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Contents

1 INTRODUCTION ................................................................................................................................ 1

1.1 CODEX CORVUS .................................................................................................................................... 1


1.2 HISTORY OF THE RAVEN GUARD ......................................................................................................... 2

2 UNIT BREAKDOWN ........................................................................................................................ 14

2.1 HQ ...................................................................................................................................................... 14
2.1.1 Chapter Master & Honour Guard .................................................................................................. 14
2.1.2 Captain & Command Squad ........................................................................................................... 23
2.1.3 Captain Shrike ................................................................................................................................ 24
2.1.4 Chaplain.......................................................................................................................................... 28
2.1.5 Librarian ......................................................................................................................................... 34
2.1.6 Master of the Forge ......................................................................................................................... 36
2.1.7 Named Characters .......................................................................................................................... 41
2.2 ELITES ................................................................................................................................................. 42
2.2.1 Sternguard ...................................................................................................................................... 42
2.2.2 Dreadnought ................................................................................................................................... 48
2.2.3 Legion of the Damned ..................................................................................................................... 54
2.2.4 Techmarine & Servitors .................................................................................................................. 57
2.2.5 Terminators .................................................................................................................................... 58
2.3 TROOPS ............................................................................................................................................... 59
2.3.1 Tactical Marines ............................................................................................................................. 59
2.3.2 Scouts ............................................................................................................................................. 66
2.3.3 Rhino / Razorback APCs ................................................................................................................ 72
2.3.4 Drop Pods ....................................................................................................................................... 78
2.4 FAST ATTACK ..................................................................................................................................... 79
2.4.1 Assault Marines ............................................................................................................................. 79
2.4.2 Vanguard ........................................................................................................................................ 83
2.4.3 Landspeeders ................................................................................................................................... 89
2.4.4 Landspeeder Storm ......................................................................................................................... 90
2.4.5 Bikes ................................................................................................................................................ 93
2.4.6 Attack Bikes .................................................................................................................................... 94
2.4.7 Scout Bikes ...................................................................................................................................... 95
2.5 HEAVY SUPPORT................................................................................................................................. 96
2.5.1 Devastator Marines ........................................................................................................................ 96
2.5.2 Predators ....................................................................................................................................... 102
2.5.3 Whirlwinds ................................................................................................................................... 106
2.5.4 Vindicators ................................................................................................................................... 110
2.5.5 Landraider [all variants] ............................................................................................................... 113
2.5.6 Thunderfire Cannon ..................................................................................................................... 114
2.5.7 Sergeant Chronus ......................................................................................................................... 115

3 DEPLOYMENT ................................................................................................................................ 118

3.1 DROP POD ASSAULT......................................................................................................................... 118

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3.2 INFILTRATION ................................................................................................................................... 119
3.3 ARMOURED DEPLOYMENT ............................................................................................................... 120

4 SPECIALIST ..................................................................................................................................... 121

4.1 CHAOS SPACE MARINES .................................................................................................................. 121


4.2 DAEMONS ......................................................................................................................................... 122
4.3 DAEMONHUNTERS ........................................................................................................................... 123
4.4 DARK ELDAR .................................................................................................................................... 124
4.5 ELDAR ............................................................................................................................................... 126
4.6 IMPERIAL GUARD ............................................................................................................................. 127
4.7 NECRONS .......................................................................................................................................... 128
4.8 ORKS ................................................................................................................................................. 129
4.9 SPACE MARINES ............................................................................................................................... 134
4.10 TAU ................................................................................................................................................... 153
4.11 TYRANIDS.......................................................................................................................................... 154

5 OVERALL TACTICS ....................................................................................................................... 155

5.1 RAVEN GUARD TACTICS & NINJUTSU – PART 1 .............................................................................. 155


5.2 RAVEN GUARD TACTICS & NINJUTSU – PART 2 .............................................................................. 156
5.3 RAVEN GUARD TACTICS & NINJUTSU – PART 3 .............................................................................. 157
5.4 GENERIC BATTLE TACTICS ............................................................................................................... 158
5.5 ARMOURED ASSAULT BATTLE TACTICS .......................................................................................... 159
5.6 ‘FOOT SLOGGERS’ BATTLE TACTICS ................................................................................................. 160
5.7 BIKER BATTLE TACTICS .................................................................................................................... 161
5.8 TACTICAL FORMATIONS AND BATTLE TACTICS .............................................................................. 162

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1 INTRODUCTION
1.1 CODEX CORVUS

Brother, the tome that you hold in your hands details all of the 19th Legio of the Adeptus Astartes'
tactics and warfare, and must not be allowed to fall in the hands of foul xenos, or that of the Arch-
enemy. Consume what this book has to offer, and destroy it. Allowing this book to be captured is
punishable by death. This will be your guide through the years, from unit selection to tactical
maneouvres. Guard this knowledge well.

- White Raven Talenclaw, 65th First White Raven

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1.2 HISTORY OF THE RAVEN GUARD

Introduction

This is as close to a comprehensive article detailing the history and organization of the Raven Guard as I have
been able to compile. There is sadly just not that much information on what is in my opinion one of the coolest
Space Marine Chapters GW has created. Some find the chapter too one note and cheesy, but personally the
Raven Guard are one of my all time favorites. So for those of you who share my interest in the Angels of
Deliverance, or those who just want to know more about the Raven Guard, I hope this article proves
interesting and informative.

The Origins of the Raven Guard

The early history of the 19th Legion, particularly where the Primarch Corax is concerned, is shrouded in a great
deal of mystery. It may well be that time and war have simply destroyed or lost much of the documentation of
the time period, however whatever the reason the accounts on the early life of Corax and the early history of
his exploits and those of the Raven Guard are few and far between.

To begin with the pale skinned infant Primarch Corax landed on Lycaeus, the mineral rich satellite of the planet
Kiavahr. Kiavahr is a technologically advanced world, covered in factories and machine shops of all shapes and
sizes, and the mineral rich moon provides the planet with the raw materials, as well as a handy place to dump
exiles and criminals. The moon was quite simply a massive penal facility, where the criminals of Kiavahr, or
really anyone who displeased the decadent rulers of the planet, were sent to work the mineral mines of the
moon. The conditions were terrible and the oppression of the workers was immense. The overseers of Lycaeus
were heavily armed and cruel, watching over the slaves from a massive fortress spire. The prisoner slaves
could do little about their fate; that is until Corax came to the rescue, to deliver the downtrodden to their
salvation.

The tales about the discovery of Corax are many, what the truth is will probably never be known, some tales
tell of a fiery comet, others of a dying warrior giant delivering a babe, yet another talks of a massive cave in
revealing the child, whatever really happened, the result was that the slaves hid the black haired, pale skinned
child from their overseers. They named the child Corax, which translates roughly to “the Deliverer” and if
names are prophetic, that one certainly is. For Corax absorbed anything and everything the exiles could teach
him, their varied backgrounds granting the young Primarch knowledge on many aspects of leadership and war,
including urban combat, demolitions and much more. Within a few years Corax had matured into a strong and
keenly intelligent man and the exiles rejoiced seeing the Primarch as an omen of good fortune, perhaps
heralding their freedom.

As the years wore on Corax began to put plans into motion, stockpiles of weapons were placed at key strategic
points, squads of trained slaves were organized, resources were prepared and Corax began a campaign of
attacks and riots that sapped the moral and resources of the guards. Finally when the situation on Lycaeus had
built to the brink of explosion Corax struck. Mining machines and equipment were turned on the jailors, power
lines were cut, habitation domes were vented into space, and an elite team of killers lead by Corax himself
infiltrated the spire and in a single night of fighting captured it. After centuries of oppression not a single jailor
was spared and every last prisoner was executed.

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Kiavahr was of course shocked at the fall of Lycaeus and immediately dispatched troops to quell the uprising.
However with the advantage of being in the gravity well of the planet, Corax and his warriors launched cargo
containers packed with crude atomic explosives at the industrial centers of Kiavahr. In short order the Tech-
Guilds, starved of raw materials and with their infrastructure falling apart, began to fight amongst themselves
for the few remaining resources. Even when troops from Kiavahr landed on Lycaeus they were out fought at
every turn. Within a short period of time the economy and infrastructure of Kiavahr was in utter ruin and the
short but brutal war came to an abrupt end as the Tech-Guilds of Kiavahr became simply incapable of
continuing the fight, too busy combating each other for the limited remaining resources left on the planet.

The slaves renamed the moon Deliverance, in honor of Corax and all that he had done for them and the
celebrations lasted many days. It was during these celebrations that the Emperor arrived to be reunited with
his lost son. While the details of this momentous event go largely unrecorded, what the Librarians of the
Raven Guard record is that when the Emperor descended to the surface of Deliverance he was met by the
waiting Corax. For a day and a night the Emperor and Corax spoke though none know of what, the following
day Corax took command of the 19th Legion of the Adeptus Astartes, on the condition that the Emperor help
him bring peace to the planet of Kiavahr. Through force of arms the remaining Tech-Guilds were destroyed
utterly and the Adeptus Ministorum took their place. In time Kiavahr was rebuilt with the guidance of the
Imperium and mineral production resumed on Deliverance under a much improved and just regime. The Raven
Guard took the massive spire citadel as their home, renaming it the Ravenspire.

The Great Crusade

During the Great Crusade the Raven Guard made a legendary reputation. Corax’s ability to examine the
structure of a planet, and then apply military pressure precisely where required to topple the leadership or
cripple the military. The Legion became peerless in infiltration, sabotage and covert operations. So legendary
became the skills of the Raven Guard that Horus himself called upon their aid many a time. However the
records of the Raven Guard are surprisingly few on these events. Historians theorize that the taciturn Corax
was not at all pleased by the boastful and manipulative politics of Horus. One account however asserts that
the two Primarchs and their Legions almost came to outright bloodshed, and would have had Corax not
departed with his Legion. The next time The Raven Guard and the Luna Wolves would meet would be on the
blood soaked plains of Istvaan V.

The Horus Heresy

The assault on Istvaan V is as legendary as it is terrible. For the event is known as the “Drop Site Massacre”
with good reason. The Raven Guard, Salamanders and the Veterans of the Iron Hands deployed in force to
destroy Horus and his rebellion. With four Legions close behind them to support the effort the loyalists
believed Horus would be crushed outright. However while Corax remained largely impassive and calm, and
Vulkan remained in control, Ferrus Mannus of the Iron Hands would not be contained. When the assault began
the Iron Hands surged to the attack with the Salamanders and Raven Guard forging up the flanks. The assault
was costly and appeared to be succeeding when the reserve Legions arrived. When the Night Lords, Iron
Warriors, Alpha Legion and Word Bearers arrived and set up a fortified camp at the drop site the Salamanders
and Raven Guard began to fall back to recover and regroup, but the Iron Hands would not fall back. As the
Raven Guard and Salamanders reached the camp they were fired upon and the slaughter was horrendous,
unprepared for the treachery of those they thought brothers in arms, the Raven Guard and Salamanders were
cut to shreds and precious few escaped the killing fields. The Iron Hands were apparently killed to a man,
Ferrus Mannus himself beheaded by the traitor Primarch Fulgrim.

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Corax and the few survivors of Istvaan V returned to Deliverance. In the Ravenspire Corax brooded,
desperately seeking a way to rebuild his legion, for the Imperium was on the brink of annihilation and the loyal
warriors of the Adeptus Astartes were desperately needed, but the Raven Guard had none to supply. Delving
into ancient lore, dating back to the advanced genetic processes used to create the first enhanced warriors
that pacified Terra, Corax found ways to accelerate the creation of Space Marines and produce them at an
astonishing rate. However the processes were also extremely dangerous and warned that terrible monsters
could result. Nevertheless Corax was out of options and desperate to rebuild his forces. With a heavy heart
Corax gave the order to the Apothecaries.

The records of the first creations of the Apothecaries are sealed with oaths and sigils of immense power and
none will speak of them, not the Raven Guard, nor any of their successors. The later creations are shrouded in
mystery as well. The Raven Guard became very taciturn and isolationist during that period, fighting alone and
invisibly, and few accounts from those times exist. One such tale is recorded by the Rune Priests of the Space
Wolves. Unable to breach the walls of an Iron Warriors fortification after many attempts a force of monsters
herded into battle by the black armored warriors of the Raven Guard smashed through the enemy, shattering
the defenses in one charge and slaughtering all inside. At the battle’s conclusion the monsters and their
tenders disappeared. Barely one in a hundred of the Apothecaries creations was stable enough to become a
Space Marine, the rest were twisted almost beyond recognition, drooling, insane monstrosities. Nevertheless
there is really no proof, and the Space Wolves did not report their brethren’s use of forbidden technologies
either, perhaps because of the Space Wolves experiences with the Curse of the Wulfen they were more
sympathetic to the Raven Guard.

As the years passed and the fires of war continued to burn across the galaxy, the Raven Guard slowly rebuilt,
their skills in covert warfare and black ops allowing them to offset their lack of resources. Yet it was almost a
century before the Raven Guard could deploy in any significant numbers. Nevertheless the cost was shockingly
high, the Ravenspire was filled with the cries of the Apothecaries abominations that filled the dungeons of the
Ravenspire.

Corax decreed that the knowledge of what the Raven Guard had paid to survive should never be known, and
he personally delivered the Emperor’s Peace to every last one of the abominations.

Post-Heresy

Following the Horus Heresy Corax accepted without complaint the edicts of the Codex Astartes, and the Raven
Guard was split into three additional chapters, the Revilers, the Black Guard, and the Raptors.

However the fate of Corax is much more uncertain. Following the split of the legion he locked himself in the
highest room of the Ravenspire for a year to the day, praying for forgiveness from the Emperor for his actions.
When he finally emerged he was wild eyed and he departed on a course for the Eye of Terror that very night.
The only word he gave as explanation was “Nevermore…” and nothing more. The tragic Primarch has never
been seen or heard from again.

Homeworld

The official Fortress Monastery of the Raven Guard is the Ravenspire on Deliverance. However together the
moon Deliverance and the planet Kiavahr produce almost enough munitions and machines to equal the
production capacity of a Forge World, and in addition the quality of the weapons and war machines produced
by the forges of Kiavahr are of the highest craftsmanship. However due to centuries of pollution the
[Codex Corvux] Page 4
atmosphere of the planet is extremely polluted and cases of mutation are significantly higher than normal.
While this stretches the tolerance of Imperial authorities the quantity and quality of the arms and munitions
produced by the planet buys more leeway than would normally be the case, and being the homeworld of the
Raven Guard doesn’t hurt either.

The Raven Guard themselves are slightly unusual in that they do mingle with the population of Deliverance
and Kiavahr and are close to the people that serve them. The Chapter draws many recruits from the billions of
inhabitants and are held in the highest regard by them.

Combat Doctrine

"Knowing where to land your blow, so that it achieves the greatest damage with the minimum force, is the key
to victory in war."
Instructor Sergeant Alenpo, 4th Company
-Index Astartes: Raven Guard

The above quote represents the combat doctrine of the Raven Guard perfectly. Covert warfare and guerilla
tactics are well known to the Raven Guard. The very skills that made them legendary during the Great Crusade,
and allowed them to survive the fires of the Horus Heresy now make up the greater part of the chapter’s
combat doctrine. While the Raven Guard are fully capable of deploying in force when necessary, recruitment is
still slow and dangerous and as such the chapter still relies on sabotage and stealth to a large extent. Captain
Kayvaan Shrike is the pure embodiment of these tactics and his campaign against the Orks of Targus VIII has
become legendary.

The Raven Guard adhere closely to the dictates of the Codex Astartes, however they rely on independently
operating scout squads quite heavily and their Dreadnaughts tend to deploy via Drop Pod very often.

Organisation

While the Raven Guard organize along the guidelines of the Codex Astartes, their application of this is subtly
different. Following the Istvaan V Massacre the Legion just did not have the resources to re-equip properly and
had to make due with older arms and armor. Because of this even in modern times the Raven Guard include a
significantly higher number of ancient suits than most chapters and the individuals that are lucky enough to be
gifted with these suits view themselves as blessed by the Primarch.

In addition to their armor, the Raven Guard are famed for their ease of deployment, as often the chapter will
deploy in Drop Pods or be generally mobile, the fighting forces of the Raven Guard can quickly assess and
adapt to a rapidly changing battlefield.

Squad level tactics and rapid deployment are aspects of the Raven Guard that are studied closely by other
Chapters and which have even worked their way into the doctrines of other Astartes Chapters. Sharing
experience and knowledge is not necessarily uncommon, but the extent to which the Raven Guard’s skill in
these areas is acknowledged is impressive.

The Codex does not dictate the size or disposition of the Scout Company however and some theories persist
that the Raven Guard may make use of significantly more scout squads, or organize them differently than
many other Chapters. However if such actions are the case they are perfectly legitimate along the dictates of
the Codex Astartes and would not be that unusual and as such are not really mentioned. But some argue that
[Codex Corvux] Page 5
the reliance on scouts by the Raven Guard would lead to an increased number of them.

Color Scheme

These are a few examples of the Raven Guard color scheme for the 3rd Company, however the Chapter has no
specified markings save the color of the right shoulder pad's trim as shown below for each squad type. For
squad and company markings and officers each player can customize their scheme as they see fit.

Assault Marine- 3rd Company, 2nd Assault Squad

Tactical Marine- 3rd Company, 1st Tactical Squad

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Devastator Marine- 3rd Company, 1st Devastator Squad

[Codex Corvux] Page 7


Veteran- 1st Company, 2nd Veteran Squad

[Codex Corvux] Page 8


Captain- 3rd Company

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Beliefs

The Raven Guard do not venerate the Emperor with the fervor or zeal of many other Astartes Chapters,
viewing him as a distant figure, the master of the galaxy and the founder of the Imperium but little more.
Corax is viewed as a mighty leader capable of making tough decisions when the need was great.

The Raven Guard still follow the path that Corax set for them, reviewing the data collected from each battle to
learn it’s lessons and a great deal of the tactical doctrines of the Raven Guard were learned and laid out from
such examinations.

As for the leaders of the Raven Guard, they emphasis initiative and tactical skill as much or more so than
personal martial prowess. The Raven Guard are much more likely to use a swift surgical strike, than to engage
in long protracted battles. However this tendency causes some tension with other Astartes Chapters who the
Raven Guard consider blunt and clumsy, such as the Blood Angels.

Gene-Seed

The genetic material of the Raven Guard was greatly damaged by the accelerated processes utilized following
the Istvaan V Massacre. Much of the gene-stocks of the Raven Guard were lost or irreparably damaged and as
such a significant portion of the Chapter’s genetic material comes from Terra. Additionally the process of

[Codex Corvux] Page 10


transformation into a marine is notably higher in the Raven Guard and many casualties early in training only
add to the slow and limited recruitment process of the Chapter. Even further degeneration in the gene-seed
has caused several of the implants to fail, the Betcher’s Gland and Mucranoid no longer exist within the gene-
seed of the Raven Guard, and other defects cause recruits to over time have their skin become paler until it is
as white as their Primarch’s, and the eyes and hair of the Astartes will eventually become a deep black.

Battle-cry

The Raven Guard do not make use of a battle-cry, perhaps because of their emphasis on covert warfare.
Instead the chapter makes use of the motto “Victorus aut Mortis” which translates simply to “Victory or
Death.”

Famous Engagements

The Hunt for Voldorius


-Honoured Kyublai, the Great Khan of the White Scars announced during the feast celebrating his ascension
that he intended to bring justice to one of the Chapter's greatest foes, the foul Daemon Prince Kernax
Voldorius, a war leader of the renegade Alpha Legion. To accomplish this, the 51st Master of the Hunt,
Kor'sarro Khan and his 3rd Brotherhood was despatched to bring back the head of the foul daemon, or not at
all.

For more than a decade Kor'sarro and his warriors tracked Voldorius, as the warriors of the White Scars fought
their way across Zoran, Kavell and Modanna chance always allowed Voldorius to escape. Finally Kor'sarro and
his company found themselves on Quintus, a desolate rock to the galactic south of Chogoris. Before the
coming of Voldorius, Quintus had been a bulwark against the Orks of the Jagal Stars. The daemon prince's
warriors had infiltrated the military of Quintus and when the White Scars arrived they found not just the
warband of the Alpha Legion, but a whole planet of soldiers ready to face them.

Kor'sarro would not be deterred however and leaving his Strike Cruiser in the outer system, the Master of the
Hunt and his warriors approached the planet stealthily via Thunderhawks and made their way through the
planetary defence grid and landed in the blasted canyons to the south-west of the capitol. Despite their
stealthy approach there are others more adept at such things than the White Scars and upon their arrival they
were met by none other than Captain Kayvaan Shrike and the Raven Guard 3rd Company. For millenia the
relationship between the White Scars and the Raven Guard had been strained. But the forces arrayed against
them were too much for either force to deal with single handedly. Their hands forced by the situation the two
Captains and their commands worked together.

The following morning Shrike and his company led a dawn strike against an orbital defence battery to the west
of Mankarra. Even before the complex was fully taken the Raven Guard were preparing to defend it as fully
half of the Alpha Legion warband and much of Mankarra's garrison roared towards them as reinforcements.
Outnumbered badly and stretched thin the Raven Guard held their ground with stoic determination, forced
ever so slowly to give ground. Despite a counter-attack by Shadow Captain Shrike the traitors continued to
force the Raven Guard back. But this was all according to plan, for the White Scars had secreted themselves in
caves to the south and the moment the traitors were overcommitted the White Scars pounced. Roaring down
on their foes on their space marine bikes the White Scars smashed aside all resistance. Within moments the
traitor Baneblade the Ironsoul was crippled, its sponsons destroyed and crew slaughtered. With the loss of
their largest war machine the backbone of the traitors broke and they were slaughtered piecemeal by the
Raven Guard and White Scars.
[Codex Corvux] Page 11
Despite the formidable defences of Mankarra, Voldorius had not bothered to spend much time on repair or
maintanence. The Raven Guard Thunderhawks and the White Scars Vindicator the Thunderheart were able to
blast a sizeable hole in the curtain wall with little trouble and before the defenders could react the White Scars
were loose in the city streets. Staying mobile the White Scars roared along roads and alleys, striking wherever
they were least expected and slaughtering every traitor without mercy. Meanwhile the Raven Guard deployed
from their Thunderhawks on the rooftops and beset their foes from above. Caught from multiple angles the
defenders were butchered.

Finally only Voldorius and his bodyguard remained, trapped and outnumbered in the shadow of the Cathedral
of the Emperor's Wisdom. Though many fell to the foul daemon prince the outcome was never in doubt. At
last Voldorius was broken and pinned to the fallen statue of the Emperor by Shrike's Talons. With one sweep
Kor'sarro cut the head from Voldorius shoulders and the battle was over.

A month later with the planet in the hands of Imperial Guard from Tallarn the Space Marines departed. Shrike
returned to the Targus battlezone and Kor'sarro returned to Chogoris with Voldorius' head. Each Captain took
with him a newfound respect for the other and the relationship between the estranged brother Chapters took
its first step towards healing.

The Istvaan V Massacre


-Noted as one of the most devastating defeats in the history of the Adeptus Astartes, and certainly in the
history of the Raven Guard, the battle nearly saw the Salamanders and the Raven Guard utterly annihilated
and only the quick thinking and initiative of the Raven Guard allowed a bare few to escape that dreadful day.

Targus VIII
-Captain Shrike and an elite team of infiltrators found themselves cut off behind the lines of the Ork’s when
their pickup Thunderhawk was shot down. For more than two years Shrike and his marines fought a guerilla
war deep in Ork held territory, stealing supplies and munitions, sabotaging Ork installations, ambushing and
slaughtering the greenskins whenever they could, as well as relaying vital intelligence to the Imperium’s forces
fighting in the campaign. Shrike’s actions brought the campaign to a successful conclusion decades earlier than
predicted and earning the legendary captain the Laurel Imperialis.

Nimbosa
-The planet of Nimbosa is a hotly contested world on the Eastern Fringe, where the Tau Empire and the
Imperium have clashed on numerous occasions. Chapters such as the Imperial Fists, Black Templars and
Ultramarines are all reputed to have fought the Tau on the planet at one time or another and the world has
changed hands many times. The Raven Guard 3rd Company under the command of Shrike assaulted the Tau
positions on the planet and forced the xenos to retreat sometime during the Campaign, though the current
status of the planet is unknown, it is believed to still be contested.

