space Marines including all three of the Chaos varieties , and gives the generally lackluster melee of most Primaris infantry and chainsword assault marines a little bit of a boost.
Killer on units with power weapons like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, more so if you use larger units, and that they can assist in a melee in a pinch. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies non-cumulative with buffs from other sources.
On top of that, Chapter supplements give First Founding Chapters and their descendants a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs. The doctrines are as follows: On Turn 1, your army will always start with the Devastator Doctrine turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance.
The boost to Grenades matters only to Intercessors for the most part. On the 2nd turn you switch to Tactical Doctrine, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry.
Storm bolters and auto bolt rifles work wonders here. This will force you to keep at least a few units that are capable of fighting in CQC, as you can no longer just bum around in Devastator or Tactical doctrine and persist on blasting things from across the map. Also unlocks the Relic of Ancient Glory Stratagem for use. To benefit from Chapter Tactics, your army must be battle-forged, and all units in the detachment must be drawn from the same chapter.
It is, however, a sign of the person trying to pull that stunt being That Guy. The available options are listed below: Inheritors of the Primarch: Sacrifice the ability to take a second successor tactic in favor of directly copying a First Founding Chapter Tactic from Codex: Space Marines, so no copying Blood Angels etc. As this still excludes you from taking named characters from that First Founding Chapter, the only reason to ever choose this is when you want a Forgeworld named character and his detachment to have a First Founding Chapter Tactic.
Like giving the Astral Claws the White Scars trait so they can charge after advancing like when renegade.
Additionally, pick if you find the full benefit of the parent CT better than a combination. Bolter Fusillades: Re-roll hit rolls of 1 when using bolt weapons. Born Heroes: Characters with this tactic can do Heroic Interventions from 6" instead of 3".
Duellists: When making melee attacks against enemy infantry or bikers, unmodified hit rolls of 6 auto-hit and auto-wound. Explicitly incompatible with the Whirlwind of Rage tactic, sadly. This also means anything better than a Power Sword would be better used by Whirlwind of Rage, so, unless you want something specific like a melee Primaris chapter that fights T5 enemies, pick Whirlwind.
Take note of the combo with Incursors knives Night Lords, eat your hearts out. Amazing for melee units and also pretty good if you want to spam Assault weapons. Half of the Dark Angels CT. Knowledge is Power: Psykers with this tactic can re-roll "any or all" rolls of 1 when casting or denying. Half of the Blood Ravens tactic. Your marines get to engage enemies from their own deployment zone, taking better advantage of Bolter Discipline.
It also makes meltaguns noticeably easier to use, and while half-range abilities only gain a 1. Master Artisans: A unit with this tactic can re-roll a single failed to hit roll and a single failed wound roll each time it shoots or fights including overwatch.
Units with a few weak weapons benefit most, but few strong is better than many weak for this. Re-roll hits with melee weapons when attacking them if you charged, were charged, or made a Heroic Intervention. Fluffy, but bad for WAAC lists unless you are building for one specific opponent; Heretic Astartes are the most popular of these factions and Orks are guaranteed to get into combat with you, but you can get re-rolls for hit rolls cheaply in other ways.
Rapid Assault: Advancing no longer incurs a -1 penalty on firing Assault weapons. Scions of the Forge: Units with damage tables count their wounds as doubled when calculating the effects of damage. Good for heavily mechanised lists. Stalwart: When rolling for wounds against your models, natural rolls of 1 or 2 always fail, regardless of any modifiers or abilities the attacking unit might have.
The other half of the Blood Ravens tactic. Stealthy: Count as being in cover when at least 12" away from enemies. Good for gunlines, especially Vehicles and Flyers; meh for other types of units. Half of the Ultramarines CT. Tactical Withdrawal: Units with this tactic can charge after falling back. Amazing for melee oriented armies, allowing you to trigger Shock Assault whenever you want.
Generally speaking, best on a unit with FLY especially Inceptors , since you can fall back, shoot, and then charge back into melee. Wasted on Intercessors and Infiltrators, who can get the equivalent of an extra melee attack without needing to risk overwatch just by firing their bolt pistols; better on Incursors thanks to their knives.
Situational, but useful if your meta is full of armies who spam mortal wounds. Whirlwind of Rage: When making melee attacks for a unit that charged, was charged, or made a Heroic Intervention, unmodified hit rolls of 6 score an additional hit.
Explicitly incompatible with the Duellists tactic, above. Do note that, unlike Duellists, Whirlwind only works in the first round of combat, not that anything you were fielding was planning on staying in melee for longer than that.
Auspex Scan 2 CP : When an enemy unit comes in from reserves within 12" of one of your Infantry units, your unit can shoot at it but with a -1BS penalty. Big Guns Never Tire 1 CP : Select a Vehicle; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons. Tactical Flexibility 1 CP : At the start of your movement phase, pick any number of 10 model unit with the Combat Squads rule and split them into two 5 model units as if they had been deployed as two Combat Squads.
You probably should have split your squads before the battle, but on the other hand, it could be used to unexpectedly divide a squad in mid-battle to let it take two objectives at once. Still, calling it situational would be an understatement. Tremor Shells 1 CP : At the start of your shooting phase, when a Thunderfire cannon shoots, subtract 1 from the wound rolls, but as long as it hits, the target unit gets half move, advance, and charge distances their next turn.
This is all it takes to clog up a large horde army. OR, more importantly, drastically reduce the chances that they get off a charge, in cases when they choose to use Da Jump or other such gimmicks. The effect is worded to last for the whole shooting phase so use the new Suppression Fire stratagem and slowdown the second unit in the same phase! Tremor Shells do bizarre things to your enemy. Most standard units M6" will still be able to move about " with an advance move.
Altogether its a great strat.
Warhammer 40,000/Tactics/Space Marines(8E)
Daidal From Warhammer 40k — Lexicanum. Extermination or Shadowhawk as a dedicated transport. I think I might do a new version of Shrike I think I might get creative and butcher the official model for parts. Does he even have rules anymore, or is he just a cool guy with a giant hammer? Gains infiltrate on the first round. Log in and join the community. Emphasis on might because he almost costs as much as a Land Raider with this load out.
KORVYDAE RULES PDF