Famous Characters

Captain Kayvaan Shrike


-Captain of the 3rd Company, Shrike is a legendary figure in the Imperium for his many stunning victories
throughout his career, emphasizing the very qualities at the core of the Raven Guard’s combat doctrine with
honor and prowess. Shrike also wields “The Raven’s Talons” a pair of Master-Crafted Lightning Claws, said to
have been forged by Corax himself following the Istvaan V Massacre, and are reputed to be unbreakable.

[Codex Corvux] Page 12


After his success at Targus VII Shrike went on to assault the Orks in the Donara and Yahkhee systems. By the
time he had finished there Shrike had become nothing short of a savior and a legend to the beleaguered and
hopeless.

Shrike now leads his company across the regions under assault by Waaaagh! Skullkrak. Not to aid the
desperate Imperial commanders struggling to contain the Ork threat, but to the worlds abandoned by the
overstretched and uncaring Imperial commanders. On those worlds Shrike and his Company are revered as
heroes as great as those of old. On every world struggling against the Ork horde, Guardsmen clutch their
weapons tighter knowing that Shadow Captain Shrike and the Raven Guard 3rd Company may be on their way
and the Orks glance twice at every shadow, wondering if the Space Marines are there, just waiting to strike.

Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp."
-Captain Kayvaan Shrike, Raven Guard 3rd Company.

We are coming. Look to the skies for your salvation."


-Captain Kayvaan Shrike to Commissar Lent prior to the Blindhope Planetstrike.

We go where we wilt. We slay who we wilt. Let the Emperor judge the righteiousness of our deeds."
-Sergeant D'Kestrel, Raven Guard 1st Company.

Captain Aajz Solari


-Captain of the Raven Guard 2nd Company, Solari is famous as a very erratic but mostly successful officer,
often going into battle at the head of the Assault Marines. Few Astartes better exemplify the image of the
Angels of Death descending on fiery wings of flame to deliver the Emperor’s wrath to the foes of the
Imperium.

Concluding Thoughts

The material on the Raven Guard is really rather slim, despite the history (and in my mind coolness) of the
chapter, little has been written about them. Even the Iron Hands have had more works published on them
than the Raven Guard, which is in my opinion a tragedy, nevertheless that does not diminish the character or
style of the Raven Guard, who are I think among the most interesting chapters of the Adeptus Astartes. I hope
this article has provided some insight into the history and organization of the Raven Guard, and those who
read it have both enjoyed the experience and learned something.

Author: Vash113

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2 UNIT BREAKDOWN
2.1 HQ

2.1.1 Chapter Master & Honour Guard

Intro
To date there is no record of the Raven Guard's current Chapter Master. He is a figure that we all strive to
visualise, yet with only Captain Shrike as a basis, many of us consider our elusive Chapter Master to be similar
to Shrike in many ways, but this needn't be the case. Honour Guard are, however, a very little used unit in
general. Lacking the capacity to take Jump Packs, Honour Guard requires different tactics in order for them to
be both successful and usable on the battle field.

Chapter Master
Pros
-Massive range of war-gear - Can be equipped to deal with any type of unit on the board
-Can deploy in almost as many ways as Shrike
-High WS and BS and potential 5 attacks on the charge.
-Invulnerable save of 4+ as standard, and access to the Storm Shield for a 3+
-Orbital Bombardment for that first-turn pie-plate of S10 AP1 goodness

Cons
-Vulnerable to Instant Death (ID)
-Needs support to be most effective
-Can quickly become expensive
-Doesn’t have any special rules like Shrike
-Cannot replace Combat Tactics

Honour Guard
Pros
-They do not take up a Force Organisation slot
-Artificer Armour is given as standard
-Power Weapons are given as standard
-Chapter Champion is given as part of the squad (not an upgrade like others)
-Chapter Banner grants an extra attack for each Marine in the squad for 25points.
-With 10 Honour Guard Marines, a potential 51power weapon hits on the charge are possible! 51!!!
-Attach the Chapter Master and gain a potential 57power weapon hits on the charge!

Cons
-Massively expensive - 115 points for 3 Marines and 360 for 10Marines! That’s two tactical squads!
-Honour or Death forces the Champion to hit the enemy HQ model, regardless of what you want.
-No jump packs or bikes - forced to go by foot. Transports are available though.
-Die just like normal marines to plasma and Melta fire.

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Overview
Getting the best out of the Chapter Master isn't hard with all the upgrades. Simply taking war-gear that works
best against the current enemy helps the most. Without support the Chapter Master quickly becomes toast.

Honour Guard units make excellent supporting units for a Chapter Master, though their cost can quickly push
up past 'usable' and into 'crazy' levels, with 10 Honour Guard Marines and Chapter Master costing 485points!
That is 1/3rd of a 1500point army, and before upgrades!

Because of their combined cost and the lack of mobility of the Honour Guard, it is difficult to get them into the
enemy without them taking excessive fire beforehand, cutting away at those very expensive models!

Choosing a Chapter Master isn't easy. The Chapter Master is 25 points more expensive than the Captain who
has all the same customisability, just without Orbital Bombardment that is ultimately just a 1 shot scatter
weapon that could miss and never make its points back.

There are some wonderful Special Characters out there that provide great alternatives to the Chapter Master
and in some cases offer Orbital Bombardment as well, so why take the Chapter Master? Well, for Honour
Guard.

Honour Guard are only available when a Chapter Master takes to the field. They are expensive, but they are
actually cost effective when you consider what you get.

Artificer Armour is only available to the Chapter Master or Company Captain, and costs 15points. Power
weapons cost 15points for any unit as well - that’s 30points, meaning Honour Guard Marines actually cost
around 5 to 8 points plus their upgrades.... BARGIN!

Deployment
So you've settled on taking a Chapter Master and Honour Guard as well. Now what is the best way to deploy
these guys?

Well it entirely depends on two things.


1. The war-gear you gave your Chapter Master
2. Whether you want your Chapter Master to stay with your Honour Guard.

Honour Guard do not have to be attached to the Chapter Master. They can be deployed separately, and they
never have to come together during the game - they can work completely separately, which really helps.

Deployment 1 - Attached Together

If you plan on keeping the Chapter Master and Honour Guard together, then mobility is your biggest problem.
Don’t waste points on a Bike or Jump Pack, as your Chapter Master will not benefit from either upgrades
enhanced movement. Instead, the unit should be deployed in a vehicle to enhance their survivability. A Rhino
is a great option for larger Honour Guard squads, while a Razorback makes the perfect addition for smaller,
more cost restricted Honour Guard squads.
When deployed in a Rhino or Razorback, remain embarked until the ability to charge arises, make the most of
the sheer number of power weapon attacks by always making the charge, and most commanders will quickly
see the benefit from this method.
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If cost is no object (or there is one already in your army), assaulting from a Land-Raider really combines
survivability with epic destructive power.
The final deployment method is via Drop Pod. This isn’t the greatest way to enter the battle, as those
expensive models have very limited firing capabilities and will be unable to assault on the turn they arrive. If
they survive long enough though, you'll be in the midst of the battle and ready to assault anything that gets
too close.

As can be seen, when planning to keep the Chapter Master and Honour Guard together, a lot of pre-planning is
required in order to ensure the unit arrives safely and survives for as long as possible so that each and every
one of those expensive Honour Guard Marines gets a chance to strike.

Deployment 2 - Separated

This deployment method opens up the most options to every commander. Allowing the Chapter Master to
accompany Bike squads or Assault squads while the Honour Guard either slog it out on foot or cruise around in
their preferred transport option. While operating separately, the same amount of precaution is required to
ensure those expensive Honour Guard Marines survive long enough to deal the damage, however the Chapter
Master has a chance to clear a path for them with another, more suitable accompanying squad.

If you plan on deploying the Chapter Master and Honour Guard separately, then there are two questions you
need to answer
1) What unit will the Chapter Master accompany into battle?
2) What will be the best way for the Honour Guard to enter the fight?

Given a Jump Pack, the Chapter Master can join an Assault squad or Vanguard Veteran squad, able to fly over
the battle field and strike the enemy exactly where needed. This is very effective, and really makes the best of
his higher WS and Initiative.

Given a Bike, the Chapter Master can join a Space Marine Bike squad or Attack Bike squad, further increasing
the Chapter Master's toughness (and survivability) while maintaining his excellent attacking power.

While on foot, attached to a Sternguard or Tactical squad the Chapter Master can make great use of his higher
BS while being more than capable in the event of an assault.

Finally, attached to a Terminator Squad with Terminator Armour, the Chapter Master can arrive either via
Teleport or in a Land-Raider. Either way, the extra protection provided by the armour and the squad greatly
enhances all of the Chapter Master's aspects.

Regardless of how the Chapter Master arrives and works on the battlefield, the Honour Guard are still limited
to either foot-slogging or deploying with a vehicle, the latter working best for Honour Guard. After
deployment, this squad can focus on supporting the Chapter Master and his attached unit or go after other
targets on the battlefield.

There is one other deployment method that deserves mention for all Raven Guard commanders, and that is
with Shrike and Infiltrate.
Infiltrating into an assaulting position is brilliant, and really makes the most of the Honour Guard's close-
combat speciality.
With the opponents permission, Infiltrating the Chapter Master, Honour Guard and Shrike into a very effective

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location really can yield excellent benefits, the downside is that 450 to 750points of your army is spent on
between 5 and 12 HQ models, which is never good.

Builds and Battle Roles

I am breaking my personal norm by putting Builds and Battle Roles together. This is because I feel that the
Battle Role of both the Chapter Master and Honour Guard very much links with the war-gear they take to the
battle and vice-versa.

Build 1.) The Tank


Master with Relic Blade, Storm Shield, Artificer Armour
185points
Honour Guard, 1 extra Marine and Chapter Banner
175points
Razorback
35points
Total = 395points

This build is designed to cruise down a flank with a supporting unit, jump out and assault, taking a massive
battering on the 2+ armour saves all round, and allowing a 3+ Invulnerable save for the occasional power
weapon or plasma shot. Totalling 26 power weapon hits on the charge, 5 of which are Strength 6, there is very
little that can stand a single round of combat against that many hits. The downside here is that the
effectiveness and survivability is tied to a very soft vehicle, so getting into combat could be a problem if the
Razorback is blown up. If there is a Land-Raider already in the army that isn’t being occupied by another unit, I
seriously suggest moving these lads over to it - just pray that the enemy doesn’t notice a 645point HQ-Raider
cruising towards them...

Build 2.) Counter Assault


Master with Plasma Pistol and Power Weapon, Digital Weapons, Aux Grenade Launcher
180points
Honour Guard, Chapter Banner
140points
Total = 320poitns

This build is designed for those who prefer their static firing line deployment. The Chapter Master and Honour
Guard stay close to the front line, hugging cover just behind the first wave of shooty marines. As soon as the
enemy get too close the Chapter Master and Honour Guard dive out of cover, fire the Aux Launcher to further
soften the enemy and assault, finishing off what ever survived the shooting phase, then retreat back ready for
the next assault.
The downside here is that the Chapter Master and Honour Guard are pretty open, generally getting a 3+ cover
save either in ruins or by going to ground for the first few turns while hiding behind friendly units. They will
take losses if left in the open too long though.

Build 3.) Spearhead


Master with Relic Blade, Combi-weapon, Jump Pack
165points
Honour Guard with 2 extra Marines, Chapter Banner

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210points
Razorback
35points
Total = 410points

This build is quite expensive however it makes great use of the ability to deploy the Honour Guard separate
from the Chapter Master. Attached to an Assault Marine squad, the Chapter Master uses the Honour Guard’s
Razorback as a mobile wall, advancing as far forward as possible before jumping free and striking. This tactic is
best used with a Rhino or another Razorback filled with more Marines moving forward as a single spearhead,
disembarking together and unleashing on the enemy in vicious attack that will leave them crippled and
stunned after a single turn.
As noted, this build is expensive and relies on the somewhat brittle transports to guide the Chapter Master
home without him or his squad taking damage, however when combined with other parts of the army, this
technique really has the chance to work well.

Build 4.) MC-Hammer


Master with Relic Blade, Storm Shield, Aux Grenade Launcher
185points
Honour Guard with 2 extra Marines, Chapter Banner, 4x Relic Blades, Thunder Hammer and Digital Lasers on
Champion
295points
Total = 480points

This build is damn expensive with every model losing an attack to either Relic Blade or Thunder Hammer, but
by god it’s good at what it does.
Most of us have faced a Monsterous Creature (MC)-heavy army, such as the famous Nid-Zilla list that touts
three Carnifex's. The high toughness of MC's is a big enough problem for most armies, and other than shooting
them to death with 1-shot Las-cannons that miss as often as they hit, there is another way. A potential 21
Strength 6 hits plus 5 Strength 8 hits on the charge with a re-roll to wound from the Champion's Hammer,
seriously, how many MC's will survive a round with that?
The option to give the Chapter Master a Relic Blade is to make sure he makes the best of his higher Initiative,
where giving him a Thunder Hammer will take the potential Strength 8 hits to 10, it will mean he hits last,
giving the MC a chance (if any) to strike the Chapter Master.
As said before, this is a very expensive build. Sacrificing one or two marines could help reduce the cost, but at
the worst case you will need to pour as much into Anti-MC as the enemy has into MC's, just remember this
unit is damn good against vehicles too! This unit also lacks any dedicated transport. This is generally because
those big baddies usually come to you. If you are facing a Daemon-Lash list then you may wish to consider
mounting up in a Land-Raider to get stuck into those Daemons as fast as possible!

Build 5.)MEQ-Plus
Master with Lightning Claw and Combi-Melta
150points
Honour Guard with Chapter Banner
140points
Total = 280points

As costs go, this is pretty cheap. You get 4models with lots of war-gear with lots of attacks and re-rolls to
wound from the Chapter Master. The choice for either Combi-Melta or Combi-Plasma is up to the user;

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however I favour the Melta for its versatility over the Plasma.
The whole object of this unit is to strike MEQ's or Marine EQuivalent models like Chaos Marines, Necron
Warriors and Tyranid Warriors. This unit generally strikes at the same time as the enemy, with the Chapter
Master striking first, putting 5 potential power weapon hits on the enemy that all re-roll to wound before the
rest of the Honour Guard get stuck in with another 16 power weapon hits.

This unit is cheap (as Honour Guard go), very effective at cutting through lots of MEQ's. As a further bonus, if
the Honour Guard strike first, there is little chance of anything without an Invulnerable save getting a chance
to strike back!
As a down side, there aren’t a lot of bodies to share plasma or Melta shots around, though the Chapter Master
does still have the free Iron Halo.

Build 6.) Master Shrike


Master with Twin Lightning Claws, Artificer Armour, Aux Grenade Launcher and Jump pack
210points
Honour Guard with Chapter Banner
140points
Razorback
35points
Total = 385points

The 'Master Shrike' concept is based on the Idea that the Raven Guard Chapter Master would be a better,
faster, harder version of Captain Shrike. Well, I don’t know about faster or harder, but this build isn't far off.

Unlike Shrike, you don’t get Fleet or an Infiltrate special rule with this build, what you do get is a 2+ armour
save and Orbital Bombardment to soften up your target before you strike.
Used in a similar fashion as the Spearhead build, this build works great when the Chapter Master is attached to
an Assault squad or Vanguard Veteran squad, and advance behind the cover of the Razorback until in assault
range. This build sacrifices both Chainsword and Bolt Pistol for Lightning Claws, so you don’t get a shooting
attack from the Master. What you do get is 5 power weapon attacks on the charge that all re-roll to wound
and strike before the enemy in most cases, brilliant against hordes and MEQs alike when combined with the
attached jump infantry and a little love from the Honour Guard.

Build 7.) Terminator Judgement


Master with Terminator Armour, Twin Lightning Claws
180points
Assault Terminator Squad with 3xTH/SS, 2xLC's
200points
Honour Guard with 2 extra Marines, Chapter Banner
210points
Razorback
35points
Total = 625points

In this build I have included a unit of terminators. The exact weapon load-out on the Terminators doesn’t
effect the overall cost, however the Master should travel with the Terminators, giving a much-needed 5
Lightning Claw hits to a potential 20 hits from the Terminators already. Against big mobs, MEQ-hunters, HQ's
and even most MC's, this build really works well. Again, this build lacks any ranged firepower from the Chapter

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Master, completely wasting his increased BS in exchange for an extra attack in CC.
The Honour Guard play the supporting role once again, cruising to the Terminators in their Razorback and
assaulting what the Chapter Master assaults or tie nearby enemy units in CC, stopping them shoot the Chapter
Master when he destroys everything he's hitting.

This, as a whole, is a very expensive group. Costing over 1/3rd of a 1500point army for 11 models that all really
lack ranged firepower. On the other hand, it also covers all the close-combat kick you'll need at that point
level.

Build 8.) Hells Angels


Master with Thunder Hammer on Bike
190points
Space Marine Bike squad, 5 extra Bikers, 2Melta guns, Power fist on Sergeant Attack Bike with Multi-Melta
310points
Honour Guard with Chapter Banner
140 points
Total = 600points

Oh yea you know it. 8 Bikes and a Multi-Melta Attack Bike riding along side the Master with a Hammer for a
total of 10 very fast moving marines! Those 1950's and '60's bikers by the same name as this build only wish
they could pack the same punch! The Honour Guard are left to foot-slog across the map, tackling anything that
could be a threat to the rest of the army while the Master and his 'posse' cruise down a flank on their hogs,
causing trouble, ripping up the turf doing donuts and generally having a laugh, err, I mean shooting tanks with
the Multi-Melta and smacking big groups of infantry hard and fast like Branigan's law. The increase in
toughness makes it harder for any hit to wound the Chapter Master, so Artificer armour isn't required, and
against shots, keeping the Chapter Master moving grants him a 4+cover save which he can use instead of his
4+ Invulnerable save from his Iron Halo if you really want to. In this build the Chapter Master takes a Thunder
Hammer instead of the usual Relic Blade or Power Weapon. This does waste his higher Initiative, though grants
a fair few extra bonuses when pulling a hit-and-run on MC's or vehicles.

Although this build places much less emphasis on the Honour Guard, they are still a key piece in the army.
Indeed they are left to walk, but that is only to keep the costs down. If the points are spare, a Razorback will
really help them keep up with the Bikers and give them a chance to help by tying up nearby enemy units to
stop them shooting the Bikes after they've finished pulling wheelies killing the enemy

Targets and Assault


Selecting the best target for your Chapter Master is based on both his weapon options and the unit he is
accompanying. Typically aim for the Chapter Master to help the attached unit do their job, rather than the
attached unit helping the Chapter Master. This way you're not forcing units to do things they are unable to
achieve while maximising the potential of the Chapter Master.

In the builds I've mentioned above, I've stated ideal targets for each combination of attached unit and war-
gear options.

When geared up properly, there is always a high chance that the Chapter Master and his attached unit will
wipe out what ever he charges, so always assume he will. Ensure he has proper support in one form or

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another, block line of sight with transports and generally make it harder for the enemy to shoot the Chapter
Master after he's finished slaying enemy units. The Raven Guard way is to strike from the shadows then return
to them. In many builds this isn't really an obvious option, but it should always be possible with enough fore-
thought.

I have purposely avoided assaults on vehicles with all of the above builds for one reason. Should the assault
fail, the Chapter Master and his attached unit will be left in the open with no means of cover, and that is bad.
Where possible, shoot vehicles and only assault when the enemy won’t have line-of-sight to the Chapter
Master on the following shooting phase.

Regardless of how the Chapter Master is used, he really has the potential to do well. Only when used together
with other supporting units or his own Honour Guard does he really shine.

Chapter Master and other HQ's

Chapter Masters never leave home alone, regardless of how you deploy your army and just like with
supporting units, Chapter Masters love company in the form of other HQ units.

Chapter Master + Chapter Master


On those epic, massive or just plane crazy-big battles, Chapters do work together, so two Chapter Masters may
not seem so silly in that respect. Two Chapter Masters with an Honour Guard each may seem like overkill in
even a 2000point army, but in bigger Apocalypse games fielding 20Honour Guard Marines makes a lot of sense
if the points permit! Alternatively, two cheap Chapter Masters with Jump Packs or Bikes attached to respective
units increases the killing potential very quickly. It also grants two Orbital Bombardment shots, which could
decimate most small armies on turn 1!

Chapter Master + Company Captain


This combination is a little less rare, and also brings extra perks, such as the Command Squad which can keep
both the Chapter Master and Company Captain alive that little longer. Again, when equipped with either a Bike
or Jump Pack each, they can work together and bring swift death to the enemy while costing less than the
2xChapter Master combo.

Chapter Master + Librarian


This combination makes a fair amount of sense for the 'Terminator Judgement' build, allowing rapid relocation
of the entire unit, while providing much needed ranged support in the form of Avenger or Smite. When
combined with Quickening, the Librarian can soften up big units that the Chapter Master may struggle with.
The Librarian can join the Chapter Master either on foot, in Terminator Armour, on a Bike or with Jump Packs,
or simply work separately with their own unique goals. Ultimately the cost will remain similar to the
Master/Captain combo, while providing different benefits and requiring minor changes to the method of
deployment and/or the battle role of the combo.

Chapter Master + Chaplain


This is possibly the most common combination of HQ's, giving the Chapter Master the chance to re-roll all his
hits, massively increasing his effectiveness in close combat which really is where the Chapter Master excels
over other HQ units. A Chaplain, Chapter Master and Honour Guard combined together make a very effective
force that many units simply cannot handle when these guys make the charge. Most effective assaulting out of
a Land-Raider, on Bikes or with Jump packs where high mobility increases their combined performance on the

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battle field

Chapter Master + Master of the Forge


There really is no obvious link between these two units where one doesn’t directly support the other. Their use
together is limited beyond assaulting on Bikes together in which the Master of the Forge has little to offer. In
short, the combination really only has two things to offer - the Conversion Beamer and Dreadnoughts as Heavy
Support choices. These perks require a lot more coverage than this little paragraph, but in reality if they are
what are required, then the Chapter Master maybe isn’t the best choice.

Chapter Master + Special Names Characters


This is where the failings of the Chapter Master can be recovered. By combining the special rules and Chapter
Tactics from an existing Named Character with your own Chapter Master build, you can quickly have a Fleeting
Tank build, Master Crafted Thunder Hammers or Scoring Sternguard. The possibilities are only limited by your
imagination, and the points limit of the game...

Conclusion

It really must be said first that, if Honour Guard are not required or the points simply aren't available for them
in the army, then taking a Chapter Master simply doesn’t yield greater results than that of a Company Captain.
However, if Honour Guard really are both usable and wanted in the army, then the Chapter Master has a
couple of nice tricks that set him apart from the rest.

The randomness of the Orbital Bombardment can sometimes be a benefit, scattering into tightly packed units
or onto vehicles you wouldn't have targeted yourself, however it's lack of certainty should lead a commander
to always expect it to fail, making a direct hit on 15 models all that more sweeter.

When equipped right, joined to the right unit and facing the right enemy, the Chapter Master really does
shine, out-performing all but Company Captains in close combat. Even when geared up against the wrong type
of opponent, the Chapter Master still stands a higher than average chance of beating down the enemy
providing he is supported in the right way.

Ultimately, the Chapter Master is another gear in the ever-working machine that is a Space Marine army. He is
a gear that must be used in the right way to gain the maximum from him, this particular gear just as a lot of
uses and a lot of ways to get the job done.

Author: CleanRabbit

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2.1.2 Captain & Command Squad

[Entry Missing]

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2.1.3 Captain Shrike

The defining Raven Guard HQ of choice, and one that gifts specific chapter tactics upon the list he is in. For just
shy of 200pts what do you get, and how best should you use him?

Pros
Incredibly fast with a jump pack and fleet, a potential 24" charge range
Can deploy a variety of ways including deepstrike, infiltration and flank
Master crafted lightning claws ensure re-rolls, rending also threatens tough targets
High WS and 5 attacks on the charge
Invulnerable save of 4+
Grants Fleet as a combat tactic

Cons
Vulnerable to instant death
Needs to be with a unit to be at his most effective
Not great against very tough tanks or monstrous creatures
No melta bombs anymore
Must get into combat to be effective

Overview
To get the best out of Shrike it’s important to know what he is best at and what he is vulnerable too. His
weapons ensure he has to get into assault; this is your prime mission for him. At almost 200pts you don’t want
him standing around. Fortunately Shrike is wickedly fast so this shouldn’t be a problem.

You also need to asses where he will wreak the most damage, this will not necessarily mean the biggest and
badest target.

What unit to deploy him with Shrike


Shrike is very vulnerable on his own, a lascannon to the face doesn’t help. So best ensure he has friends.
Remember that his speed is an asset and he only makes up his points in assault. With that in mind choose
wisely.

Assault squad
A large squad of ten gives him a lot of protection and ensures he looses none of his speed. Arm the assault sgt
with a thunderhammer and you have the core of a deadly team. It becomes a unit than can handle most
assault situations and is a character killer.

Vanguard Squad
You can really tool up this squad to ensure it is a combat nightmare, but do balance cost with output. With
jump packs you have a unit that can move and strike hard.

Other variations
A Terminator close combat squad can take adavantage of Shrikes infiltrate rule. He will loose some of his
speed, but have a lot of protection. It also means your fleeting terminators will get into assault very quickly.

A Dev squad is an interesting choice in that it lets you deploy in the best locations, but it takes away Shrikes

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effectiveness and means he has to leave and find a means into assault. Still worth considering if that Dev
squad can cause maximum damage on turn one.

Tac squads are a possibility if there is a particularly hard objective out of reach, but again Shrike will loose
much of his purpose

Deployment
With so many options which is the best? Well first remember that Shrike is only effective in assault and every
moment he is not is a waste of points.

The other thing to keep in mind is support. If left alone Shrike does not have the staying power. He will usually
require fast support.

Infiltration will allow you to set up after you have seen where your enemy has deployed, meaning you can
select your first target and set up 12” to 18” away. But if you do not have the first turn then this is a gamble.
Still, Shrikes speed ensures that only the fastest target will get away.

Flanking and Deepstriking are viable options. But remember that he is loosing his worth every moment he is
not in combat, and a bad deepstrike or flank roll is hard to recover from. The element of surprise can be a
strong asset, specially if your opponent has set up a gun line or is castling his units. If he does this then do not
just throw Shrike at them and hope for the best. You will need to break them up, and hold him back a turn or
two.

Regular deployment is useful when your opponent has set up well or very defensibly, or against horde when
you know a charge will come your way. In this scenario hold shrike back and target either the closet unit or
most deadly unit when they get close. Remember support, don’t leave him and his unit alone.

Targets and Assault


So how do you select the best target? Well look at Shrikes out put of a possible 5 power weapon attacks with
re-rolls to hit (1) and wound. Bare in mind his limitations against big tanks and monstrous creatures. He excels
at cutting down squads of well armed and armored units, like tac squads, crisis suits, chaos marines, burner
boys etc. Throw him at units that are vulnerable or will hit you hard like devs, units that think they are safe.

He can also take on characters with his high WS, but try to ensure he is backed up by a sgt wielding
thunderhammer or power fist. Librarians and some special characters can take advantage of the fact Shrike
can be instant deathed.

Light tanks can also be assaulted but can be a waste as a failed assault leaves him and his unit very vulnerable.
Monstrous creatures are really not advised as he lacks both the strength and toughness to go toe to toe. Do
not rely on rending as most big beasties have too many wounds for you to get 6’s to wound. Then they lay the
hurting on him next round.

Lastly, it is important to remember that in assault he is a separate unit and can be targeted by who ever is in
base with him and within 2" of that guy. Your biggest fears are powerfists and the like. You have to avoid
them, so pay attention when you charge and who he’s in base with. They can target you but you cannot target
them specifically (unless they too are an independent character)

Also, if targeted properly well he will wipe out the unit he charges, so assume he will do so this. Ensure he has

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support or will not be in the open. Strike from the shadows then return there.

One last thing, he has a bolt pistol. So if not fleeting then shoot it!

The Fear factor


Amusingly, you will find that Shrike has a bit of a reputation that perhaps exceeds his abilities. But this too can
be used to your advantage, forcing your opponent to adjust to either avoid him or target him. Be aware of this
and hold back his deployment as long as you can (infiltration helps here)

He can do damage when used right and at the right target. But he is no superman and goes down to double
strenthgh weaponry and massed fire. Lightning claws are not powerfists, so evaluate strongly whether to
charge tanks and monstrous creatures (don’t even think about land raiders as he cant hurt them at all)

Other HQs
Shrike loves a buddy. Chaplains are great to add to his units but you will be loose your abilty to infiltrate and
flank. You can still deepstrike if the entire unit has jump packs though. Still, adding in a Chaplain can be
tempting to create a truly fearless and fearsome unit with either an assault squad or vanguard.

The librarian doesn’t grant any direct advantage, but can perhaps use gate to get him out or into trouble. His
box of tricks can be useful though so do try him out with Shrike.

Conclusion
Get him into combat fast, select your target and deployment wisely. Know his limitations and what
combinations of units help or hinder him.

Fleet
If you take Shrike then you may take fleet for your chapter tactics too. Useful.

However, Fleet needs to be taken in to consideration and its value strongly evaluated. On one hand it grants
you some of the fastest moving assaults, but on the other can leave you vulnerable if ill timed.

Fleet lets you run AND charge

Evaluating distance
Get good at mentally knowing how long 24" is. Practice and experience helps, but use some guide or make a
set measuring stick. The more you can effectively judge a distance the more fleet becomes of value.

When to Fleet
Remember that it is just a D6 run roll, but one which can help you in a lot of situations.

First is that running ignores difficult terrain. Useful when you have jump packs, so land just short and run in to
avoid loosing valuable troops. It cuts down the odds of your assault falling short and thus failing.

Second is the wandering unit. Your opponent may not be used to fleeting units and will have assumed his unit
is safe. Judge the distance by eye and think whether it is worth it. I have caught many an opponent by surprise

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when pulling off a long range assault. But do be prepared for a low roll. Sometimes in battle the risk is worth it.

Third is the guarantee. Fleet can be used to ensure you navigate scenery and get every last model into combat.
It can make a big difference if your opponent is caught short with a bad deployment. (large ork squads can be
caught like this as they can’t bring their numbers to bare)

Fourth is the back up. Fleeting Tacs can add surprising support to an assault squads charge and tip the balance.
Fleet can ensure all your units get to play.

What Fleet won’t do

Don’t fleet unless you have a 75% chance of making it into combat. Risk can loose you the game, as well as win
it.

Don’t run for the sake of it. Some times it is better to stand and shoot. Evaluate the situation.

Fleet will not make you hit harder, just get you there faster. Remember that running into a head on train will
not help you. There are many harder targets out there and the Raven Guard hit only as hard as a codex
marine. Is charging that group of stealers worth it? Your are more like the Flash than Superman. Choose your
targets.

Conclusion
Fleet is an asset but not a game winning formula straight out the box. It requires thought and restraint, and a
good judge of distance. But it can catch a lazy opponent by surprise. It also allows you to co-ordinate assaults
without showing your hand or signposting them. Support is the key. Anything that runs needs to either be able
to survive or have back up, or it runs into trouble.

Author: Levitas

[Codex Corvux] Page 27


2.1.4 Chaplain

Intro: It has been a sad state of affairs in recent times for the custodians of a chapter’s faith (and our
chapters battle protocols). In the previous codex, I will go so far as to say that they were the
premiere HQ choice (see the Black Templars’ codex for a nostalgic look back). Now however, the
combination of the increase in the CC abilities of the Captain and the decrease in those of the
chaplain make him a considerably less attractive choice. On top of this the librarian’s flexibility
challenges the Chaplains roll as the secondary HQ choice. That being said, not all hope is lost for the
most zealous members of the chapter; a more precise application can still produce results of which
the other selections are incapable.

Pros:
• Cheaper wargear
• Retaining of 4++ save
• Imparting abilities to units

Cons:
• Tactically inflexible
• Combat character designate with average initiative

Overview:

Wargear: It is almost like they are telling you how to use him; the jumppack is 10 points cheaper for
this character than for any other (hmmm...). Suffice to say this gives away his generic application,
similarly to the access to digital weapons; a nice buff to what can only be considered a mediocre CC
potential. He does have access to a few other standard items (which I will mention in passing in the
‘Configurations section’) but it is worth noting that his powerfist is again 10 points cheaper than the
standard throughout the rest of the codex. He may also ride a bike, and join the first company in
tactical dreadnought armour; I will also touch on this again when I get to the ‘Configurations
section’.

4++ save: A minor point, but he does retain the 4+ invulnerable save afforded him by the rosaries;
ensuring that he has some semblance of protection against the armour save ignoring foes he is likely
to encounter. There is no way for him to access the Storm shield however, an annoyance to some.

Imparted abilities:
• Liturgies of battle; make no mistake, this is why you take a chaplain. As is obvious, to maximise
these abilities you must 1) charge a lot and 2) with as many models as you can. Here is some
mathhammer assuming that a 10 man assault squad with Powerfist charges an MEQ unit; done both
with and without the chaplain (his wounds are excluded for comparison’s sake). (r) = re-roll

Without the chaplain.....


27 attacks at 4s = 13.5; 13.5 hits at 4s = 6.75; 6.75 saves at 3s = 2.25; Thus that is 2.25 Kills
[Codex Corvux] Page 28
3 attacks at 4s = 1.5; 1.5 hits at 2s = 1.25; 1.25 receive no saves; Thus the total is 3.5 kills

But with the chaplain......


27 attacks at (r)4s = 20.25; 20.25 hits at 4s = 10.12; 10.12 saves at 3s = 3.37; Thus that is 3.37 Kills
3 attacks at (r)4s = 2.25; 2.25 hits at 2s = 1.87; 1.87 receive no saves; Thus the total is 5.24 kills

That is 1.75 extra kills, and thus 1.75 extra ‘combat res’ points; and then there is still the chaplain to
strike. Obviously, the better the combat unit you attach him to, the more effect he is likely to have.
Here is some fun maths for the same thing, but assume the charging squad is now 5 assault
terminators 2 with TH & SS and 3 with Twin LCs.

Without the chaplain.....


12 attacks at 4s = 6; 6 hits at (r)4s = 4.5; 4.5 receive no saves; Thus that is 4.5 Kills
6 attacks at 4s = 3; 3 hits at 2s = 2.5; 2.5 receive no saves; Thus the total is 7 kills

But with the chaplain.....


12 attacks at (r)4s = 9; 9 hits at (r)4s = 6.75; 6.75 receive no saves; Thus that is 6.75 Kills
6 attacks at (r)4s = 4.5; 4.5 hits at 2s = 3.75; 3.75 receive no saves; Thus the total is 10.5 kills

More than 10 kills, ON AVERAGE!! Scary stuff. Those of you with a mathematical and statistical bent
in particular might be interested to know that the addition of liturgies will increase the end result in
terms of kills by exactly 50% when applied to any given scenario. Don’t believe me, try it.

• Honour of the Chapter; the less renowned, yet still useful one. Fearless has some disadvantages in
combat, most of which marines have a chance of suffering from anyway. Being able to ignore
pinning is useful, as well as not having to pass morale checks from shooting; particularly in an assault
unit. The downside is that it stops the Combat tactics rule from working on the squad to which he is
attached, though if you’ve taken Shrike then this is mitigated.

Tactically inflexible: Unlike the librarian, who can tailor psychic powers, or the captain with access to
a wide array of kit, the chaplain has pretty much one purpose and one purpose only; increase the
effectiveness of his unit in assault. True there are other minor asides and wargear options that allow
him to tank hunt etc, but basically this is it. That being said, except for special characters like Khan or
Kantor, he is the only character able to do this; thus he will always have a place. Just don’t ask him to
do anything else, he do it as well.

Average initiative: Eventually, though you can avoid it, odds are he will come up against a combat
character at some point. He goes headlong into all the most effective assaults; precisely where
enemy lords will be. At this point, he will really suffer with his lower initiative. The other stat
reductions aren’t great either, but I feel that this is the one that really sticks out in the current game.

Configurations; to a considerable degree, how he is equipped will be determined by the unit you
intend him to join. Here are some standard builds, there are others, but these are mostly wargear
[Codex Corvux] Page 29
options, rather than specific builds.

• ‘Into the thick of it’ – Jump pack, Digital weapons; 125 points

This guy is the basic, and i’m going to say generic build. He has the jump pack to join the more
mobile assault elements of the army and maximise their effectiveness. The Digital weapons aren’t
essential, just nice and he will almost certainly get a chance to use them. I won’t talk much about
him in this role, as i’m sure that most of you have already used him like this. One thing to consider is
that he can join a vanguard unit. True they cannot use ‘HI’, but there is no doubt that they would
benefit from his presence on the charge. A debate has already waged on whether shrike joining him
when attached to a squad allows him the infiltrate abilities also; depending on where you stand on
this, this option will seem more or less attractive.

• ‘First Company, heed my call’ – Terminator armour, Digital weapons, combi; 145 points

When attached to a terminator unit, he may deep-strike with them to the battlefield. He will be of
most use in the Assault terminator squad, but attaching to a conventional one is not without merits
in certain circumstances; they still have powerfists remember. He is reduced to 2 attacks with a
power weapon when not charging, thus I feel that the digital weapons are vital here. The Combi
weapon is unimportant, it is just better than a storm bolter, and could provide the squad with a
handy punch before assault (he won’t get the double armed bonus anyway).

• ‘We are the Hell’s Angels... or something...’ – Bike, Digital weapons; 145 points

Attaching him to a normal bike squad, while an option, i do not advise. They are simply not good
enough in assault in the first place. A Bike command squad however, now we are talking. These
squads are expensive, especially when mister Khan is also present, and anything you can do to make
it more likely that they will cause death on masse is worth it in some senses. I am not suggesting that
this is not an effective option, but efficient... I leave the choice to you of course, but i feel that they
are too expensive, unless you are taking them for fluff reasons.

• ‘Sometimes, I just walk’ – Digital weapons; 110 points

A cheap and cheerful option, but not without merits. If you have a vanguard unit (or even an assault
terminator unit in a Landraider, then this is his ticket to the fight. Essentially, if you have a way of
getting him to the assault without his own wargear, and particularly if your best assaulting squad is
mounted, this is the load-out for you. The combat oriented command squad is also a nice choice
here; not to mention fluffy. He could ride in their razorback instead of the Captain. And obviously, if
you could attach him to an honour guard unit in this way then wait for carnage on the charge.

Tactical Applications:
Essentially, the key to the successful application revolves around the 'value' you can get from the
Liturgies of Hate (LoH). The mechanics of this effect in game are very simple, and as we have already
observed above, it increases the end result of a charge by 50% (statistically only). Obviously, the
[Codex Corvux] Page 30
more attacks and the more effective the unit, the more they will benefit from LoH. i.e. if a unit
would statistically do 10 kills without LoH, then with it, this should be 15 Kills; a difference of 5.
Where as if the unit was going to do 3 kills, it will only do 4.5 kills with LoH; a difference of a mere
1.5 kills. Clearly, the more 'killy' the unit, the more it will benefit from the Chaplain's LoH.

A quote from White Raven Earthen: 'chaplain's power is based on the number of attacks their unit
has'. Being a stats man, i would qualify that by editing the word 'attacks' for average kills but it
matters not. I like this sentence, as it well demonstrates how simple this principle is.

As the chaplains potential is based around the other models in the unit, one should select their
chaplains equipment appropriately. This depends on the unit that you intend to augment, as is
identified in the Configurations section. One must also consider delivery, because.....

Quote: White Raven Earthen, 'As casualties are inflicted, the chaplain looses power, which in my
opinion is a key point.'

This means that getting the unit (with Chaplain attached) into combat is key, and the method by
which you intend to do this must involve consideration of the casualties that are likely to be suffered
before assault. As identified under the 'Honour of the Chapter', the Chaplain will ensure that the
don't run away as a result of casualties, but such casualties are reducing the effectiveness of LoH in
the ensuing assault.

Therefore, I propose that players must consider 3 key factors when selecting units for the chaplain to
attach himself to:

1) How 'effective' is the unit in assault? This encompasses not just the number of models, but also
the number of kills it is likely to dish-out.
2) How reliably can this unit get into assault? This involves consideration of how easily the unit can
get into assaults, and what it takes to get there.
3) How well protected is it before it reaches assault? Essentially, how likely is it that it will take
casualties prior to the assault.

I will now cross reference these principles with some of the standard Configurations above.

‘Into the thick of it’ – Jump pack, Digital weapons


Units equipped with jump packs in a Space Marine army are intended for assault, thus this a safe
bet. Assault Marines have reasonable potential, but Vanguards can be absolutely lethal; if this was
the only consideration, then it would be vanguard vets every time. Both units can easily get to
assault, the 12 inches move is good enough, and potential 'upgrade' with Shrike's fleet can give both
units impressive range. The problem comes when one considers the Vanguard's Heroic Intervention
(HI); in short you can't with the Chaplain attached. They could simply deploy conventionally, but
they are a 'fire magnet' (which will be important). Standard deep-strike is also an option. The
problem with jump packs is that without HI (which has its own dangers and pre-requisites), they
offer no protection at all (aside from the normal power armour) and where ever area terrain is
[Codex Corvux] Page 31
involved, they can actually be dangerous. The requirement to take dangerous terrain tests both
when landing in and jumping out of area terrain can causes casualties (reducing effectiveness of
LoH). In summary, Jump pack chaplains score well on point 1), very well on point 2), but badly on
point 3)

'First Company, heed my call’ – Terminator armour, Digital weapons, combi


Terminator units are powerful in assault, especially assault terminators. Depending on the
opponents, certain builds will be more or less powerful, but they have the ability to deal
phenomenal damage in assault. There biggest problem is actually getting to assault. They can deep-
strike but must always wait to charge, Shrike's Fleet is a God-send in these circumstances. They can
of course ride in a Landraider or variant, which though expensive, has its own killing potential, and is
a reliable assault platform. Whether in the Landraider or on foot, the terminators are well protected,
especially with Storm Shields. This is arguably their most appealing attribute, just do not get carried
away, they are not invincible, and they usually come in small numbers; thus the percentage
reduction in 'effectiveness' in assault is high per casualty. In summary, Terminator Chaplains score
very well on point 1), poor to average (need a Landraider or fleet to score well) on point 2) and very
well on point 3).

‘We are the Hell’s Angels... or something...’ – Bike, Digital weapons


Bikes are not great in assault, unless they are Command squads, in which case they are expensive.
They can get to assault easily, particularly with a turbo boost early on. Where they are mixed is the
protection; while they have 4(5) toughness, they have the same issues as jump packs with
Dangerous terrain checks. In summary, Bike chaplains score poorly (unless they are Command squad
attached) on point 1), score well on point 2) and poor to average on point 3)

Sometimes, I just walk’ – Digital weapons


Command squads, assault squads and vanguards on foot are all assault oriented, similarly to entries
above. They will have problems getting to assault however, unless they are mounted in transport
vehicles. Land raiders are expensive but good choices for the 'assault vehicle' ability; rhinos and
razorback will do the same job if used with more precision. Shrikes fleet will again work wonders for
units on foot. They have no extra protection, though they do not need Dangerous tests unless in
unusual circumstances. The transport vehicle is very important here as it serves both to provide
better protection and to allow them into assault more easily. In summary, Chaplains on foot score
well on point 1), poorly (without a transport vehicle) on point 2) and poor to average (again without
a transport) on point 3.

In summery for tactical applications, protection such as LOS blocking transports is required for Jump
pack chaplains. Transport vehicles or Deep-strike aids are required for Terminator chaplains.
Command squads are required for Bike chaplains. Transport vehicles are a MUST for chaplains on
foot. All except the bikes will benefit from Shrike's Fleet.

Some Character Combos:


Coming Soon!!

[Codex Corvux] Page 32


Some other points to note:

• Tank hunting – Not only does he have access to a powerfist (it’s cheaper too) and melta bombs, he
also confers liturgies when charging a vehicle! Hence the effectiveness of those one attempt
grenades is significantly increased.
• Helping out in Duels – At some point, combat oriented commanders often square off. If your
chaplain is a secondary HQ attached to the same squad as a Relic+SS captain, then on the charge,
your commander will have a real advantage again his opposite number. Any help one can get killing
the enemy command is always appreciated.
• Cassius – Some disagree with the new position from GW on special characters; especially for
renaming them and using them one’s self. If you feel that this is ok, then Cassius is certainly an
option to consider. For only 25 points he has a number of interesting upgrades, on top of a basic
chaplain. T6 and feel no pain, mean that regular attacks will really bounce off; a tactical marine has a
mighty 1.4% chance of wounding him!!! On top of this he has a combi-flamer and hellfire rounds
which are master crafted, and still has a bolt pistol (for the double armed attack bonus if you feel it
works like that). If you were going to take one on foot anyway, then he is definitely worth a look.
• 'My friend Khan and I will have you!' – Try attaching him and Khan to an assault oriented squad
for pure carnage; and Kantor if you want to go really OTT in Apoc!!!!!
• 'Every little helps' – Much of this article has focused on maximising the LoH ability and rightly so,
but it can also be used to aid lesser assault units in certain circumstances. The way that assault is
now based around number of wounds means that even a couple of extra kills can tip combat one
way or the other; thus a tactical squad might just do enough with LoH to turn a bad situation into a
good one on occasion. I don't recommend planning for this, but it should be considered on an ad-
hoc basis if an opportunity is presented.

Summary: While he is no longer the combat monster he once was, his functionality in terms of his
effect on others has not diminished. In fact, he now seems to have the opportunity to work with
better assault oriented squads than ever before. That being said, he is still inflexible tactically,
though that makes learning to use him easy in my opinion. The assault troops of the marine army
are high quality, but slightly below the level of the very best in the game; the Chaplain can go some
way toward bridging that gap.

Author: Guardian of the Rage

[Codex Corvux] Page 33


2.1.5 Librarian

Strengths
• Mobile
• Huge Versatility
• Can ID enemy characters with force weapon
Weaknesses
• Expensive upgrades
• Unpredictable
• Very vulnerable to instant death

Unit Options and Composition

Your basic Librarian doesn’t come with much so you’ll need to pay out the points to tool him up. The balance
lies between chosen powers and wargear. These two are integral to his effectiveness.

He can be very mobile having options for jump pack, bike and the power Gate of Infinity. He can also take
terminator armour, a storm shield AND retain mobility via Gate. In a fast moving Raven Guard list this is
important.

Make the powers & wargear work together. Don’t choose a shield power and then take terminator armour, or
take 2 shooting powers and pay points for a combi weapon.

Define his role and arm him appropriately.

Power combinations

The Mechanic
Machine curse & Might of ancients
Works well against those that love their treads. Charge with Machine curse, an auto glancing hit will soften the
tank/dread up. Then smack the oil out of it with a strenghth 6 and 2d6 penertration on it's rear armour.

The Assassin
Quickening & Might of Ancients / Force sword
Annoying characters bugging you? Charge in with an Initiative of 10 then either use your force sword to Instant
death them, or Might of ancients if they are a bit tougher.

The Terminator
Smite & Null zone
Deathwing army? Try this. Put your librarian with a sternguard squad with combi plas or melta, or an assault
squad with plasma pistols. Play null zone and then smite with your librarian. If played right, they'll be forced to
make a lot of 5+ inv saves. Re-rolling succesful ones.

The Transporter
Gate of Infinity & Force Dome
Taxi? Rhino shot up? Use gate to get your troops where they need to be, and then add a lil bubble to ensure
they dont get fried. On the offensive can be used to move elites around like Sterns, Vanguard & Assault

[Codex Corvux] Page 34


squads.

Mr Flexible
Gate of Infinity & Avenger
A flexible set up. Meaning he can be where he needs to be and add a lil toasty fun to mix with avenger. Plus,
he always has his force sword to drain and shame other characters.

Tactics/Roles for Raven Guard

Mobilty helps in a fast moving RG list. Choosing a jump pack librarian allows that but means he has low
survivability, so consider terminator armour and the Gate power to get around.

The Librarian typically acts as support, using his powers to plug a gap or create one. Enhancing a vital assault or
going toe to toe with a monstrous creature, the Librarian is extremely versatile.

His force sword is also useful in taking out hard HQ targets, but it must be stressed that the Librarian is not as
tough as a captain. His powers are essential to his success, so choose them wisely to best tailor to your
opponent.

His hood can really hinder psychic races like Elder and some Chaos, but do remember its range is limited.

Deployment

His deployment will depend largely on the role you have set out for him and what he is equipped with. He can
deepstrike with a jump pack or teleport in terminator armour.

Using Gate you can also feint a deployment. As in set up in one place and then Gate on turn 1 to another,
hopefully wrong footing your opponent. With gate you can also feint with an attached squad, useful if your
squad is in danger on turn 1.

He is a fairly expensive model, so you want to get him to work right away. But again, it’s dependant on his role
and where is target is (if any)

Threats

Eldar can really put a hold on his powers, but at the same time he can do the same. A cheap librarian against
Eldar can be useful, but expect his powers to be constantly challenged.

He is also vulnerable to instant death and only has 2 wounds, so out side of his desired role he can be
frustrating to use.

Author: Levitas

[Codex Corvux] Page 35


2.1.6 Master of the Forge

Intro:
To a Raven Guard Commander, the Master of the Forge (MotF) is little used. Their place is overseeing the
repair of our vehicles, not fighting with their battle-brothers, but are we wrong in this assumption? Are we
failing ourselves and our Chapter in some way? Let’s take a look.

Master of the Forge: Pros and Cons

Pros
- Cheap, as cheap as a stock Librarian, Chaplain or Captain.
- Bolster Defences, increasing unit survivability.
- Blessing of the Omnissiah, increasing vehicle survivability.
- Free Artificer Armour and Servo-Harness
- Conversion Beamer – need I say more?
- Take all Dreadnought variants as Heavy Support units as well as Elites (potential 6 Dreadnoughts in 1 army)
- Allows Servitors to be taken

Cons
- Poor stats for a HQ – the low WS really lets him down.
- Limited wargear options, especially compared to the Captain of equal cost!
- Cannot take Jump Pack (but that is to be expected)
- Limited threat range

Summary
Going over the Pros and Cons, there are several reasons why to take a MotF, yet his ability in battle is limited
by his basic WS and limited wargear, but he is far from useless.

Tactics and Employment

Builds, Battle Roles and Deployment


Unlike other units, the wargear you give to the MotF directly effects how he will be used on the field, and that
in turn directly effects the optimal deployment method, so for this Tactica, we’re going to keep everything
together in one easy to follow format. So here goes:

Build 1.) Dread-Guard Master


Master of the Forge with no upgrades
Cost: 100points

Inspired by Quixote’s “Fennias Maxim’s Honour Guard”, a standard, un-upgraded Master of the Forge is taken
to simply make the best use of the special rules he grants – Dreadnoughts as Heavy options, and Bolster
Defences. The role of the MotF is simple and can work two ways.

Build 1 – Battle Role 1. Utilising several long-range Dreadnoughts or a combination of Dreadnoughts and other
Elites choices such as Terminators, the MotF is deployed on foot in cover and bolstered defences to protect
the few troop choices that were taken. During battle he provides much needed repairs on the Dreadnoughts

[Codex Corvux] Page 36


while providing support to the rest of the army. An army of 6 Venerable Dreadnoughts in this fashion is what
I’ve come to know as a Maxi-Dreadnought firing line, and can deal out damage like no other I’ve encountered.
(As a side-note, 6 Venerable Dreadnoughts with Assault Cannons comes in at just over 1000points, add to that
two 10strong Tactical Squads and the MotF, you’ve got a 1500point list with all damage results able to be re-
rolled and a way to repair destroyed weapons! Switch Tacticals for Scouts and points become available for TL-
Las or others!)

Build 1 – Battle Role 2. Utilising several close-combat Dreadnoughts or a combination of Dreadnoughts and
other Elite choices such as Sternguard, the MotF accompanies another unit during deployment, leading the
assault on the enemy via Drop Pod or Rhino, with the Dreadnoughts arriving amidst the enemy on the first
turn. This makes little use of the Bolster Defences special rule, yet maximises the potential for the
Dreadnoughts and other close-ranged specialists, allowing them to work right where they perform best while
providing support and repairs when needed.

Build 2.) Master of the Horde


Master of the Forge with a Combi-Flamer or Combi-Plasma
Cost: 110points

Unlike other HQ options, the MotF has a nice little trick thanks to his Harness – He can fire two ranged
weapons per turn, either the Twin-Linked Plasma Pistol and Flamer on his Harness, or his normal weapon and
one weapon from his Harness. This really has potential!

Build 2 – Battle Role 1. Deploying in a static firing line against a MEQ (Marine Equivalent) army, firing two
Bolter or Plasma shots plus the Twin-Linked Plasma Pistol, a potential 3 AP2 hits makes this 110point model
very effective against groups of traitors, Necrons and the likes. Combined with his 2+ armour save, he needs to
be really unlucky in order to perish from Gets Hot! Similarly, deploying in a static firing line against a Green
Tide or Nid army, firing the Flamer on the harness plus two Bolter shots or a Flamer template from a Combi-
weapon means this modal can quickly dispatch large numbers of weaker models within assault range. When
the inevitable happens, and the MotF becomes locked in combat, he gets two extra I1 S8 power weapon
attacks on top of his normal 2 attacks, making him more than capable of dispatching yet more enemies.

Build 2 – Battle Role 2. Deploying in a transport, the MotF pops out practically on top of the enemy, shooting
as he comes, supported by the attached unit for a potential 4 flamer templates that can be thrown in one turn
(Tac squad with Flamer & Combi-flamer), or 6 plasma shots (Tac squad with Plasma gun & combi-plasma). Say
goodbye to over half of what ever it was that knocked on their door. Popping out of a Drop pod on turn one,
this deployment method is always a great way to greet your enemies!

Build 3.) Power of the Master


Master of the Forge with a Plasma Pistol and Thunder Hammer
Cost: 140points

This guy is a power-house, packing a Twin-linked Plasma Pistol on his Harness plus the Plasma Pistol in his
hand, that’s some serious anti-MEQ kick right there. To make it worse on the enemy, he can then assault,
throwing 5 PowerFist-like hits on the charge. He needs lots of support, but he is basically a walking menace to
society, and damn its fun to play.

Bulid 3 – Battle Role. The whole reason to take this build is for assault against HQs, Vehicles and Monstrous
Creatures (MC’s), so deploying the MotF with a Tactical or Sternguard Squad with similar weapons in a Rhino

[Codex Corvux] Page 37


or Razorback for long-term survivability and mobility. Simply cruise the Transport up to the target, either a MC
or Vehicle, jump out and shoot it, then next turn, charge it, or better still, jump out 12 inches away from the
target, move, shoot, assault. Between the attached squad’s weapons, the Hammer and the Harness, the target
will quickly be turned inside out, regardless of what it is.
For a more risky deployment, arrive via Drop Pod. The amount of plasma-love that can be thrown out will
whittle down anything too close, however the MotF needs to survive long enough to make use of that
expensive Hammer, and that could be a problem.

Build 4.) Master Blaster


Master of the Forge with Bolt Pistol, Conversion Beamer and Space Marine Bike
Cost: 155points

“Tired of rolling 4’s to hit with your snipers? Fed up with that 4 to wound? Put those snipers away and take a
CONVERSION BEAMER today!”
OK, sales pitch over, let’s get down to it. This is pretty expensive as ‘Cheap HQ’ units go, but its all for a good
reason. The Conversion Beamer is really the focal point of this build, and can be taken without the Bike for
cost-cutting, however the Bike gives the Master much needed protection and mobility, granting an increase in
Toughness, 24” movement and a 3+ cover save with turbo-boosters on, or normal movement with the ability
to fire any weapon at full capacity thanks to the Relentless USR.

Build 4 – Battle Role 1. There is only really one way to deploy the MotF while he’s on a bike, and that is as
normal. Deployment in reserve is an option, but you lose the first-turn shot from the Conversion Beamer,
which brings me onto the battle role. While riding the bike, the MotF can move 12” then shoot the Conversion
Beamer. This means the MotF can not only stay well out of the way of the enemy, but he can also stay far
enough away to maximise the blast strength of the Beamer. On turn 1, a potential S10 AP1 blast can be thrown
at the enemy, and with coordinated movement, this can continue throughout the rest of the game!

Build 4 – Battle Role 2. Tied to a unit of Marine Bikers, the MotF gains enhanced protection from the mass of
other bikers, while increasing their potential by way of his Beamer. Striking fast at the enemy, a unit of bikers
can cut through many softer enemies quickly with their weapons, while the S6 blast of the Beamer at close-ish
range simply adds to the number of saves each unit must take, forcing the target to die through overwhelming
number of shots. If that doesn’t cut it, a quick trip to CC should, with 4 attacks on the charge on his own, the
MotF packs a fair punch.

Build 5.) Master of Combat


Master of the Forge with Plasma Pistol, Power Sword and Space Marine Bike
Cost: 165points

So he doesn’t have WS6 or I5, so what? What he does have is sheer number of hits, allow me to run through
them with you.
2 Plasma Pistol shots – one of which is Twin-Linked
2 Base attacks using a Power Weapon
1 Extra attack for 2xCCW’s
1 Bonus attack for assault (can ignore this if you want!)
2 Bonus power weapon attacks at I1, S8 from the Harness
That gives a grand total of 8 hits on the charge that are capable of taking down MEQs, 4 of which are instant-
death for IG-like units. Lets look at this build on the battle field.

[Codex Corvux] Page 38


Build 5 – Battle Role 1. Deployed on his own, the MotF is quite formidable. He packs a lot of CC power in a
cheap package that can move faster than almost any other unit on the board, protected by increased
Toughness, a Cover save from Turbo-Boosters and a 2+ Armour save. He really is a power house. Use to flank
an opponents units, as the enemy will either ignore a lone biker, thinking “What’s the worst that can
happen?”, or will focus a lot of effort in taking him down, which is near impossible at high speeds. Once in
range, assault! With so much fire power and CC kick, small squads will die quickly and quietly to the MotF
without hitting him back, or if any do survive, they will struggle to do any damage.

Build 5 – Battle Role 2. Deployed in a squad of Bikers, the MotF gains added protection while increasing the
maximum potential of the combined unit. In larger numbers, head straight for the enemy, they will cause
enough of a distraction to buy the rest of your army some time, and as they strike the enemy for the first time,
the opponent will undoubtedly devote a great deal of effort to taking down those crazy bikers that can
ultimately wipe out large numbers in a single turn.

Servitors

I have listed Servitors here as a separate section, firstly because I forgot them when I first wrote this article,
and secondly, because they are a separate unit for the purpose of battle, yet considered one whole unit with
the MotF (or Techmarine) on the Force Organisation Chart.

A full pro and con tactica is included in the Techmarine tactica, so all I will do here is cover the uses of Servitors
with the Master of the Forge.

When on foot, a unit of 5 Servitors is a cheap and efficient way of protecting the MotF, providing bodies that
can take armour-ignoring wounds instead of the Master. They also provide extra kick in either CC or shooting,
with 5 Servitors dealing 10 S3 attacks and 5 S8 I1 attacks on the charge, or packing 2 heavy weapons from a
selection of Heavy Bolters, Multi-Meltas or Plasma Cannons.

For a MotF on foot packing a Conversion Beamer, a pair of servitors with Plasma Cannons is an ideal upgrade
at only 85points – cheaper than a Tactical Combat squad or Devastator squad with similar weapons!

For a CC-based MotF on foot, with a Power Weapon for example, five Servitors with no upgrades at all, the
unit can throw a total of 21 attacks on the charge – that is 4 power weapon hits from the MotF at I4, 10 S3 hits
from the Servitors at I3, then 7 S8 power weapon attacks form the combined Servo Arms and Harness – not
bad for a unit with combined cost of 185points!

The down side to Servitors comes when you want your MotF on a bike – and he works best on a bike – as
those Servitors don’t get the option of joining him on bikes (and rightly so! We don’t want mindless drones on
high speed machines now do we?)
When the MotF is on a bike, those Servitors are once again prone to Mindlock, and with some poor dice
rolling, they could stay locked for the entire game! 65 to 85 points might seem cheap for two extra heavy
weapons, but they might only fire once or twice a game, limiting their ability to earn their points back, where a
unit of Sniper Scouts at a similar points value wouldn’t have that problem.

Really, if you want Servitors, keep the Master on foot, else find somewhere else to spend those points, as they
really don’t provide when on their own, especially in small numbers, and need to be attached to a Techmarine

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or Master in order to repair vehicles.

Conclusion

From the builds specified above, it is generally easy to see that the MotF doesn’t fit the usual Raven Guard
pattern of ASD (Assault/Scout/Deepstrike), but he does have his place. The MotF is generally regarded as ‘just’
a support HQ, but I think different. I think he has more to offer than most would think.

Most Raven Guard players use Dreadnoughts in Drop Pods as part of their ‘Core’ army list. It seems only
natural to bring in these armoured behemoths in this fashion for Raven Guard players, yet as a whole they
rarely consider taking more than 3 Dreadnoughts, or rarely consider taking other elite units as well as 3
Dreadnoughts. With a MotF, 3 Dreadnoughts can be taken along side Sternguard or Terminators, giving yet
more options on the battle field that directly emphasise just how the Raven Guard would employ exactly the
required amount of power in the most precise and perfect way in order to maximise results.

Generally, Raven Guard players favour Assault Marines over other Fast Attack units, such as Speeders or Bikes,
but this is quite unfounded. Often a well placed unit of bikers is just as effective as any unit of Assault Marines
and it is on a Bike that the MotF can really do the damage. Combined with a Captain on a bike if points permit,
a scoring bike unit in any army with either the Conversion-Beamer MotF, or the CC-based MotF can quickly
overwhelm target units without taking so much as a scratch before the assault while being able to hold
objectives 24inches from the battle for a last-turn charge. When equipped with the Conversion Beamer on a
bike, the first-turn charge from Shrike’s unit can be supported by a precision explosion that is able to rip
through any unit that could pose any threat while still being able to move forward in relative safety.

Ultimately, if you are in need of a cheap, powerful HQ unit, the Master of the Forge might not be what you're
looking for. Try a Captain or Chaplain. If you’re looking for a HQ unit that is designed to support another unit
for the whole game, again, the MotF isn't right, try the Librarian. What the Master of the Forge does offer is
reliability and flexibility. He opens up options that the Force Organisation Chart (FOC) limits while providing
repairs on any nearby vehicle. As a bonus, his weapons and wargear are tailored to supporting other units, yet
as a stand-alone unit, he out-performs most others point-for-point. He doesn't have the close-combat skills
that his peers have, what he has is something entirely different, and something they cannot match directly. Its
a quality that a well tailored army list can utilise to become a brilliant army list.

The biggest problem right now with the Master of the Forge is the Conversion Beamer, which requires
conversion work just to use it because it doesn’t exist! Once you’ve got something that looks suitably terrifying
bolted onto your expensive MotF model, then you’re good to go, but often this conversion work is what puts
some players off.

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2.1.7 Named Characters

[Entry Missing]

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2.2 ELITES

2.2.1 Sternguard

Intro:

The core to every Space Marine army is the hundreds of Tactical Space Marines. Their skills and flexibility
provide the power and finesse that every Space Marine Commander requires on the battlefield. After a
millennia of battle and countless victories against enemies untold, those most skilled, most honoured Tactical
Marines are promoted to the ranks of the First Company where they often forum Sternguard units. Armed
similarly to Tactical Marines, Sternguard are equipped with the Emperors most honoured weapon, the
Boltgun. Combined with specialist ammunition, the Boltgun goes from a weapon of war to a tool designed
perfectly to decimate any enemy.

In this Tactica I will focus on the Sternguard Marine squad through deployment, usage, helpful tips and tricks,
special rules and battle tactics to allow you to make the most from the most prized weapon of every Space
Marine Commander.

STERNGUARD: Pro's and Con's

Pro's
-Special Issue Ammo-
S.I.A has to be the first Pro. It's what makes Sternguard stand out from the crowd. Able to fire vast distances,
poison their target or burn them to ash, S.I.A converts a Boltgun into a mob-shredding machine.

-Cheap Special/Heavy upgrades-


Compaired to their brother Tactical marines, Sternguard get the same Heavy/Special weapon upgrades at a
much lower cost and have the option to take these weapons without purchasing another 5 Marines!

-Combi-
Only the best of the best have access to Combi weapons, and rightfully so. That's why every single Marine in a
Sternguard unit has access to a very cheap Combi-weapon, allowing the unit to tackle more specialised units
with equal efficiency before going on to using their Special Issue Ammo on the next best target.

-Close-Combat Kick-
Although they're not packing close combat weapons, these Veterans pack two CC attacks as standard - that's
as many as an Assault Marine with CC weapons! That'll certainly make the enemy think twice about assaulting.

-Versatility-
Able to take the right weapons for any job, Sternguard Marines will be effective against any target and do their
job in style too.

-Tactical Deployment-
Combine the right weapons with the right deployment method and Sternguard Marines increase their
efficiency on the battlefield.

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Con's

-Cost-
At 125points for 5 Marines basically the exact same as 5 Tactical Marines, you're basically paying almost 40%
more for Special Issue Ammo. No matter how you look at it, that's a lot.

-Priority Target-
Who would the enemy rather shoot to pieces, a 10-strong Tactical Squad or a 10-strong Sternguard squad.
They'll all fall just the same, just the Sternguard can do more damage and cost a lot more!

-Mobility-
Without the added cost of a Transport, Sternguard Marines are limited to the range of their weapons which
will never cover the width of a battle-field.

Summary

The Sternguard Marine squad is a fierce unit with some of the most potent upgrades and weapon options in
the entire Space Marine armoury. The downside to all that power is sheer cost and dependence on transports
to bring their weapons to bare. Still, deployed right and supported well, can Sternguard really work 40%+
better than their 40%+ cheaper Tactical brothers?

Special Issue Ammo Breakdown

Hellfire Rounds - Compared to basic Bolter rounds, each Hellfire round is packed with poison that almost
always wounds its target - the down side, well really there is no down side. They're a great alternative to the
standard round that wound's based on target Toughness.

Dragonfire Bolts - Basically the same as a standard round, only this time it ignores cover. What could be better
than denying traitor guardsmen cover to hide behind?

Kraken Bolts - When compared to a standard Bolter round, Kraken bolts punch an extra 6inches across the
battlefield, and penetrate tougher armour! Win-Win at its best.

Vengeance Rounds - The aptly named Vengeance rounds are designed purely to rip the arms from Traitors.
Burning through Power Armour on every wound has a downside - actually two down-sides. The first is 25%
shorter range than a regular bolter, the other is the Get's Hot rule. That's right, you need your expensive
Sternguard to get into Assault range to unleash their Vengeance rounds and then the cost of killing traitors
may very well be the lives of your Sternguard Marines. But it's worth it, isn't it?

Tactics & Employment

Battle Roles
Sternguard excel at a Light Fire Support role - moving with other units, softening up a target before another
unit finishes them off. Their vast ammo and Combi-weapon options emphasise this, so it goes without saying
that this should remain their primary purpose on the battlefield.

Secondary to Light Fire Support, Sternguard can take upgrades that allow them to specialise against a specific
target, be it Ork Hordes, Heavy Infantry or Vehicles. Sternguard should never really be taken as a pure anti-

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vehicle tool, nor should they be relied on to tackle a specific infantry unit. By taking the correct upgrades, they
simply increase their potential against a specific target without compromising their primary role of Light Fire
Support.

A Third battle role is Long Range Fire Support. In comparison to their Primary role of Light Fire Support, Long
Range Support requires the use of Heavy Weapons and continual abuse of their Kraken Bolts. Two Heavy
Bolters and Three Marines firing Kraken Bolts can keep the enemy well outside return-fire range, while Two
Plasma Cannons or Missile Launchers backed with the same Three Marines can decimate groups of units with
ease.

The Final and most unconventional Battle Role is Hit-and-Run. Certainly Sternguard do not poses the Hit & Run
Special Rule, but combined with a Librarian that knows the 'Gate of Infinity' psychic power, a Sternguard unit
can unleash a torrent of fire, launch an assault into which the enemy will be crippled and broken. Should the
enemy for any reason survive the assault and remain locked in combat, the Librarian can utilize the Gate of
Infinity power and break from combat, allowing the Sternguard Marines to unleash another volley of fire,
finishing the enemy off for good.

Deployment
One of the biggest set-backs for Sternguard is their demand for transportation. Without a Rhino or Razorback,
Sternguard are limited to moving on foot, which in turn limits their ranged potential. Sternguard ideally need
to be within Rapid Fire range of any unit to make the most of their Special Issue Ammo and that means
mobility is key for the unit to maintain their primary Battle Role.

Deployed via a Drop Pod, Sternguard Marines arrive into battle in the face of the enemy, ready to deal a
Deathblow to the enemy ranks. Indeed the Sternguard can get right in the face of the enemy, but being that
close without support will not help them survive what ever the enemy will throw at them the following turn.
Drop-Pod deployment is not advised for any battle role and should only be used if supported correctly or
arriving late in the battle to help support already stressed units. If Drop-Pod deployment is a requirement for
an army, consider arming them for an Anti-Tank secondary role, allowing them to decimate key vehicles as
they arrive, putting the enemy on a back foot from the very beginning. Just remember to support them!

Deployment on foot is only really suitable for Long Range Fire Support roles and even then expect to move the
unit at least once during the course of the battle to ensure the Marines keep firing on the enemy.

Handy Tips
1. Sternguard are one of the very few units that can wield a Heavy Flamer. Make use of these Assault weapons
against vast hordes of infantry before launching an assault to decimate every last target.
2. Treat Sternguard as you would treat Tactical Marines - keep them moving or in Rapid Fire range of the
enemy and support them! They only have Power Armour so they're not tanks!
3. Attached to a Librarian, Sternguard gain the ability to bounce around the battle field each turn before
unleashing their fire. This can double the efficiency of the Sternguard Marines each turn!
4. Sternguard are an efficient Close Combat unit, so do not be afraid to assault the enemy. Just remember
their real strength lies in Shooting!
5. Consider your targets carefully and always chose a target that they can do the most damage to.
6. Remember the Special Issue Ammo! You can use any of the four special types or the standard Bolter rounds
each turn and their profiles are in the Weapons list at the back of the codex for quick reference.
7. Sternguard are a supporting unit. They support the advance of the rest of your army. Try your best to ensure
they are never at the front of a spearhead.

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8. Special Issue Ammo can be used in Bolt Pistols, Bolters and Combi-weapons. Storm Bolters and Heavy
Bolters do not gain the benefit from Special Issue Ammo.
9. Although a Transport is highly advised for Sternguard, remember they can always abuse another unit's
transport as a Taxi should the opportunity arise.
10. Sternguard have Combi-weapon upgrades at a dirt-cheap cost for a reason - Use them as much as possible!

Builds
Sternguard are one of the best units to put together, but once set, they really should maintain the
specialisation given to them and not change battle roles once deployed.

Build 1) The Anvil


10 Sternguard Marines, no upgrades
Cost = 250points

One large unit of Sternguard Marines, on foot without upgrades. This would appear at first to be the biggest
waste of points for a unit as unique as this, but on the other hand this is one of the most potent units
available. Without transport they will suffer, but their skills lie in defence rather than attack. As part of a static
fire unit defending a critical objective, this unit can unleash 10 rounds per turn up to 30inches, then switch to
rapid-fire mode when the enemy are close enough to really feel the power of the Emperors Finest!

Build 2) Critical Support


5 Sternguard Marines, Melta gun, 4x Combi-Meltas
Razorback without upgrades
Cost = 190points

A very cheap and mobile unit, Critical Support move with the main advance within Rapid Fire range and do
their thing. With the addition of a potential 5 Melta shots in a single turn, they can decimate vehicles such as
Land Raiders or even the odd Daemon Prince without effort before continuing their primary role of Light Fire
Support.

Build 3) Scourge of the Traitors


5 Sternguard Marines, Plasma gun, 4x Combi-Plasmas
Razorback with Twin-Linked Plasma and Las-Cannon.
Cost = 230points

Vengeance Rounds, Plasma and Las-Cannon should be the love of every Plas/Las addict from 4th Edition
gaming. Ideally suited to stripping Power Armour from Traitors, this build requires careful and direct
application to ensure the Sternguard do not fall to their own fire!

Build 4) Mini-Devs
5 Sternguard Marines, 2x Las-Cannons
Cost = 155points

Packing two of the cheapest Las-Cannons from the entire arsenal, this build is ideally suited to long range
support, specifically light to medium vehicles. Sat in cover and deployed on foot, this unit is cheap and can
quickly earn back their points on the board. It is quite possibly the biggest waste of Sternguard Marines
though.

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Build 5) Fire and Abuse
10 Sternguard Marines, Lightning Claw & Bolt Pistol on Sergeant
Rhino with no upgrades
Cost = 300points

One extremely high cost for 10 Marines however you look at it. What you get are 10 of the most potent
Marines that can tackle most units. Combined with the Lightning Claw for added Close-Combat punch, this
squad is designed to act like a foot-slogging Assault Squad, jumping from the Rhino, firing, then assaulting,
decimating units with 10 specialist Bolt Pistol shots before smashing 27attacks on the charge and the Lightning
Claw for good measure. Most units won’t survive long enough to regret being deployed.

Build 16) Ork Krusher


10 Sternguard Marines, two Heavy Flamers, Four Combi-Flamers
[Requires Librarian HQ option @ 100points + upgrades]
Cost = 280points (380points with librarian)

Tested extensively by myself and my old friend Lost Nemesis, this is by far one of the most addictive units to
play and most suited to anti-Horde use. Deployed on foot with the Librarian attached, the unit uses Gate of
Infinity to move around the board, arriving within Rapid-Fire range of target units by Turn 2. Using Special
Issue Ammo to ignore any cover and blitz through almost all Ork armour, the squad will engage their target in
a spread-out deployment, almost enveloping the unit before assaulting, at which point the unit should be
surrounded as best as possible to stop any chance of escape. Between the Heavy Flamers, Combi-Flamers and
special ammo, what ever survives the round of fire will be torn to pieces in close-combat. Should anything
survive and not be killed running away, the Librarian then uses the Gate of Infinity power to break from
combat and re-engage the unit at range, or to engage another unit.

Build 7) DropPod Angels


5 Sternguard Marines, 5 Combi-Meltas
Drop Pod with no upgrades
Cost = 150points

One of the most highly used combinations for Sternguard, yet one of the least tactical deployments available.
Arriving on the first turn through Drop Pod Assault, 5 Melta-wielding Sternguard deploy and open fire on the
nearest vehicle, Monstrous Creature or similar highly prized (high value) unit. It certainly does upset the
balance of a game when a 150point unit destroys a 250point LandRaider before it has a chance to return fire!
Note that deploying the Drop Pod as close as physically possible to the target unit will almost always result in
landing within 1/2 range of those Melta shots for improved vehicle slaying ability and certainly within range of
any other Independent model that you would otherwise want to target (Daemon Prince for example).

Conclusion

Sternguard are one of the greatest additions to the 5th Edition Codex, providing a multitude of options and
filling the gap in most armies between pure Long Range Fire Support and close-range Light Fire Support -
essentially bridging the gap from Devastator to Tactical Marine squad without sacrificing any skill or stat while
gaining an extra attack and more impressive wargear options!

As is the case with all units in the Space Marine army, deployed correctly with the correct wargear and the

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right tactics, Sternguard Marines can vastly out-perform many units on the battle field and easily earn their
points back.

For the novice player, Sternguard offer a perfect option for their newly built army, and don't require vast
expense to achieve (customising a Tactical Squad is a very cheap way of making Sternguard!). The vast options
may be bewildering at first, but identifying weapons that work well together (Combi-Melta + Meltagun, Missile
Launcher + Heavy Bolter, etc) and maintaining a single role on the battle field (heavy weapon builds should
never be close enough to assault anything!) and even a badly built Sternguard unit will forgive the player and
quickly plough through the enemy.

For Veteran players, Sternguard are a new and well polished tool that can be executed with precision and style
- everything a commander wants from his black-clad brothers in armour!

Author: CleanRabbit

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2.2.2 Dreadnought

Intro:
The Dreadnought is a formidable and cheap weapon that can be employed in all manner of ways, from anti-
infantry duty to tank-busting. The multitude of weapon load-outs and deployment options make this a
confusing but very effective unit that, when built and used right, excels where lesser men fail.

Dreadnought: Pro's and Con's

Pro's
-Armour-
Any unit that can ignore small-arms fire has an instant advantage over lesser-armoured units. Increased
survivability means more time available for killing

-Relentless-
Able to move at full speed while firing all weapons is a great thing! It's a shame it moves so slowly.

-Price-
With a basic Dreadnought costing just over 100 points, it's a steal compared to other units available.

-Load Out-
Having the right weapons on the Dreadnought increases its killing efficiency dramatically, and the wide range
of upgrades means there is always a weapon for the job.

Con's
-Recognizable-
Ask any player, any one at all, and they can identify a Dreadnought the moment they see it. They know
instinctively that it’s a big threat, and they'll do their best to take it down early. It's as big a target as a Land
Raider in enemy eyes.

-Mobility-
Even when arriving by drop-pod, a Dreadnought is a tough unit to keep in moving. Faster enemy can out-run
the Dreadnought before turning back to fire at it.

-Confusing-
Such a wide arsenal of weapons means some newer players can be confused as to what to take on their
Dreadnought, or how to deploy the Dreadnought with certain weapon load-outs. Hopefully this article will
help clear up any confusion.

Venerable Dreadnought

Along with the above mentioned Pro's and Con's, the following applies directly to the Venerable Dreadnought

-Venerable-
The added rules for a Venerable Dreadnought allow the owner the force any result on the damage chart to be
re-rolled. This is a god-send when 5's and 6's land on the first roll!

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-Experienced Combatant-
The Venerable Dreadnought boasts increased skills with ranged and melee weapons, granting a higher chance
to smite its target compared to the basic Dreadnought.

-Expensive-
Compared to the basic Dreadnought, the Venerable Dreadnought comes with a much higher price tag, pushing
a fully upgraded Dreadnought into Terminator prices.

-Priority Target-
When the enemy commander sights a Venerable Dreadnought, it may well put the fear of the god emperor
into him, but it also strengthens his resolve to take it down fast.

Ironclad

The Ironclad Dreadnought boasts similar Pro's and Con's to the basic Dreadnought as mentioned above, as
well as the following:

-Harder Armour-
The increases in front and side armour mean this Dreadnought varient can shake off almost all small to
medium strength fire, as well as Assault and Krak grenades, without worry.

-Siege Master-
With most weapon options being geared towards close-combat, the Ironclad can boast two close-combat
weapons and get the bonus for doing so!

-Armoured Threat-
The extra armour and ability to tear through vehicles as if they were paper makes the Ironclad Dreadnought a
higher priority target to the enemy commander.

-Summary-
Taking up the already crowded Elite's slot, the Dreadnought has to fight against Terminators, Sternguard, tech-
marines and LotD for 'bang-for-buck'. The Dreadnought offers one of the lowest starting prices of all the Elite
units, and its customisability, usability and survivability offer results none of the others can compete with,
providing the Dreadnought is deployed and used right

Tactics & Employment

Rule #1: Right tool for the job

There are a variety of weapon load-outs which all have their strengths and weaknesses, each of which is again
better suited to certain enemy units over others. Using the right weapon options in the right way can vastly
improve the Dreadnought's killing ability. The most important thing to note is to use the right weapons against
the right enemy. Flamers hurt tanks as much as Las-Cannons hurt 30-model squads of Orks.
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Rule #2: Understand Close Combat.

Unless assaulting a vehicle or lone model, the Dreadnought should really avoid close combat. In almost every
variant, the limited number of potential close-combat hits mean it will struggle to kill all the models in a larger
infantry group that survived its shooting. Sometimes this can be beneficial, as certain enemy units are utterly
unable to damage the Dreadnought, in which case keeping them locked in combat until support arrives does
have its benefits.

Dreadnoughts kitted out for close-range fire power should always be supported with at least one more unit, as
the combined fire-power can overwhelm almost all types of enemy providing the weapon load-out is right.

Remember that the Dreadnought always turns to face its enemy in close combat, regardless of its damage
state, so the front armour is always used when the enemy strike back.

Rule #3: Never be alone

Dreadnoughts are big enough targets that most enemy commanders will focus their more powerful weapons
on the Dreadnought early in the game. By keeping the Dreadnought with a supporting unit or staying near
terrain where possible, the survivability of the Dreadnought increases dramatically. In most cases simply
doubling up on the number of Dreadnoughts achieves the desired effect, increasing the number of targets the
enemy has to fire which increases survivability of both Dreadnoughts.

Deployment
The Dreadnought can be deployed in a variety of ways, however the most popular are either via Drop Pod or
as part of the initial deployment on the firing line.
Depending on the weapon load-out, the effectivness of the Dreadnought is altered by how it is deployed.
Weapons with mid to low range should not be deployed on the firing line, while weapons with only a couple of
powerful long range shots should not be dropped into the enemy.

Typical Raven Guard deployment requires fast responses to the changing battle field, and so deployment via
Drop Pod is often best. When deploying via Drop Pod, ensure the Dreadnought's weapons are capable of
dealing with the requirements needed at such close range to the enemy, and ensure it is well supported either
with another Dreadnought or other units capable of keeping the enemy away from the Dreadnought.

Typical weapon load-outs are highlighted below, however it should be noted that the 'Fire Starter', 'Assault
Support' and 'Tank Hunter Mk1 ' are the best and most efficient Dreadnought builds to use when deploying via
Drop Pod.

Handy Tips

1. When facing Marine-Equivalent armies, almost all close-range weapons will struggle to cut down the enemy
before the assault. Instead, take weapons more suited to killing the enemy at range, where the Dreadnought
can stay in cover and support other, more specialised units on the field.

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2. When deploying via Drop-Pod, the Dreadnought should be considered a supporting unit, and never
deployed alone. A lone Dreadnought looking at the enemy firing line will die very quickly next turn. Even if it
did its job and took out a particular threat, the Dreadnought could still go on to kill more. A weapon as
powerful as a Dreadnought is rarely expendable.

3. Don’t depend on your Dreadnought performing. Never make your tactics rely on the Dreadnought killing a
certain unit or surviving a period of time. Your tactics should allow for the loss of the Dreadnought, or at the
very least the loss of its weapons. Expect the enemy to target the Dreadnought early, and expect to lose it. If it
survives to kill more, then it’s a bonus!

4. Remember that vehicles with Gets Hot! weapons have 'cooling systems' that negate the weapon's Gets Hot!
rules. Thats is very helpful with the Plasma Cannon upgrade!

5. Review the enemy army, make a mental note of where weapons capable of harming the Dreadnought are
deployed, and make a note of killing those as early as possible. Units with melta-guns, melta bombs or other
high strength, AP1 weapons should be a high concern and dealt with accordingly.

6. Being locked in combat has mixed blessings. Avoid being locked in combat by units that can harm the
Dreadnought, however units that are not a threat in close combat could be charged if there is a higher risk
from their ranged weapons, even if the risk is to another unit!

7. Be aware of wargear that can harm the Dreadnought, such as Krak grenades, but remember that the enemy
must hit the walker on a roll of 6, only using the WS value if the Dreadnought is stunned or imobilised. Also the
armour penetration of the grenade still needs to equal or exceed the front armour of the Dreadnought. In the
case of the Ironclad pattern, Krak grenades are useless!

8. Although I advise against getting a Dreadnought into close combat, the high strength of the Dreadnought,
even without the DCCW, means that soft targets will be instantly killed by the Dreadnought. When it comes to
a last ditch effort, sometimes it may just pay off.

Builds

There are three typical weapon load-outs which I will state here and highlight how the Dreadnought should be
used, and the weakness of each load-out.

A. Tank-Hunter Mk 1.
Multi-melta, Dreadnought Close-Combat Weapon with Storm Bolter.
Cost: 105points

This load-out is designed for close-quarters tank hunting. The Multi-melta excels at cracking open vehicles,
while the DCCW provides an excellent S10 hit for breaking open vehicles that survived the Multi-melta. The
Storm-bolter even has a chance to break open soft transport units! This load-out can suffer if the Dreadnought
faces massed infantry, as it lacks short-ranged firepower suited to killing multiple weaker units.

B. Tank-Hunter Mk 2.
Missile-Launcher, Twin-Linked Las-Cannon

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Cost: 145points

This load-out is designed for ranged tank hunting. The 48inch range on both weapons and, when firing Krak
missiles, the high strength and low-AP of both weapons mean vehicles at range really suffer badly, rarely
surviving a single turn when under fire from a Dreadnought with these weapons. As with load-out A, this unit
suffers against massed infantry at short range, however a well placed Frag missile has the potential to ease the
situation.

C. Assault Support
Assault Cannon, Dreadnought Close-Combat Weapon with Heavy Flamer
Cost: 125points

The Range of the Assault Cannon can confuse players as to the best use of this unit, however the primary role
of this load-out is close-quarters support. Able to rattle out 4 rending hits plus the high-strength Flamer
template before assaulting, this load-out is best used along side other units of infantry, as it is able to quickly
clear out large numbers of enemy before assaulting with its DCCW. This load-out should always be supported,
as its limited number of close-combat hits could cause this unit to be locked in combat too long when facing
larger enemy units.

There are a few other, more exotic weapon load-outs which should be mentioned here, however their
popularity is limited to the availability of parts.

A. Fire Starter
Twin-Linked Heavy Flamer, Dreadnought Close-Combat Weapon with Heavy Flamer
Cost: 115points

The 'Fire Starter' Dreadnought is able to ignore cover with two templates, one of which re-rolls all failed
wounds, this unit is really made to clear out massed infantry that would otherwise be hard to hit in cover. This
load-out is limited to 5inchs of effective range, with a maximum of 6inchs of killing power. The lack of long-
range fire power means this unit can quickly find its self with nothing to shoot!

B. MEQ-Hunter
Plasma Cannon, Missile Launcher
Cost: 125points

This load-out is mainly effective at 24inch to 36inch range and designed to clear out more expensive enemy
units, such as Terminators, Obliterators, storm troopers, etc, as well as enemy HQ units. This load-out is prone
to scatter and so friendly fire is highly likely.

C. Jack of Trades
Two Twin-Linked Auto-Cannons
Cost: 125points

This weapon load-out boasts no less than four re-rolling hits of one of the most potent long-range weapons
available in a Space Marine army. Typically seen on Predators in a single-barrelled variant, the Twin-Linked
Auto-Cannon is extremely powerful against light armour and infantry alike. Suitable at both short and long
range supporting fire, this load-out only fails in close-combat, which it should never be in.

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The above list of load-outs are all based on the standard pattern Dreadnought, and are all usable on the
Venerable Dreadnought. The cost becomes significantly higher, however the potential for taking down enemy
both close and at range increases, which survivability increases too. In most cases however, the bonuses from
a Venerable Dreadnought are negligible, such as the 'Fire Starter' outfit, which doesn't rely on BS at all.

The final type of Dreadnought is a unique pattern, separate from the normal Dreadnought, and as such has a
different array of weapon options, the majority of which are designed for close-quarters tank hunting. The
Ironclad sports higher front and side armour, as well as some impressive weapons, however almost all options
lack long-ranged firepower, so the possibility of being left without a target is always a problem

A. Siege Engine
Seismic Hammer, melta-gun, Dreadnought Close-Combat Weapon, Storm Bolter
Cost: 135points

The basic Ironclad weapons load-out. Utterly useless at range, however sports two close-combat weapons
which gains a bonus attack adding up to 4 hits on the charge which all add +1 to the result on the vehicle
damage chart. This load-out is completely designed for assaulting tough Vehicles with the melta-gun to add a
little ranged fire-power to soften the target before the assault. Against almost anything else, this load-out fails.
A lone HQ unit could be a potential target, but what are the chances of that happening?

B. Confusor
Seismic Hammer or ChainFist, melta gun, Hurricane Bolter
Cost: 135points

The only real ranged outfit for the Ironclad Dreadnought. The Hurricane bolter is more typically seen strapped
to the side of a Land Raider, and is excellent at reducing massive squads of infantry. The real confusion comes
from the Seismic Hammer or ChainFist, which are both ideally suited to taking down tough vehicles. This
particular load-out can be employed against both armour and infantry, while never really being the best at
taking down either. For engagements against one or two soft vehicles and lots of infantry, this load-out has
great potential while often struggling to keep up.

Conclusion

Dreadnoughts are weapons of mass destruction in every sense of it. Able to tear through the thickest armour
or annihilate swarms of infantry, the Dreadnought can perform where other units fail, and they do it while
looking good too. They are weak against high strength weapons or being assaulted by large mobs, but when
equipped for the job and supported properly, any variation of Dreadnought can earn its points back within a
few turns, and rapidly turn the tide against the enemy. The biggest thing a commander must understand is
that the Dreadnought is not expendable, and must never be treat as such, but must always expect the
Dreadnought to fail, such that a backup is ready to finish the job when things go wrong.

Author: CleanRabbit
Special Credit: Levitas (advise on doubling-up, Use in CC and RG specific deployment)

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2.2.3 Legion of the Damned

Pros:
Armour save is Invulnerable
Weapon options
Relentless
Fearless
Cons:
High points cost
Must arrive via Deep strike
Slow and purposeful
vulnerable to massed small arms fire (only having a 3+save against these attacks isnt as good as a 3+ armour
save and then an invulnerable save)

The legion of the damned’s heritage is amongst the most perplexing chain of ideas that the empire of man has
ever brought to life, with none knowing truly where or even what these unyielding spectres are. Only
appearing when and where they are needed, their presence is deemed a gift from the emperor, and worlds
have been saved from the brink by these vengeful warriors.
Using the Legion in a Raven Guard force is easily explained through the above means, maybe your army has
been marked for greatness by the powers that be, or you are in the midst of a desperate battle for survival,
either way the legion can be an effective addition to your army. If you plan on using them it may be a good
idea to plan the rest of the army to support or use the distraction they cause to the best advantage. Though
they are tempting with a 3+ invulnerable save they are not a unit you should just throw at the enemy, and as
they’re mobility is severely hampered by the slow and purposeful rule you will have to plan a few turns in
advance. The biggest advantage to Slow and purposeful is it automatically grants you the Relentless ability
which allows you to move and shoot with both heavy and Rapid firing weapons to their full effect, meaning
that although they may not be able to keep pace with a Raven Guard army, They can lay down almost all the
suppressing fire you could want.
As the legion of the damned arrives via deep strike it can be a risky business. Don’t rely on them coming in turn
two and with this don’t (although it’s tempting) throw all your eggs in one basket; you really don’t want to
fight 1500pts with only 1000pts of troops for three turns.

Tactics

The Daemon Bane


Using the use of fearless and slow and purposeful to its full advantage is helpful against daemonic opponents
many of whom cause fear. Equipping higher strength weapons, and the ability to move and shoot (even on the
turn they arrive), can often keep the enemy at range and knock down the wounds, remember to reroll the
scatter dice if you want to try and get a better position. Normally a small squad should be the most beneficial
for this role, with the optional Powerfist in case your movement rolls aren’t that great. Be warned though, the
legion of the damned are a powerful unit but even they can be bested by a rampaging daemon.

Pros: A strong squad that can weather most of what an enemy daemon or daemon prince can throw at you.
Cons: Singular in purpose, Attracts a-lot of other attention from your enemies remaining units. You can get
round this by varying the role to an anti-tank if you destroy the initial target and using your more
manoeuvrable troops to cut off the advance of the enemy.

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Deep striking in behind the enemy is an effective scare tactic you can use with the legion, forcing the enemy to
choose to take care of the pesky unit behind him or on the main force in front. Using fleet to easily close the
gap in front and using a survivable unit behind the enemy both increase the chances of this tactic being
successful. Both the following tactics can be used in this way.

The Tank hunters


Anti tank weaponry can be hard to bring to bear with a Raven Guard force and the heavy weapons you can
select can give you a boost to both long range and short range anti-tank abilities, meaning you can deep strike
both at range (as described above) or in the midst of the enemy lines and rely on the survivability a 3+
invulnerable save gives you. Taking a Melta gun as well will increase your hitting power especially when deep
striking close to the vehicles rear or side armour which will have an explosive effect, but bear in mind the low
movement the legion can have which can often make this weapon a one hit wonder.

Pros: Mobile high strength Anti tank weaponry, ability to easily reach rear armour.
Cons: High Heavy weapon cost, mostly linear role and being cut off when behind enemy lines. Can be
unreliable arriving from deepstrike.

Dropsite massacre/defender
This tactic can be used both offensively and defensively, and can be tailored with the selection of weapons to
which army you fight. A large squad can deep strike near the enemies lines and unleash 20 bolter shots into
the enemy before they can react, this coupled with the ability to fire say a heavy bolter on the turn it arrives
can drag your opponents attention and focus fire can deal a serious toll on one particular pesky unit your
enemy has. Another variant of this tactic is to deep strike in front of your own troops, to cover them whilst in
cover or guarding an objective. This can help a beleaguered unit trapped and caught in fire, or bolster your
position before the last gasp dash for objectives. Remember to reroll the scatted die to get a better position if
you need. They can also provide close combat to tie up enemy units for multiple turns. The use of Plasma
canon and plasma guns here is an insane prospect moving and shooting with high strength weaponry can even
make a terminators squad or green skin horde think twice about attacking.

Pros: Good scare unit, useful for taking out key enemy units, covering a unit taking an objective.
Cons: Survivability will be called upon greatly, expensive unit.

Using other Characters ;


Tigurius is by far the most creative use special characters, with the ability to reroll reserves rolls meaning you
can effectively boost your chances of them turning up when you want to and with the aid unlooked for special
rule meaning they should land where you want them to. This is excellent for the drop site defender tactic
(above) as you can effectively re roll passed reserve tests to keep them until later on in the game. However
please note the longer they are off the board the longer you have a large heap of points doing nothing.

Although using gate can allow Tigurius to deep strike with them, you’re putting an awful lot of points into a
single unit, and as destructive as they will be it would be much safer to deploy him on the field with another
squad ready to gate into position to support your newly found legion of the damned friends.
In a similar way librarians can be used and whilst it cuts the cost of the unit the main advantage of Tigurius (re-
rolling the reserves dice) is lost however after they land join a librarian with them to get the best of both

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worlds, having mobility through Gate of Infinity whilst still being able to fire all of your weapons.

For a purely anti infantry unit Bring out Darneth Lysander, and equip your legion of the damned squad with
bolters and heavy bolters. Darneth’s Bolter drill and re-rolling failed to hit rolls would come in very handy,
however, you are launching a very large unit that is slow enough for your enemy to avoid and stay out of
effective range.

Having Vulken in your armyand dropping your legion squad in with combi-melta’s, combi-flamers, Meltaguns,
flamers, or a Hevay flamer or multi-Meltas can really get the best out of vulkens chapter tactics. However
these upgrades are not as cheap as they are in other units (such as Sternguard) and so they are possibly a
much safer option.

Unfortunately shrike doesn’t give the Legion a lot of useful help, infiltration is lost on them as they must arrive
via deep strike (not even infiltrating a locator beacon will be much good as the aid unlooked for pretty much
covers it.) fleet whilst helpful for getting them into a better position sounds like a good option, you are taking
away the only phase in the game Legion of the damned truly shine in, the shooting phase, so if you plan on
taking shrike don’t expect him to help your unyielding spectres out too much.

In all the legion of the damned is a good unit to include due to its versatility, but due to the high points cost
and the lack of manoeuvrability compared to the rest of your force they can often end up in the middle of
nowhere and thus out of your army lists. Arriving via deep strike is always a risk, and although you can have a
good chance of having them land where you want them to, you can’t choose when they will arrive and for all
the time they don’t do something is points wasted. Scattering on enemy units and terrain can be avoided the
first scatter dice roll but keep in mind the second roll is final so still be aware of the dangers of deep striking.
They are a survivable choice to take although a 3+ invulnerable save does not make them immune to
everything.

Author: Jaspercation
Special Credit: Brother Carc (Added Tigurius tactics)
Fhadhq & Levitas (Plasma cannon use)

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2.2.4 Techmarine & Servitors

[Entry Missing]

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2.2.5 Terminators

[Entry Missing]

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2.3 TROOPS

2.3.1 Tactical Marines

Intro:
Tactical Squads are by far the most (shock) tactically versatile unit in the Space Marine arsenal. Able to arrive
in all manner of ways, pack weapons suitable for any situation and deal with some of the toughest monsters or
vehicles in the galaxy all by them selves, they really are awe-inspiring and truly epic, yet as with every other
unit available to a Space Marine Commander, Tactical Squads can fail, and often do, due to poor planning,
inappropriate war gear and worst of all, lack of backup!

Tactical Marines: Pro's and Con's

Pro's
-Value-
Tactical squads start at a very reasonable 90points for 5marines, and increase rapidly as the upgrades pile on,
yet for a single supporting unit, 90points is very little in the grand scheme of things.

-Versatility-
With the right weapons applied to the right target, there is nothing a Tactical squad cannot achieve. Tactical
Marines are similar to Scouts in their versatility yet able to execute their task with greater skill and ease than
their younger brethren.

-Tactical Deployment-
With a myriad of deployment options, Tactical Marines are able to arrive in style and still be 90% effective,
regardless of how they are deployed.

-Weapon Variety-
With the exception of a hand-full of weapons, Tactical Marines can field pretty much any weapon available,
giving them the option to be properly tooled up for the job.

-Tough-
Most people consider Space Marines to be 'average' in physical toughness and armour, yet in reality the
majority of units in the galaxy are weaker, softer and less armoured than Space Marines. It is this very reason
why Space Marines are able to kill two or three times their number before falling.

-Anvil-
If the Assault Squad or Vanguard Veteran Squad can be considered the 'hammer' of the army, the Tactical
squad is certainly the anvil. The squad is able to stand shoulder to shoulder with the enemy and give far more
than they receive while allowing the 'hammer' unit to corner and crush the enemy with ease.

-Teleport Homer-
Just like the Scout Squad, Tactical Marine Sergeants can now field a Teleport Homer along with the rest of
their war gear, allowing Terminator units to arrive exactly where the situation requires!

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Con's
-Expense-
Although a small unit is quite cheap, in order to make the best of the Tactical Marine Squad a commander
really needs to pay a lot. The most expensive equipment costing upwards of 230points without transport!

-Potential Priority Target-


A Tactical Combat Squad with a Las-Cannon quickly becomes a priority target for enemy commanders,
knowing full well the potential of the weapon and the ease in which the unit can be over-whelmed.

-Mobility-
Although Tactical Marines have every possible transport option at their disposal, they still rely on foot-slogging
in order to get into the enemy and with that comes the potential for being shot to pieces before they ever
make it to the enemy.

-Limited Close Combat Ability-


Unlike Scouts, Tactical Marines do not have the option to switch their Bolter for a close-combat weapon,
meaning a potential 9 close-combat attacks are not available to a Tactical Marine unit. That’s a lot of attacks,
no matter which way you look at it!

Summary
With only two potential options for the required two Troop choices in each army, Tactical Marines provide a
high-quality, highly able option that can be tailored to the battle, but at a price. With a basic 10Marine unit
coming in 30points more than 10 Scouts, they may not be the cheapest option, but they certainly are the most
cost-effective.

Tactics & Employment

Battle Roles
Tactical Marines are one of the most flexible units in a Marine army, able to excel at any job required of them
on the battle field. Their effective use isn't limited to their weapons or war gear, however the right equipment
really makes a difference.

Tactical Marines are far from a 'Specialised' unit, however weapons and war-gear upgrades can give a Tactical
Marine squad the option to focus on targets they are better suited at taking down.

Because of the flexibility in deployment and wargear, the Battle Role for any Tactical Marine unit is quite
closely related to how they are deployed and highlights that there is no single or 'best' Battle Role for Tactical
Marine squads.

Potential Battle Roles for Tactical Marines are:


1. As part of a static firing line. This is quite common, however the slightly limited range of the boltgun means
they only really get one or two turns of shooting to be effective.
2. To hold an objective. Often this role is given to a Tactical Marine Combat squad, the squad sees little action
until turns 5 or 6, really minimising the risks to the squad while also minimising their potential against the
enemy.
3. Tactical Support. The squad is equipped with weapons capable against a range of targets. The squad travels
in a Rhino to where the fight needs them, either launching a ranged attack on the enemy before another

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arrives, or supporting a unit already locked in combat.
4. As a distraction. A combat squad travelling in a Razorback is a big and easy target and when moved into the
right position at the right time, could distract the enemy commander and give a much needed opportunity to
strike.
5. Assault Backbone. One Tactical Marine squad arriving in the midst of the enemy in a Drop Pod via Deep
strike is a distraction, Three such squads is a threat to which very little can react adequately. When several
Tactical Marine squads are deployed together via Deep strike, they can cut off sections of the enemy army and
systematically destroy the enemy. When used with other fast-moving units such as Vanguard / Assault Marine
squads or LandSpeeders, a capable commander can herd the enemy like sheep, cutting at their ranks until
nothing remains but a solid victory!
6. Target Hunting. A Tactical Marine squad with the correct equipment can be dedicated to dealing with a
particular foe, be it a Bloodthirster, LandRaider or enemy HQ unit. The squad can then focus entirely on taking
down their target which, when combined with their skills and prowess, should take little time and allow the
rest of the army to advance unhindered.
7. Crowd Control. A Tactical Marine squad equipped with anti-infantry weaponry excels at taking down masses
of soft targets or small units of tougher infantry. When strategically positioned, they can not only deter enemy
progress, but also advance into the enemy when the moment presents its self, slaughtering hordes with flame
and holy bolter fire.

Deployment
As mentioned before, the battle-role is directly linked to the method of Deployment. Tactical Marines are able
to be deployed like a typical Marine unit either on foot or in a transport, or arrive via Deep-Strike in a Drop-
Pod. The final and least used method is to be infiltrated into position with Shrike, however many people prefer
to use this ability to different ends. They can also be kept in reserve however they ultimately need to arrive
within the deployment area when they are deployed.

Tactical Marines place emphasis on flexibility after deployment, and so their deployment methods are not the
most exotic, however when combined with other units deployed in the right way, no matter how the Tactical
Marine squad arrives, they will always excel.

Raven Guard Captains often make ample use of the Drop-Pod assault, bringing Tactical Marines in on top of
the enemy and unleashing on the unsuspecting targets, cutting them down before they get a chance to react.
This is by far the most exciting and exhilarating method, however Raven Guard Captains always deploy their
troops according to the requirements of the battle field, so if that means Tactical Marines are walking to the
enemy, then they'll walk.

When deployed as part of a static firing line, Tactical Marines get very little time to use the majority of their
weaponry - the Bolter. Typically, static firing lines get one or two turns of shooting the enemy before they are
engaged, and so it is essential that, if deploying in this manner, the correct weapons are taken to deal with the
challenge. Special weapons able to strike multiple targets are essential, so are Heavy weapons that make use
of blast templates, as these help reduce the number of bodies charging forward.

When deployed with a dedicated transport, the general intention is to advance forwards into the enemy,
keeping the Marines inside safer for longer than they would be when travelling on foot.

When deployed with a Rhino transport, the entire Tactical Marine squad should travel to a location of strategic
importance such as an objective or location in heavy cover, and disembark on a turn where the transport

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hasn't moved, thus allowing the marines the longest time possible in the safety of the vehicle until they are
ready to strike.

When deployed with a Razorback transport, a Tactical Marine squad should be split into combat squads on
deployment, with the Sergeant and Special weapon Marine embarking on the vehicle, leaving the Heavy
weapon Marine to stay in position in the deployment area and fire his weapon unhindered. The Sergeant and
Special weapon Marine should then advance onto the enemy and either assault enemy held objectives, or join
the main assault on the enemy.

When deployed in a Drop-Pod via Deep strike, the turn in which the unit arrives is essential to its use. When
arriving in turn 1, the squad should disembark into a position of good cover while firing on crucial targets in
range. Tactical Marines that arrive via Deep strike on the first turn will be the target of a lot of enemy fire, and
so need adequate backup until the enemy have been broken.
When arriving on a later turn, the Tactical Marine squad's priorities should focus on the highest threat that the
enemy has to offer. Landing of the DropPod should be within rapid-fire range of the target, and upon
disembarking, the unit should make destroying the target the highest objective for that turn.

After the turn in which a Tactical Marine squad arrives via Deep strike, the squad should move with the flow of
battle, favouring targets their weapons are most effective against while not dismissing any target unless the
squad has no chance of harming it.

In battles where Captain Shrike is present, the FLEET special rule grants the Tactical Marine squad greater
flexibility than normal, able to outrun some of the fastest armies they are likely to fight against. A Tactical
Marine squad moving and fleeting into a retreating unit not only forces the target to stop their retreat, but
also allows the Marine squad to land a lot more hits than they would have by shooting the target. Against
shooty-armies, the enemy must get into range for their weapons to be effective, and when in that range they
can often be within fleet-assault range, giving the enemy commander a shock as he watches his men get
caught up in a melee he never saw coming.

Handy Tips
1. Staying within assault range of the enemy but not assaulting is often the best method of culling masses of
enemy infantry. Able to cut down entire squads with rapid-firing bolters, flamers and other heavy weapons,
the enemy will quickly learn to fear Tactical Marines when they get too close.

2. Tactical Marines can bring a Teleport Homer onto the battle field as well as Scouts and is best used when
infiltrated or dropped in via Deep Strike, presenting the best opportunity to get Terminators into the thick of
the action.

3. Tactical Marine Sergeants can take a Combi-Weapon, giving a second special weapon for one turn!

4. Tactical Squads are best used in rapid-fire range but this means the enemy can easily assault them. Given
the option of shoot a small squad or assault it, really consider the assault but fire bolt pistols first. Every model
in a Tactical Marine squad has a free bolt pistol, so make use of it!

5. Take weapons that are effective against the enemy. Taking a Melta-gun against a Green-Tide army would
have the same impact as a single Flamer against Terminators - almost none.

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6. Taking 10Tactical Marines in a single squad is the norm and increases their effectiveness dramatically on the
field. By taking a full 10Marine squad, Commanders can equip a Flamer and Missile Launcher, Heavy Bolter or
Multi-Melta for free! Free weapons always work better than those paid for!

7. Combat Squad! Splitting a Tactical Marine unit into Combat Squads increases flexibility by allowing each
Combat Squad to fire at different targets or allow one to move while the other controls an objective. This also
gets the most out of the free heavy weapon while moving the special weapon into range.

8. If the situation requires a Tactical Marine unit to launch an assault, give them backup! Too many squads of
Tactical Marines get cut down after destroying one unit by another waiting behind it. If possible, assault into
multiple units, but still get support in there!

9. Tactical Marines may be slightly better at shooting than assaulting, but that is only due to their weapons.
When a Tactical Marine unit launches an assault on the enemy, it is still a punishing blow, especially when the
Marines have the initiative!

Builds

With all the war-gear available to Tactical Marine squads, there are dozens of potential build options.
I will detail the more typical weapon load-outs, detailing strengths and weaknesses of each where possible.

A. Anti-MEQ
10Tactical Marines, Plasma Gun and Plasma Cannon, Plasma Pistol and Power Weapon on Sergeant
Cost: 215points

MEQ stands for Marine EQuivalent, so as you would expect, this build is designed to take down Space Marines,
Chaos Marines, Necrons and other units with similar stats to a Marine (S4, T4)
This unit is expensive, with a lot of points spent on the Sergeant. Removing the Plasma Pistol is the fastest way
to bring this build to 200points.
This unit should be deployed with a transport, the Plasma Cannon and 4 Tactical Marines left on an objective
or in a strategic location while 3 Tactical Marines, the Plasma Gun and Sergeant go out and pull a drive-by on a
target unit. Very effective against Terminators/etc, and can take down enemy MCs with a bit of luck.
This build will not do so well against hordes of weaker infantry such as Orks.

B. Anti-Armour
10Tactical Marines, Melta Gun, Las-Cannon, Combi-Melta on Sergeant
Cost: 195points

Designed to pop vehicles at both close and long range, the Anti-Armour build is very effective and able to turn
two vehicles inside-out each turn. This unit is very good against the infamous IG-Russ Spam or similar armies.
This unit is at a reasonable price, where switching the Las-Cannon for a Multi-Melta would reduce the cost,
and removing the Combi-Melta from the Sergeant would reduce costs further.
This unit should be deployed with a transport, with the Las-Cannon and 4 Tactical Marines holding down an
objective or staying in heavy cover while 3 Tactical Marines, Melta Gun and Sergeant go hunting vehicles. The
Melta Gun and Sergeant are a small unit and susceptible to enemy fire, so require adequate support both
before and after assaulting enemy vehicles.

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When deployed via DropPod, similar tactics should be employed. The Las-Cannon should be deployed
independantly of the pod in a combat squad, while the Melta Gun and Sergeant arrive via deep srike, popping
a tank or two on turn 1, then moving on to other targets.

C. Crowd Control
10Tactical Marines, Flamer, Missile Launcher, Combi-Flamer or Power Weapon on Sergeant
Cost: 185points

This build is designed to deal with masses of infantry very quickly, with the Flamer and Combi-Flamer able to
take down several enemy models each.
This unit is quite cheap in comparison to others, and it should stay that way, as this unit is more likely to take
enemy fire than the others.
This unit requires a transport, typically a Drop Pod, and to arrive early in the game as to cause the most
damage to massed infantry. The unit should travel together (not split into combat squads!) and strike as a
single, large unit.
When this unit has nothing left to shoot in close range, unleash the missile launcher on distant targets for
extra bang-for-buck!
The down side to this unit is its lack of kick against MC's or HQ units, though with enough rapid-firing bolters
anything is possible.

D. Tank-Chaser
5Tactical Marines, Power Fist and Melta bombs on Sergeant
Cost: 120points

This build is designed to quickly hunt down enemy vehicles and pop them quickly. The 4 Tactical Marines all
have Krak grenades as standard, while the Sergeant can chose to either Melta bomb the target, or punch holes
in it with his Fist.
To bring the cost in under 100points, drop the Power Fist, the Melta bombs should work well enough against
most stationary vehicles anyway.
This build requires babysitting with another, more specialised unit, or a Razorback to bring it up close to the
target vehicles. After the target is turned inside-out, this unit really needs support in order to get it back into
the action, else it could find its self being torn to shreds after hitting its mark.
Although cheap enough to be disposable, this unit really can destroy vehicles two or three times its worth, it
just needs help to get there.

E. Hidden Fist
10Tactical Marines, Flamer, Missile Launcher, Power Fist on Sergeant
Cost: 195points

This build is very similar to the Crowd Control unit, however it should be highlighted that the primary reason
for this squad is to put the Power Fist to good use by shielding it long enough to knock enemy HQ units or MC's
off their feet. The Flamer helps thin the attached squad -if any, while bolt pistols from the rest try to add
another wound to the target. The Missile Launcher is almost redundant, only being usable after the target HQ
or MC has been taken down by the Sergeant.
This unit is quite expensive, with most of the Marines being considered expendable in the ultimate goal of
taking down the target. This is certainly the worst way to use Tactical Marines, and should only be used as a
last resort.
This unit can also be used as a general all-rounder, able to hit vehicles and troops with similar ability. It should

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be noted that firing the missile launcher on targets in rapid-fire range can lead to injuring your own squad with
scatter!

Conclusion

Tactical Marines really are a powerful force in any Space Marine army, able to tackle any job and excel at it,
while also being able to be tactically flexible in both deployment and battle role. The whole reason behind
Tactical Marines is flexibility, and their abilities boast this to no end on the battle field.

Tactical Marines should be looked upon for support when things go wrong, a pillar of strength against an
enemy assault and the bedrock of any Space Marine army.

With the right weapons, Tactical Marines not only act swiftly and with great strength, but are able to take
down units twice their value on the field and still stand strong against the oncoming might of the enemy!

With the firepower of a tank, the survivability of super-humans and the tactical flexibility of the Gods, there is
little wonder why over half of every Chapter in the Imperium consists of Tactical Marines!

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2.3.2 Scouts

Intro:
Scouts are the life and future of every Chapter in the Imperium, as they are the Chapter's future battle-
brothers. Being rigorously tested in every way, their role in the Chapter is wide and all-encompassing. On the
battle field, Scouts fulfil a multitude of roles from infiltration to ranged support to rapid assault on Bikes.

In this Tactica, I will focus only on Scouts on foot, as the deployment and tactics of Scout Bikers is vastly
different and requires a Tactica of its own.

Scouts: Pro's and Con's

Pro's
-Value-
As troop choices go, Scouts are as cheap as dirt. Able to field 6squads of 10 Scouts in under 900points, a
commander could easily overwhelm an enemy with sheer numbers in a 1500point army.

-Versatility-
Able to act as a single unit with sniper rifles, assault enemy lines supporting Tactical squads, or take down
heavily armoured vehicles, Scouts can tackle any problem that could arise on the battle field, if only a little
worse than a Tactical squad for a lot less points.

-Infiltrating-
The ability to start the game within assault range of the enemy is a massive bonus to any commander, with a
multitude of uses.

-Teleport Homer-
Being one of the only units in a commander's arsenal to take a Teleport Homer to the field, a Scout squad can
bring in support from Terminator units to arrive exactly where the situation requires.

-Camoflage-
When equipped with a Camo-Cloak, the Scout has increased cover from rubble and ruins, and even decent
cover in the open when gone to ground.

-Suppressive Fire-
When equipped with Sniper Rifles, Scouts not only gain the ability to take down much tougher targets then
usual, but also get the chance to stop the enemy in their tracks, pinning them in place while other units
prepare for the assault.

-Weapon Variety-
There are a number of weapons, each designed for a different purpose, from long-range snipers, fast firing
heavy bolters, missile launchers, shotguns and the trusty boltgun. Regardless of the deployment requirements,
there is always a weapon to suite.

Con's
-Weakened-

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Compared to any other Space Marine, a Scout is somewhat weaker than his fully-fledged battle brothers, with
below-typical weapon and ballistic skills. This has an impact on the number of hits a Scout can land on the
enemy.

-Soft Armour-
As well as below-typical skills, a Scout wears below-par armour as well. Scouts are more easily killed by most
weapons fire.

-Easy Target-
Although not a priority to enemy commanders, many will know the potential of Scouts and quickly take them
down with nothing more than suppressive fire.

Summary
Considering Space Marine commanders only have two options to fill the required two Troop slots, for those
who focus on other aspects of their army, Scouts are a cheap and viable way of saving points that are needed
in other places. With the right equipment and deployment, Scouts are able to quickly capture and hold
strategic locations early in the game, allowing the rest of the army to focus on taking down the enemy.

Tactics & Employment

Battle Roles
Scouts are able to quickly and easily switch roles on the battle field, however their effective use is relatively
limited to the war-gear they take to the battle.
When used in conjunction with other, more specialised units, Scouts can not only offer support, but also deal
with units that would other wise slow down the progress of the entire army.

The Pro's mentioned above show Scouts as a supporting role, and this is their primary use. Although able to
hold their own against weaker enemy units, Scouts excel at providing utilities that other units can take
advantage of.

The first and most common Battle Role for a Scout unit is to infiltrate into a position that sits close to a
weakness in the enemies deployment with a Teleport Homer, allowing Terminator units to arrive exactly
where needed. By using this method, Terminators do not scatter when within range of the Homer, meaning
much needed power strikes at the heart of the enemy from the outset.

The second, and substantially less used Battle Role for a Scout unit is to infiltrate onto a Strategic point very
early, providing covering fire while staying in cover. This allows all other units in the army to concentrate on
the battle without having to dash out to capture strategic locations later in the game.

The third and least used method is MC hunting. A Scout's Sniper Rifle has the ability to strike weak points on
any unit, providing the same chance to wound a Bloodthirster as it does to wound a Grot, while providing a
possibility to rend the target as well. In this role, a squad of 10 Scouts armed with Sniper Rifles has a fair
chance of scoring at least one wound at a range that can cover entire battlefields.

Deployment
Scouts have more ways of being deployed than normal Tactical squads. Infiltrating into position before the
beginning of the game is a common method, however Scouts can also be deployed with the rest of the army,

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or via the 'Outflank' move when kept in reserve.

For Commanders that require more dedicated support for their Scouts, the Land Speeder Storm (A.K.A. LS:
Storm), a unique varient on the Land Speeder pattern, can be taken. The LS: Storm is deployed like a typical
Land Speeder, either via Deep Strike, in reserve or as normal with the rest of the army, and takes up a Fast
Attack option. The LS: Storm is not taken as a dedicated transport, however a Scout unit can be deployed
either inside the LS: Storm, or can embark on the LS: Storm during their Scout move like they could any other
transport.

The LS: Storm is a fast moving unit with special traits designed just for Scouts, and with it being Open Topped,
Scouts can assault directly out of the transport. When they do assault from the transport, the LS: Storm's
'Cerberus Launchers' reduce the enemy Leadership by 2, granting the Scouts a better chance to break the
enemy moral and making it easier for them to destroy the enemy in a sweeping advance (lower enemy
leadership = easier for them to fail and fall back!) LS: Storm's also come with a Jamming Beacon which stops
enemy wargear that reduces Deep Strike scatter from working, and forces enemies that insist on Deep Striking
near the LS: Storm to scatter twice the usual amount. These simple upgrades can have a massive effect when
combined with other parts of an assault force.

Because Scouts emphasise the ability to strike the enemy quickly very early and from directions the enemy
would not anticipate, Raven Guard commanders favour the use of Scouts over more experienced and costly
battle-brothers who would other wise require transportation or a long walk before reaching the enemy.

Raven Guard often make use of infiltrating Scout units with Teleport Homers in order to deploy Terminators
more effectively, then using the Scout unit to support the main offensive, either through supporting fire or
assaulting nearby units to keep the enemy locked in combat.

Handy Tips
1. Pinning from Sniper Rifle Scout units generally fails when facing Marine-Equivelent armies. Their higher
leadership stat makes it much harder to pin the enemy. Units with weaker leadership such as Guardsmen,
Hormagaunts, Rangers or Orks (almost all) Pin far easier. In these cases, pinning them is a very effective way of
removing a threat for a round.

2. When using Scouts to infiltrate a Teleport Homer into the enemy, remember that the effective range of the
Homer is 6inches, meaning Terminators teleport into assault range, while with some accurate positioning of
models, flamer templates can get within their effective range as well.

3. Although they have lower stats than a normal battle-brother, Scouts are still very effective at holding up
units of more expensive models. Raptors, Warriors and Dire Avengers to name but a few still struggle to take
down a Scout unit in melee combat if the Scouts make the Assault. Combined with good assault weapons, such
as Shotguns, Scouts can even win the combat!

4. Again, the lower stats mean shots fired are less effective, however Frag missiles are hardly affected by the
reduced ballistic skill.

5. Although Scout units cannot take a Transport with them to the field, Rhinos and Razorbacks deployed for
other squads can still ferry the Scouts around. This is helpful when a Scout unit has taken too many casualties
to be effective, yet still be able to hold an objective.

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6. Combining Camo-Cloaks with a Tech-Marine's "Bolster Defences" ability grants a maximum potential of a 2+
cover save in ruins. This is absolutely perfect for a squad of snipers with a missile launcher, as they can lay
down suppressive fire right across the board while being as safe as can be.

7. Sergeant Tellion, though expensive, has his uses. A Krak missile fired with his ballistic skill has the highest
chance of any weapon in a Space Marine's arsenal to take down AV12 vehicles, while also being able to target
individual models in a unit with a Boltgun that functions better than a Sniper Rifle!

8. Hellfire Shells are a real god(emperor)-send. Matching the range of Sniper Rifles, a single blast that always
wounds on a 2+ is hard to ignore, and forces even the toughest of enemies to keep one eye on those scouts.

Builds

There isn't a whole load of war-gear for Scout units, which often leads people to believe their use is limited,
however the right weapon in the right place makes a world of difference.
Below I have detailed the typical weapon load-outs, detailing strengths and weaknesses of each.

A. Infiltrating GPS
5 scouts with boltguns, Teleport Homer
Cost: 90points

This squad is entirely designed to locate a vital position on the field and provide a stable location for
Terminators to teleport to. The squad size is too small to effectively achieve anything other than to hold an
objective or provide covering fire until the Terminators arrive. This squad needs lots of cover and a little luck to
survive long enough for the Terminators to arrive, but they are cheap and fill out a required troops slot very
easily.

B. Campers
9 scouts, sniper rifles, camo-cloaks, Heavy Bolter and Telion (10models)
Cost: 230points

As Scout Squads go, this is expensive but effective. Best used in conjunction with a Tech-marine with 'Bolster
Defences' used on the ruins that the unit is hiding within. Almost nothing could be able to hit this unit while
they lay down suppressive fire up to 36inches across the battlefield and take down tough infantry and MC's
with ease curtesy of increased ballistic skill from Telion working Hellfire Shells from the Heavy Bolter. If placed
on an objective, this unit can keep most enemy away long enough for support to arrive from elsewhere on the
battlefield. Problems occur when the enemy assaults this unit, so always be aware of flanking enemy!

C. Objective Campers
5scouts, sniper rifles, camo-cloaks, Heavy Bolter OR Missile Launcher
Cost: 100points

This squad is really just a cut-down version of the one above. Able to strike fear into most infantry with the use
of Hellfire Shells or Frag missiles depending on the chosen heavy weapon, this squad's designed purpose is to
sit on a home objective and hit anything that comes too close. This frees up the rest of the army to focus on

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the main assault without worrying about the state of the home objective - ideal for Raven Guard strike forces
which focus more on taking on the enemy than strategic assets

D. Sneaky Fist
10 scouts, shotguns, Power Fist on Sergeant.
Cost: 165points

This is a reasonable and cheap unit designed for assaulting enemy squads. Best used along with another unit
such as a Tactical squad, the entire reason for existence is to soften up the target before delivering the Power
Fist. When supporting another unit, be aware of the chance to kill the target in one round of combat, leaving
both squads open to enemy fire. Combat this by assaulting multiple targets with both units where possible.

E. Crowd Control
10 scouts, boltguns, Heavy Bolter, combi-flamer on Sergeant.
Cost: 160points

This unit is designed simply for taking down hordes of weaker enemy models. With the heavy bolter and rapid-
firing boltguns plus a slight toasting from the Sergeant, most infantry squads quickly get taken down at close
range. When a little further away, the Hellfire shells from the Heavy Bolter mean even tough enemy units are
likely to fall fast. This unit is best when not split into combat-squads, the reason being that all boltguns are
needed to fire in order to be effective due to their lower ballistic skill. When the enemy is too far away to be a
target, keep the unit on an objective and fire the Heavy Bolter's Hellfire Shells as supporting fire for other units
out on the field.

F. Tank Chaser
5 scouts, boltguns, melta bombs and combi-melta on Sergeant.
Cost: 90points

A unit design curtesy of Levitas, the Tank Chaser build has one goal, and that is to hit vehicles two or even
three times the unit's point cost within the first two turns of game play, thus opening a weakness in the enemy
line that further reinforcements can exploit. The unit is small and cheap, which in the case of the unit failing
and dying, its loss will be less noticed in the grand scheme.

Conclusion

Scouts are light-years away from being as potent a weapon as any of their battle-brothers, however they have
their uses, especially when used to support other units on the field.

In almost every deployment and build variation, the use of scouts is always to support other units, and that’s
how it really should be for a unit as cheap as Scouts. No commander should expect a unit of Scouts to perform
as well as a Tactical Squad, and the cost of each squad reflects this.

With Sergeant Telion leading the unit, a squad of Scouts quickly finds its self able to tackle more than their
worth on the field, and with a well placed missile, can earn their value back in a single round against vehicles
they otherwise wouldn't dream of scratching.

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As is typical of units like this, support is everything. Whether using the Scouts as support for other units, or
having other units support the Scouts, their real effectiveness revolves around working with other units, else
they just fall apart.

Author: CleanRabbit
Special Credit: Levitas (Tank Chaser build & LS:S section)
Hagg (Helfire shells!)
Pendrecki (checking points costs)
Mortemer (Cerb. Launcher rules clarification)

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2.3.3 Rhino / Razorback APCs

Intro:
The very backbone of every Space Marine army are the Space Marines themselves and their survival is key to
turning the battle. Because survival is key on the battlefield, Transports were designed to aid in the efficient
deployment of Space Marines on the battlefield and so the Imperium gave birth to The Rhino and Razorback
APC's.

In this Tactica I will focus on the Rhino and Razorback APC's through deployment, usage, fancy tricks, special
rules and tactics that make them more than just a bus to joyride in front of Guardsmen!

First, let’s weigh up each APC then compare against them against each other

Rhino: Pro's and Con's


Pro's
-Value-
As armoured troop transports go, the Rhino is the cheapest you'll find around. Costing fewer resources than a
Terminator when deployed on the battle field.

-Firing Points-
Being able to fire two weapons from firing points in the Rhino allows Space Marines to pull a 'Drive-By'
shooting without the fear of being mown down by enemy fire!

-Big Capacity-
Able to carry 10 Space Marines is a blessing in its self - That's a whole squad or a smaller squad plus HQ!

-Auto Repair-
No other vehicle in the Space Marine armoury can self-repair an Immobilised hit. That job is typically left for
Techmarines!

Con's
-AV11-
Against any anti-vehicle weapon such as Melta or LasCannon, or even a Boltgun on rear armour, the Rhino will
quickly turn inside-out and it's occupants left to walk the rest of their way. Still, Strength 4 weapons or less will
fail to penetrate it's front and side armour!

-Easy Target-
Rhino's may not be targeted as a threat, but targeted because they're easy to kill with the right weapons, and
that's not good.

-No Firepower-
With the exception of the built-in storm bolter, the Rhino has pretty much no firepower by its self.

-Speed-
The Rhino is on par with the slowest vehicles in the Space Marine armoury, but it's still a lot faster than
walking.

Razorback: Pro's and Con's


Pro's
-Weapon Options-
The biggest blessing of the Razorback is its weapon options. Able to choose from several weapon load-outs the
Razorback can be tailored to meet the enemy

-Value-

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Although more expensive than the Rhino, the Razorback packs a punch and doesn't cost the stars!

Con's
-Speed-
The Razorback is on on par with the slowest vehicles in the Space Marine armoury, but it's still a lot faster than
walking.

-AV11-
Against any anti-vehicle weapon such as Melta or LasCannon, or even a Boltgun on rear armour, the Razorback
will quickly turn inside-out and its occupants left to walk the rest of their way. Still, Strength 4 weapons or less
will fail to penetrate its front and side armour!

-Limited Capacity-
Unlike the Rhino, the Razorback can only carry a total of 6 Marines, making it useless for transporting larger
units.

Rhino Vs Razorback - A quick comparison


This really is a quick comparison of the two APC's pro's and con's to give a fast overview of why you would use
one over the other.

Rhino can transport 10 Marines Ideal for deployments that would have a full Tactical squad move forward on
the enemy.
Razorback can transport 6 Marines - Ideal for Combat Squads, Honour Guard or Command Squads.

Rhino can Self-Repair any Immobilised results during its shooting phase.
Razorback has a variety of weapon load-out options that can be chosen to tackle different enemy units.

Rhino and Razorback can only move 12 inches max.

Rhino and Razorback share the same armour values.

Rhino costs 35points with a potential 40points of upgrades (Theoretical maximum of 75points max)
Razorback costs 40points with a potential 75points of upgrades (Theoretical maximum of 115points max)

Summary
The Rhino is a fine transport option, able to move a larger payload at the expense of firepower, but where the
Rhino fails, the Razorback succeeds, finding a balance between transport capabilities and firepower at a slightly
increased base cost.

Vehicle Upgrades
Rhino Upgrades

Storm Bolter - 10points - In addition to the 'built in' storm bolter, a second pintle mounted Storm Bolter
is added to the Rhino, granting it 4 shots up to 24inch. A little expensive, but often helpful.

Hunter-Killer Missile - 10points - A one-shot missile that gives the Rhino a chance at taking down
enemy armour. Often not worth its value, but can help if it gets lucky.

Dozer Blades - 5points -A decent and cheap upgrade if you plan on going through difficult terrain,
otherwise it is useless.

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Extra Armour - 15points - A good upgrade that allows the Rhino to keep moving if it's crew get
stunned, however it's perks doesn’t warrant its cost in most situations. Take only if you have spare
points

Razorback Upgrades

Storm Bolter - 10points - In addition to the primary weapon, a second pintle mounted Storm Bolter is
added to the Razorback, granting it an extra 2 defensive shots up to 24inch. A little expensive, but often
helpful.

Hunter-Killer Missile - 10points - A one-shot missile that gives the Razorback a chance at taking down
enemy armour. Useful if the Razorback isn't packing an anti-armour weapon or the Razorback is being
used as an anti-vehicle support platform.

Dozer Blades - 5points -A decent and cheap upgrade if you plan on going through difficult terrain,
otherwise it is useless.

Extra Armour - 15points - A good upgrade that allows the Razorback to keep moving if it's crew get
stunned, however it's perks doesn’t warrant its cost in most situations. Take only if you have spare
points

Twin-Linked Heavy Bolter - Free - The standard heavy bolter is listed here as an upgrade, however it
does come as standard with the Razorback. It's a great standard weapon that deals out the hits at a good
range. Not very helpful against mechanised armies but it's free!

Twin-Linked Heavy Flamer - 25points - The Twin-Linked Heavy Flamer upgrade is the cheapest
weapon upgrade available. What it lacks in range it gains in re-rolls to wound which, combined with
auto-hitting everything in the template, gives a chance to wound everything it touches. Excellent
against hordes, almost useless against vehicles and a pain to get into range without loosing the
Razorback.

Twin-Linked Assault Cannon - 35points - The Twin-Linked Assault Cannon is a beast of a weapon.
Combined with Rending, this can penetrate AV14 as easily as a LasCannon at almost the same range
and has even more devastating power against infantry. It would be a highly recommended upgrade if
not for its high price.

Twin-Linked LasCannon - 35points - The Twin-Linked LasCannon delivers an excellent punishing


blow against vehicles and Monstrous Creatures alike. A brilliant upgrade that would see the Razorback
as a light tank. This weapon is notorious, causing the enemy to prioritise the Razorback as a major
threat. Combine that with the soft front armour and you'll lose your Razorback quickly if not well
defended first. This weapon upgrade will struggle to get it's points back if not well defended.

LasCannon and Twin-Linked Plasma Gun - 35points - This weapon upgrade makes for a great anti-
Terminator upgrade, able to rip apart heavy infantry with ease. Combined with the cooling systems that
negate the 'Gets Hot!' rule, you don’t have to worry about the Razorback killing its self! An excelent
upgrade for Sternguard/Command Squads who want to soften their targets before rapid-firing the
enemy with more plasma and melta love. Still, its quite expensive!

Tactics & Deployment Overview

Battle Roles

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There are two distinct battle roles for the Rhino and both are based on the army that the Rhino is deployed with.
The first being a basic transport. It advances as fast as possible, keeping its occupants safe from small arms fire
until they are ready to disembark and start fighting the enemy.
The second Battle Role being as a mobile wall where the Rhino blocks the line of sight for the enemy's big guns,
stopping them firing their most devastating weapons on your Marines.

The Razorback has one extra battle role over the Rhino, that of a weak tank. Using the right weapon upgrades,
the Razorback can move to gain line of sight and fire its main weapon on the enemy, potentially destroying any
unit you could come up against providing the right weapons are taken.

Deployment
Rhino's and Razorbacks are limited to just two methods of entering the battlefield. The first, deployed as normal
in an optimal position for either a rapid dash to the enemy, to block line of sight from the enemy, or to draw line
of sight to the enemy depending on the transport and battle role being used. The other is in Reserve. Having any
unit in reserve limits the unit's combat effectiveness while allowing the unit more time to survive. A Rhino or
Razorback should generally only be kept in reserve in missions where losses mean more than the victory its self.

Handy Tips
1. Always remember that the Rhino can Repair its self after an Immobilised result.
2. The Rhino and Razorback are immune to S4< weapons, and almost invulnerable to S5 weapons.
3. Its always better to put a 35point vehicle in the firing line, than its 170+point occupants!
4. Occupants shooting from the Firing Points are immune to Gets Hot! So fire your Plasma Cannons from inside
the Rhino!
5. Regardless of what unit the Rhino or Razorback was bought for, it can carry any unit (Excluding
Terminators) after deployment!
6. A Rhino can only carry one combat squad at any one time, regardless of the unit the Combat Squad came
from.
7. Always tailor your Razorback to tackle the enemy you're fighting or not at all. The basic Twin-Linked Heavy
Bolter is a fine weapon against most targets and keeps costs down!

Builds
This is a little tricky, as a Rhino or Razorback build is pretty straight forward, so what I will do here is give a
Rhino / Razorback build, combined with another unit that would form a single fighting force together.

A. Tactical Horde Control


10 Tactical Marines, Flamer, Heavy Bolter, Combi-Flamer.
Rhino with Storm Bolter and Extra Armour
Cost = 230points
The Tactical Marines are deployed inside the Rhino, which together moves forward at tackles any enemy horde
head on. Once in range, fire the two storm bolters on the enemy plus flamers and bolters from the fire points and
tank-shocking the unit into falling back. Once the enemy are suitably herded and cut down, the Tactical Marines
disembark, throwing every bolter and template they can at the remaining unit before going on to tackle the next
horde. The extra armour for the Rhino simply helps keep the vehicle moving.
NOTE - Potential 2 Flamer Templates, 16 Bolter shots and 3 Heavy Bolter shots in one turn.

B. Combat Mech-Hunters
10 Tactical Marines, Melta gun, LasCannon, Combi-Melta and Power Fist
Razorback with Twin-Linked LasCannon
Cost = 310points

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This unit is somewhat expensive, however tactically sound. The Tactical Marines are split into Combat-Squads
on deployment, with the LasCannon and 4 Marines holding the Home objective or a secure area while the other
combat squad embarks in the Razorback. The Razorback continues to move forward while firing on the enemy
where possible until the Combat squad can disembark and start destroying vehicles. The Razorback is upgraded
with a Twin-Linked LasCannon to help with the pure-Tank Hunting role which may be enough to cripple the
enemy on its own.
NOTE - Potential 4 Anti-vehicle shots in one turn.

C. Command Hunters
Command Squad with 4 Melta-Guns.
Razorback with Twin-Linked LasCannon
Cost = 230points
This really is as cheap as Razorback units go. The Command Squad are deployed inside the Razorback which
moves forward at full speed until the Command Squad can disembark within rapid-fire range of enemy vehicles
where they unleash a devastating torrent of Melta fire.
NOTE - Potential 5 Anti-Vehicle shots in one turn.

D. Devastator Support
Devastator Squad with 4 Plasma Cannons
Razorback with LasCannon and Twin-Linked Plasma Gun
Cost = 265points
Designed for pure anti-MEQ (Marine EQuivalent) with a touch of vehicle punishment to stop enemy transports
from advancing. The Devastators say still, firing from a good position from the moment of their deployment
while the Razorback moves close by, blocking line-of-sight for dangerous enemies while the Las/Twin-Plasma
combo softens the enemy up.
NOTE - Potential 6 Anti-MEQ shots in one turn.

E. Assault Transport
10 Assault Marines without Jump Packs, Plasma Pistols.
Rhino with no upgrades
Cost = 220points

This build replaces the standard jump packs with a transport, exchanging flexibility for survivability. The
Assault Marines are deployed inside the Rhino which races forward into the enemy at full speed with the
Assault Marines firing their plasma pistols from the Firing Points if possible. The turn after they arrive at their
destination, they disembark, move, shoot and assault into their target.

The Rhino simply provides protection for the Assault Marines until they reach their target, after which it moves
around, tank-shocking and causing problems until it's timely end.

F. Rolling Wall
2 Tactical Squads with Rhinos
1 Assault Marine squad
Cost = 320points to 630points depending on war gear
This is less like a unit build, and more like half an army, though the function remains the same. The Tactical
Squads are deployed in the Rhinos which are placed side by side with the Assault Marines right behind. The
Rhinos advance at full speed to the enemy, providing cover for the Assault Marines travelling behind until the
three units are within range of the enemy where they can dash forward and disembark, rapid-firing and
assaulting where possible.

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Conclusion
The humble Rhino is a sturdy, solid transport that allows the occupants to fire out onto the enemy, perfect for
drive-by Rapid-fire Plasma gunning or a sneaky anti-tank shot from a Melta-gun. It lacks any real armour, and
can be torn to shreds by dedicated anti-armour weapons, though the purpose of the Rhino is to provide
protection from small-arms fire and that should never be ignored.
The Ability for the Rhino to repair its self after becoming immobilised is a real blessing and is testimony to the
quality of the Rhino.

On the other hand, we have the Razorback. This little beauty foregoes almost half the transport capacity of the
Rhino in exchange for some very punishing weapons. Able to tackle Hordes and Vehicles with equal success,
the Razorback is a perfect addition to a 'shooty' army. It lacks Fire-points, stopping its occupants from shooting
too, though that is only a minor setback.

Ultimately, the decision between Rhino or Razorback comes down to the situation.
If you have a 10 Marine unit you want to keep together, like a big Honour Guard unit, Tactical Squad, Scout
Squad or Assault Marines (without jump packs), then the Rhino is ideal.
If you have a smaller unit or Combat Squad that you need to advance on the enemy, then the decision is open to
preference. The Rhino would permit the occupants the chance to shoot before disembarking and give a better
chance of the unit reaching the enemy, while the Razorback will give greater firepower while drawing a lot
more attention.

When it comes to upgrade options, less is more. The points cost for transport upgrades are very high and often
provide little in the way of protection or firepower for their value. Try and keep the transport costs to a
minimum, because at the end of the day, it really is still a transport. Pouring over 100points into such a soft
vehicle will often be 65+ wasted points.

Author: CleanRabbit
Special Credits: Aldebaran (assisting with unit builds)
Fhadhq (Vehicle Upgrades & use with Assault Marines)
LordAK (suggesting tips on minimising costs)

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2.3.4 Drop Pods

[Entry Missing]

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2.4 FAST ATTACK

2.4.1 Assault Marines

Pros and Cons


-Size-
Its easy to choose Assault Squads over Vanguards as their price is substantially lower, thus you can have a
larger model count and can use it as a rock-solid assaulting unit.

However, this also makes people buy full 10 men to maximize its hitting power, making them large and
unwieldy. This makes them difficult to hide or advance safely when using Jump Packs

-Price-
On top of what was previously mentioned, having them Rhino/Drop Pod borne makes for some unique uses.
Point for point, Assault Marines can give you a lot more “Bang for Buck” compared to other infantry units.
A simple comparison:

5 Tactical Marines in Rhino = 125 Points, 12 Attacks on the Charge


5 Assault Marines in Rhino = 100 Points, 16 Attacks on the Charge, able to purchase special weapons

You may be paying less for a squad good in assault but you are losing out on the ability to sit on an objective
and score it.

-Loadout-
Having a squad that carries flamers that moves as fast as Assault Marines are devastating. Cover plays a large
role in 5th Edition of Warhammer 40,000 and having a weapon that can be used to ignore cover, instantly hit
and then able to charge that same turn is incredible on a fast moving unit as this.

Unlike the Vanguard, the squad cannot carry more than 1 Power Weapon and can only carry Plasma Pistols
and Flamers where a Meltagun (also an Assault weapon) would be put to better use. In this, combat squadding
may need heavy consideration.

-Mobility-
Even if you take a Rhino or Drop Pod, Assault Marines are incredibly mobile and being Space Marines, they
can take a good beating before dealing some damage themselves.

You are paying for the mobility. Get pinned or your advance suppressed and you have yourself a bunch of
wasted points.

-Summary-
They are definitely worth their points when it comes to “Bang for Buck”. But they take up a Fast Attack slot
which can be used for something else (Landspeeders, Attack Bikes, Vanguards) and are not scoring. So even if
they are worth their points, it depends on you to actually use them to their full extent. Before taking them, take
an overall look of your army and decide what role is this squad going to play. This is not a “No-Brainer” unit as
many people make it out to be. I’ve seen many people just waste a good Assault Squad to bad moves.

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Tactics & Employment
Quoted from Sy as they are excellent words of wisdom:
This is where begins. An army that is unified is one that works in a self-supportive manner to achieve it's
objective. Every unit must play its proper role for the army to achieve victory. So long as it fills its role then the
fault lies not in the unit, but the commander's choice of role. Thus you must now look at your army and make
sure every unit can work together and fulfill their individual roles towards achieving victory.

Striking here is a broad term, but what i mean is they are best used to take down a unit that is critical your
opponent's army. Most armies will have a center of gravity/backbone/anvil/etc... The purpose of this is to
provide support to the rest of the army, e.g. the gunline that holds down the center as the others charge the
flanks. It is the grounding which the rest of your army relies on to carry out their maneuvers. While it is not
always clear which units make up the backbone, through experience and analysis of a list you'll be able to find
that center of gravity.

Now, I will NOT talk about the usage of Assault Marines in Rhinos as that Tactic is better referenced to another
Tactica, most suitably Tactical Marines. Instead, I will talk about using Assault Marines in their most effective
form: The Jump Pack. And so here is a mini-tactica in this Tactica (it is a little informal as it was posted in a
local forum where most of my wargaming buddies hang out at):

The Jump Pack


Now, I don't believe nor want to think I am the person to go to to get advice on Jump Pack units as I have only
used Blood Angels and have used Jump Pack units since day one. But I personally find Jump Pack units one of
the units that are easily tossed aside in favor of something more survivable by many due to misuse.

Firstly, I have lost a LOT of assault marines in my 40k gaming experience, but I also have learnt some
interesting things that goes against a lot of pre-concieved ideas on how to use jump pack units. But you learn
from your mistakes and you improve on it and so far, I have been having positive results from my Jump Pack
units lately.

So here are my 5 simple rules to follow when using Jump Pack units:

Rule #1: Know Its Role


If you keep this in mind at all times, you won't accidentally move it up, taking an enemy bait. This also means
you have to know what your squad can dish out and take.

Say you have a 10 man Assault Squad. What is its role? The good thing about having a large squad is that it can
take hits. The unfortunate thing is also that it can ACTUALLY take hits as its more difficult to hide behind
terrain and other vehicles. But this may be a good thing, as 10 man assault squads are great distractions and pose
a threat as its a fast-moving, troop-eating squad if left unattended. Also, the ability to split it into combat-squads
according to the game situation is also very handy for tourneys with fixed lists.

What about something smaller? Like a 5 man squad? This is a risky option but when played well, can pay off in
loads. The major advantage to having a small squad is that you can have more special weapons and better Ld
than having a 10 man squad combat squadded. However, this also makes it more expensive, attracting some
attention. But due to its small size, you can maneuver it better around cover and can be easily overlooked by the
opponent.

Most important thing though, its remember the squad's role and stick to it.

Rule #2: Know what the squad can DO


The wonderful thing about marines, which also is its weakness is that it is good at everything. With an Assault

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Squad, which is normally more anti-infantry oriented, can deal some pretty nasty damage to vehicles.

Due to its mobility and ability to traverse impassible terrain, it can get the 'jump' on vehicles and fire away. With
the new 5th ed rules, a Power Fist, Melta Bomb and even plain jane Krak Grenades can ruin a mech army's day.
And not just assault marines!

In that same context, remember that while geared mainly for anti-infantry, there can also be some situations in
which charging is NOT a good idea. Say a Genestealer squad is 18" away. In situations like this, its best to take
advantage of the speed and get the hell out of there. Remember, you can use ‘Run’!

Rule #3: Know when to CHARGE


Once you get the hang of maneuvering these babies, the next step is knowing when is the right time to charge. In
some situations, you are able to charge and decimate the target unit but that would leave you open to fire.

Oddly enough, I discovered that the best time to charge is when they are moving up to you, despite your
mobility. With an 18" danger range, thats 1/3rd the board width and that is something a lot of opponents seem to
forget. But then again, there are different situations in which the right time to charge is different.

Rule #4: Always have BACKUP


Bad rolls happen. The last thing you want is charging that 30 Ork boyz squad and end up losing. You need to
see if your squad can handle that (refer to Rule #2) which you are charging and if you discover that you are
unable to due to your plans, you should have some backup in case. Be it another assault squad or a shooty squad
nearby, always have some backup in case the s**t hits the fan.

Handy Tips
1. When facing an enemy with a similar danger range as you, move towards them diagonally away from them.
This actually gives the illusion of range but if you play it right, you may bait the opponent to try and charge you,
realizing that you are barely out of reach.

2. Creating a killzone with 2 or more jump pack units via a pincer ambush is a great way to scare the opponent
into immobility. Do this by moving your units up but within 24" of each other to support each other in case of
trouble and to create the gap between the squads an area of scared troops

3. Play. The more you play, the more you can judge how far the distances are, especially 18". And that is KEY
in knowing when to utilize Rule #3

4. Don't depend entirely on your jump pack units. A good army list is a balanced one. And using your jump pack
units to bait or draw out desired targets may prove to show better results than the actual jump pack units dealing
damage

5. Run. If you're not shooting or not charging, run just for the heck of it unless you really don't need to move.

Builds
The Assault Squad doesn’t look as fun to kit out as much as the Vanguards do but don’t be fooled, they have
quite a number of ways to be outfitted with. Here are some:

1) The Infantry Masher

10 Assault Marines

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Lightning Claws, 2 Flamers
240

This squad is brutal against weak infantry squads, no matter the size. In fact, the larger the squad, the better it is
to use this build. The Flamers opens up the attack brilliantly and the Lightning Claws can really kill off models
before they strike back. The less attacks they return to you, the higher chance of your survival, the higher chance
of winning combat.

2) The Tank Hunter

5 Assault Marines
Powerfist, 1 Plasma Pistol
140

Small and maneuverable, this squad can advance quickly to the enemy and give a nice plasma pistol shot in its
side/rear then charge with a Powerfist and 4 Krak Grenades. Simple and effective. Also, if Drop Podded, it can
redirect a vehicle’s attention away from your army long enough for them to advance within striking distance.

3) The Jack of Trades

10 Assault Marines
Powerfist, 1 Plasma Pistol, 1 Flamer
240

I call this the Jack because in certain games, it would be great to split this squad up into combat squads and go
after different targets. However on its own it can dish out quite a bit of damage to both vehicles and infantry.

4) The Power Packs

10 Assault Marines
Power Weapon, Meltabomb, 2 Plasma Pistols
240

This is a squad that many use due to its ability to take down tough units before they can strike back (powerfist
terminators, for example) and the Meltabomb increases its ability to swap its tactics and go tank hunting

Aside from that, there are other ways to outfit your squad, including using them Rhino/Drop Pod borne. Play
around with some of the builds above and tweak it to your liking. Perhaps you like Plasma Pistols more than
Flamers? Maybe you find Powerfists more efficient than Lightning Claws? Its up to you to decide but remember
the role of the squad and if you want to make it flexible, make it lean closer towards a certain role.

Conclusion

Assault Marines are devastating units when used properly. And with Raven Guard, they are extremely fluffy as
well. The ability of Shrike to give them Fleet increases their mobility that much more. Remember that while
each unit has its drawback, the only drawback of the Assault Squad is the ability of the player to field them
properly. I hope this Tactica was worth your time and gave some valuable points. I would be glad to add more if
you would provide this Tactica your feedback.

Author: Alterecho

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2.4.2 Vanguard

Pros:
-Mobile - Whichever way you have them, be it wearing jump packs or riding in pod/rhino, they can be where
you want them to be. One thing that adds to their mobility is the fact that because of their expense, they will
have lower numbers. They are thus, easier to hide and maneuver.
-Versatility - The sheer number of weapon loadouts possible with these boys. Fit them for any role, be it killing
infantry or even monstrous creatures, they can do it all.
-Variety of Deployment - Having Shrike allows them to deploy in 4 ways (normal, outflank, infiltrate,
deepstrike). Not only is it fluffy, combined with their mobility, it means that they can always be where you
need them to be. Often times, catching opponents by surprise(which in itself is a huge advantage).
-Striking Power - The above factors combined with the fact that they have more attacks than normal marines
means that not only will they hit, but when they do, they will hit hard

Cons:
-Expensive - No 2 ways about it, they are expensive. For a 10 man squad with minimal upgrades, you could get
yourself 2 fully kitted 10 assault marine squads
-Fragile - Well, they're as fragile as any marine. This is exacerbated by their small numbers
-Unpredictable - You don't know when they'll come in. If you don't have locator beacons, then it would be
foolhardy to try heroic intervention, outflanking is not reliable, etc...
-Expensive - This is mentioned a second time because it seems to be a very big issue for most players. After all,
it does lower your model count drastically.

Summary: Get your head round these points, weigh the pros & cons and judge for yourself if they will work
with your playstyle. If you think that for whatever reason, they are incompatible with you, then don't take
them. It is very often said that their cons outweigh their pros. That other units give you more models, more
bang for your buck, etc...

Here's my 2 cents. First you have to get yourself out of that "expensive=point sink" mentality. It's only a point
sink when it's wasted and does not contribute to your victory. If you're only looking at it from the POV of
getting your points worth, then you'll never be able to get around to making it viable, but if you look at how
best to capitalize on their strengths, then you're getting somewhere.

So the question should be "How best to use this unit?" as opposed to "How best to maximize points worth?".
This frees you from limiting yourself to what is cheaper. I will be the first one to tell you it takes skill to use
these boys.

As an aside, i think they are extremely fluffy. Why? Because we are known for our mobile rapid reaction forces,
it's very likely that the assault marines get promoted and choose to be Vanguard Vets. Anyway, because they
are an expensive unit to field, model count will be lower. Providing a more "elite" feel to your Raven Guard
army.

Tactics & Employment

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This is where it all begins. An army that is unified is one that works in a self-supportive manner to achieve it's
objective. Every unit must play its proper role for the army to achieve victory. So long as it fills its role then the
fault lies not in the unit, but the commander's choice of role. Thus you must now look at your army and make
sure every unit can work together and fulfill their individual roles towards achieving victory.

While the Vanguard squad can fill many roles (examples will be provided below), to really capitalize on their
strengths the best role to use them for is: Striking. Every Pro mentioned above points to an exceptional
offensive ability.

Striking here is a broad term, but what i mean is they are best used to take down a unit that is critical your
opponent's army. Most armies will have a center of gravity/backbone/anvil/etc... The purpose of this is to
provide support to the rest of the army, e.g. the gunline that holds down the center as the others charge the
flanks. It is the grounding which the rest of your army relies on to carry out their maneuvers. While it is not
always clear which units make up the backbone, through experience and analysis of a list you'll be able to find
that center of gravity. If you want to take out elements of your opponent's army, then separate them from the
backbone. The vanguard are good at this.

As most backbone units/formations are shooty to provide the ability to cover different maneuvers, you can
separate them from the other elements by assaulting one or the other. This is where the Vanguards come in,
their exceptional striking power and ability to appear anywhere means that they can destabilize an opponent's
army, by either sweeping their backbone from beneath them, or by taking out the most dangerous units that
the backbone is supporting.

But what about different forms of backbones? For example, a common RG backbone is the element of
surprise. Without it, many of our armies cannot function effectively. Games against these kind of armies will
be tough as it seems like whatever you shoot at doesn't hurt the enemy. In these instances work to punish
your opponent for every mistake he makes, work to use your army to take down the weaker components of
his army, here use your vanguard to hold his stronger/st unit at bay while you mop up the rest of his army.

Summary: Using this unit is simple. They're forte is striking. They are a force multiplier, use them like a sword
to cut at the weaknesses of an enemy. If you want to annihilate something, hit a weak unit with the Vanguard.

Deployment

One of the Vanguard's major strengths is it's ability to get into combat in a number of ways. I'll compare each
method based on the following 4 criteria:

Surprise: Surprise is very important. It can act as a force multiplier, disrupting your opponent's ability to think.
Surprising an opponent makes him second-guess himself, puts him on the defensive and hands you the
initiative. For a glass cannon like the Vanguard, this is essential to maximizing their effect on the battle.
Security: Security means just that. The less shots the vanguard encounter before reaching their point of
contact, the more secure the route. Security is important, because the more damage they take, the less
damage they do.

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Stealth: Stealth is how well you can hide your intentions until it's too late for them. The stealthier it is, the
more surprise and security you have.
Certainty: Certainty is how predictable this form of deployment. Here i mean specifically how predictable it is
to you. Be it reserves rolls, scattering and so on. The more Certain, the easier it is to incorporate this form into
your battle plans. The more certain, the more you can rely on them to work.

Basic Deployment

This really means just that. Deploying on the field like normal. Personally, i'd only do this if i had rhinos, or
some other form of moving cover. Otherwise, they are too expensive to have flying across the board.

Surprise: Very little surprise value here. Opponents can spot it a mile away, and generally, they expect it. (1/5)
Security: A major plus point of this method is the security you get. Advancing Vanguards behind
landraiders/rhinos is not easy to get at. And by the time you can do something, they're already close enough to
your lines. (4/5)
Stealth: How well you can hide your intention with this depends on your skill really. As you learn to misdirect,
deceive and maneuver, this form of deployment becomes better. Plus, sometimes, it's really sneaky because it
creates a situation of a ready counter for your formation.(2/5)
Certainty: This is very certain, Nothing short of a lucky shot, good tactics, or killing the moving cover, can stop
this. (4/5)

HI/DS

HIDS means Heroic Intervention/Deepstrike. With the use of Locator beacons, HI is an excellent way to
surprise opponents. Just when they think they are winning, the vanguard come in from no where and bring
their deadly close-combat weapons to bear. A point to remember about HI is that, you don't have to declare
who you're charging, only that the vanguards are doing HI. Who they charge is up to you after they land.

Surprise: This is probably the most surprising method. Coming out of nowhere to help your men. This throws
most opponents off, because they become so focused on what's on the board, they forget what is coming.
(4/5)
Security: This is surprisingly quite secure. The distance they have to travel to reach their target is practically nil.
The only danger comes if your locator beacons are destroyed(4/5)
Stealth: This one depends on your opponent. Some opponents can see where you are going to land, but most
don't. The beauty of this is that you get to choose your targets. He may think you're going to charge his
tactical, but instead you charge something else. (3/5)
Certainty: This is HIDS' main failure. It is very uncertain. From the reserves roll to the scattering(granted with
locator beacons it becomes more certain). It takes balls of steel, or lots of face to feel secure using this. (2/5)

Infiltration

Infiltrating while taking 2nd turn is a BAD idea. However, taking 1st turn and infiltrating is fantastic! You get to
place your men almost anywhere you want as your opponent watches helplessly. Use this to take out units
that you think will be critical to his victory. Even better because if you equip your vanguard right, you can take
out 2 units, one with Shrike, and one with the vanguard. Example, if you equip the vanguard with 5
meltabombs, and infiltrate them, use them to charge a landraider while shrike charges some infantry.

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Surprise: Reasonable, considering, they only have a 1/6 chance of spoiling your plan. Other than them stealing
the initiative, they can try and plan for your infiltrators, but other than that, all they can do is retaliate after
blows have landed. (3/5)
Security: Quite secure, again they are quite safe unless for some reason or another, the opponent seizes the
initiative. The only thing you really need to worry about is afterwards. But don't worry. If you've picked your
targets right, and you're playing with drop pods or scouts, the vanguard will be able to do alot of killing
without too much trouble. (4/5)
Stealth: They won't know what you'll hit before it's too late. Again, i advice you to put thought into what it is
you want to destroy. Be careful that it isn't a trap. (4/5)
Certainty: Actually, quite certain. Short of the seize the initiative roll, it's dead certain you're going to do some
damage. (4/5)

Outflank

Outflanking, This method means attaching the unit to shrike, and moving in from the table sides. This is quite
an unpredictable method. Also something i wouldn't recommend. But it has it's uses. I wouldn't use this
method because it's even more unpredictable than HIDS for what seems to be less returns. Granted, you could
use this against an opponent who spreads out his army over a wide front, or if you're playing quarters. So i
might use this if i'm going second. That way i can see his deployment, if it's conducive then outflanking would
be a good option. But never rely on your opponent making a mistake like that.

Surprise: This can be quite surprising. Especially if a unit comes in from the table right table edge...But there's a
1/3 chance that you'll come in on the wrong table edge, and unless you have cover you're likely to be shot
up.(3/5)
Security: It's pretty secure provided you hit the correct flank, if not it loses any and all security.(3/5)
Stealth: Here it scores quite high because opponents really won't know where their coming from. The best
they can do is to hope that you don't come in from the correct side. Chances are they'll be too busy dealing
with your other forces to be thinking about outflanking vanguard.(4/5)
Certainty: Not certain at all...first you roll for reserves, then you have to roll for your side. And unlike HIDS, you
can't put any locator beacons to increase certainty. (1/5)

Builds

Now we get to the fun part. Equipment! Vanguard marines are just like every other marine...they can do
anything, but it's their equipment that makes them really excel at a certain role. So it is very important to
equip them effectively. Give them a role, decide the role and equip them accordingly. Below are a few
examples of builds and roles you can use your vanguard for.

1) Uber-Assault Squad - This is simple. Use it as a stronger assault squad. Personally, i can't use Assault Marines
anymore, i've become too spoilt with the 2 base attacks and free power weapon on the sgt. Have them with
Jump packs and use them the same way you would an assault marine squad(of course this topic requires its
own tactica). In this role, it would be better to take 10 men, sure it's expensive, but the ability to take an extra
power weapon or two will make up for it. The rest can be left as ablative wounds. This is a good balanced unit.
For added fear, attach a chaplain, and watch your opponent piss himself.

10 Vanguard Veterans

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Jump Packs - Powerfist, 2 Power Weapons
-365

Granted for 245 points you can get just as many Assault Marines, with a Powerfist and 2 plasma pistols. So
what are you really paying for?

You are paying for


-The 9 Extra attacks, both power weapon and normal
-The extra power weapons
-The Heroic intervention ability

Most would say that this isn't worth it. I beg to differ, as i've always seen it as a matter of how you use the
unit. Weigh for yourself if this unit is worth the points, then decide to field them or not. One tip about unit
survival in general, is to have ablative wounds. This squad is full of it, it's up to you to find that balance.

2) Magic Bullet - The idea behind this is that the squad is designed to come in and kill whatever it is you point
your finger at. It's not meant to survive, but if/when it does, it's an added bonus. Example of this squad would
be 5 men with jump packs and all lightning claws, meant to completely destroy an infantry squad in one turn.
That's a good 20 S4 re-roll to wound power weapon attacks, enough to take down any squad. There are a few
ways to make this really work. You could have it hiding behind a landraider as they advance. You could use
locator beacons to have them surprise someone with Heroic Intervention. Infiltrating them with Shrike would
work. The point is to find a unit that is absolutely key to his victory, and destroy it. So what if your vanguards
get shot up afterwards, chances are they'll live to tell about it, even if they don't they've done their job.

5 Vanguards - Thunderhammer, 4 meltabombs


-210

Infiltrate this squad and kill ANY vehicle on the first turn. If you picked the right vehicle, or better yet, if you
charged 2 vehicles at the same time, and disable both, you're well on your way to victory. Remember, we're
not even talking about the drop pods your sending in on turn 1.

3) Spartan Phalanx - This squad is probably one of the best(albeit expensive) methods of balancing survival
with killing power. What you do is have half of them with power weapons of some sort, be it fist, blade or
claw, the other half with stormshields. When they get hit, allocate those really bad wounds (plasma, melta,
etc) to the guys with shields and make your 3+ invul. With this squad you don't have to worry too much about
being out in the open, as those with the shields should be able to absorb most blows that would trouble you.
To make them even more resilient, give some of them meltabombs, to make more sub-groups.

7 Vanguard Veterans - Powerfist, 3 Power Swords, 3 Stormshields


-335

And now you have a squad that is arguably more resilient and more deadly than the Uber-Assault squad shown
above. Something that i've discovered is that Stormshields are very very worth their cost. They allow the
Vanguards to go against anything(short of the nightbringer) with a good amount of security.

4) Plasma Pistols Galore - Yes, i'm serious. This is one of those weird ways of using the vanguards that make
people question your sanity. Answer them by destroying their forces under a hail of plasma fire. Get a large 7-

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10 squad (with or without jump packs it's up to you), exchange all their bolt pistols with plasma pistols, then
send them at a target. They won't even need to get into close combat. 7-10 Plasma shots is going to hurt
anyone. With this you can kill Deamons, Wraithlords, Avatars, etc. Even better if you drop pod them, they'll be
safe, and unless you roll 11" or 12", you'll be in range to kill something the first turn you come in. I would
actually make a squad of 5 men with plasmas and shields with jump packs. Let them fly around shooting things
up.

One of my personal favourites and the unit i'm currently using.

5 Vanguard Veterans - Relic Blade, 2 Power Swords, 5 Plasma Pistols


-295

I've used this squad to deadly effect. I've used the plasmas to take down soft armoured vehicles before
charging the crew inside. Also works wonders against plague marines, terminators, abbadon,etc...

Other than that, its up to you to discover more builds. The beauty of the Vanguard is that they are a highly
customizable unit. Use this to your advantage by finding the right mix of whatever it is you want your
Vanguard to do. Always remember though that all the above strategies can work if your tactics are in order.
Things like basic target priority, foresight and so on are a must. If you don't have these, then no matter how
cost efficient you make your vanguards, you're not going to get very far.

Conclusion

While many will argue that the Vanguard are overpriced, i will argue that you pay a high premium for a
capability that only they can provide in the manner that they do. Outfitted correctly, they are undeniably the
Kings of Close Combat, able to take on ANYTHING in close combat. Most people don't give them enough credit
for the sheer offensive power they have. Then there are those who will tell you that for the price of the
Vanguard, you can get more models and that is better. I tell you that while it's true you could get more
models, perhaps more guns and so on. However, As i've stated at the beginning, the Vanguard have their own
qualities that are unique to them.

They are the speedy assassins of the Space Marine army. Striking anything from anywhere. It is undeniably
important to realize that some units are so critical to an opponent's victory that with them, they have no
chance of winning, and it is these targets that you send the vanguard at. Let me reiterate this...you are paying
a high premium for the ability to almost certainly destroy the source of your opponent's victory. They alone
cannot guarantee you victory, but they most certainly can make it easier.

At the end, i would like to remind you that the success of your vanguard depends solely on you. You've heard
the arguments against vanguards countless times. I can tell you, i've been using Vanguards ever since i started
playing 5th ed, and they've been nothing but gold. Good Luck Brothers.

Author: SyNidus

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2.4.3 Landspeeders

[Entry Missing]

[Codex Corvux] Page 89


2.4.4 Landspeeder Storm

Why and why not


LS:Storm: Pros

Fast vehicle (cruising speed and still fire heavy weapon + moving flat out and cover save)
Transport
Open-topped (assault after disembark)
Variety of weapon for anti-inf/tank support
Scout & DS (shock effects)
Cerberus Launchers (lowers opponents Ld)
Jamming enemy DS units

Cons:
Open-topped (+1 vehicle damage)
Low AV (easy kill)
Limited transport capability (5 scouts only)
Single model
Low BS
FA-slot

Being 50 pts I wont consider it either a pro or a con. As a transport it carries less than a rhino but support-wise
it's more. When it all boils down to the bone I'll consider the cost neither a pro nor a con

How to use

If you choose an LS:Storm you do so because you've decided to scare your opponent. All fast
vehicles/speeders, doesn't matter what army you play, are terrible to fight against, because they can threaten
your valuable units reasonably fast and have the opportunity to have the terrain on their sides. Besides the
armament and speed of it the LS:Storm brings the element of dropping off it's cargo of a 5man scout unit too
close to everything (if you don't want the LS:Storm to carry a scout sqd, don't take it!).

The dropping off of the scouts from the LS:Storm serve the following points (all depending on the scout config
)

Contesting or claiming late game objectives


Holding the LS:Storm in reserve let's you evaluate the board as the turns progress. As with any DS unit you are
able to contest objectives rather efficiently but these allow you to capture them as well. And with good timing
you may even slay the beaten down enemy unit holding the objective with a fresh unit (though small).

You have the advantage with the LS:Storm to setup using the scout rules. This means that with careful
planning you can move 12", disembark your scouts and have them engage his rear echelon. Watch a tau player
go numb when you engage his XV88s with your scouts in turn 1.

Holding up an enemy unit in CC


Though weaker than a normal marine, the scouts rival medium armoured armies. You still have the good S and
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T so you should be able to hold your ground for a few turns, maybe even prevail. Launch your scouts at your
enemy's rear echelon where the heavy weapons on weak CC units are and your scouts can wreck havoc.

Tank busting
Bring a melta on the LS:Storm and/or equip your scouts for the anti-tank role. You stand a good chance of
getting to the rear of the armour or hunt down the heavy armoured vehicles.

Deep deep striking


Bring a teleport homer with you, hope your scouts survive a round and DS you termies so far behind enemy
lines you might as well have switched sides. Bring assault termies and watch your opponent cry as his armour
and heavy weapons get slaughtered.

The scouts

The arming of the scouts I have narrowed to 2 choices:

5 shotguns
or
full CC load

This brings the following options


10 shotgun shots + an 2A assault, 1A subsequent rounds.
or
3A assault, 2A subsequent rounds.

I can't say which is better, only that my CC scouts have proved themselves worthy.

My preference for the sgt's config is Powerweapon/BoltPistol/Meltabomb. Don't choose a combi-plasma as


the unit can't assault if he fires it. A PlasmaPistol will do should you feel the need to exchange the boltpistol.
Don't keep the unit too costly as it's only 5man strong. Also a PF sgt is not that far from receiving a hit before
he gets to roll himself so unless you feel compelled to, don't PF him. If you go for a shotgun outfit, change the
pistol for a shotgun. Alternately you can give the sarge a combi-flamer.

Never choose any heavy weapons for the scouts and they are supposed to operate as soon as they disembark.
If you want snipers or hellfire shells I suggest just taking scouts without the LS:Storm. Alternately you could get
a 10man Scouts: 5man (1sgt PW, MB, 4xCC) 5man (5xsniper) combat-squad'd. The CC element in the LS:Storm
and the snipers (or BGs if you chose those) deploy as normal. I suggest you keep away from buying a single
squad and two LS:Storm for combat-squading. You don't get the sarge upgrade. Get two scout units, even if
you only want to keep them 5man strong. The gods know you have enough troop choices.

Arming the LS:Storm

If you LS:Storm survives to the second round out in the open I would consider yourself lucky. Therefore I keep
it's cost light.

Heavy Bolter: really is a superb option for supporting the scouts before they enter the fray. Plus it keeps your
fragile vehicle's cost down.

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Heavy Flamer: This is costly compared to the standard LS . 10pts compared to ... 0. But, if you are fighting
hordes, spraying a unit with this before the scouts engage can really turn the tide. Plus you don't need to
worry about the LS:Storm's BS3!

Multi-melta: deploy the scouts to engage in CC, then blast the enemy tank or transport out of the sky. Your
speeder may even then last until round 2. Definitely worth considering if you think you are facing an mech
army - or a monstrous creature.

Assault Cannon: I'd consider this too costly. The extra shot, S and rending isn't worth the high cost in my book.
Yes, you only need a 2 to wound a MEQ but at that cost you can surely use the points for something better.
This fragile vehicle shouldn't be a points sink.

Secondary systems:

The last things I will cover are the speeder's cerberus launcher and jamming beacon. Neither are something
that make you go WHOOP-SNOOP-DOG-WHOOP.

Against low Ld armies the launcher can be fun if you use CC scouts. Just remember, as much fun it is to watch
the opponent run from your scouts, as little fun is it to watch your scouts get shot to pieces and have the unit
rally and return to the fight. You often hope to wipe out the opponent or neutralize him in CC.

Jamming Beacon: only works within 6" of the LS:Storm. Drop armies work around that and I don't see it as a
real tide-turner. If you are betting on the jammer to hold off DS units, you are being rather optimistic, as the
LS:Storm probably will be shot down before it can make a difference.

Never choose the LS:Storm because of either. Just think of them as a bonus.

Author: Voloch

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2.4.5 Bikes

[Entry Missing]

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2.4.6 Attack Bikes

[Entry Missing]

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2.4.7 Scout Bikes

[Entry Missing]

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2.5 HEAVY SUPPORT

2.5.1 Devastator Marines

Intro:

Devastators are one of the most potent heavy support units of the Space Marine army. Able to field all manner
of long-ranged weaponry, the unit can be built to deal with any number of possible opponents, from
Mechanised forces to Monstrous Creatures or Hordes of bloodthirsty beasts. Combine the right weapons with
the right deployment and you gain a brilliant unit able to take on any of the Emperor’s enemies on the
battlefield. The question that must be asked is, are they worth their cost?

Devastators: Pro's and Con's

Pro's

-Versatile-
Able to field all manner of heavy weapons, the Devastators can be designed to tackle individual targets or
groups of similar targets without sacrificing their strength.

-Deployment Options-
Unlike other Heavy Support options that must arrive on the battlefield through standard deployment (or
arriving as a reinforcement), Devastators can also arrive via Deepstrike (through use of the DropPod), or be
deployed in a Rhino or Razorback from the start.

-Multi-Target capable-
Add five more marines to the squad then combat-squad the unit, and you’ve effectively got a single unit
capable of targeting two separate targets each turn.

-Signum-
This great piece of wargear is given free of charge when the unit is purchased, and allows one model to fire his
weapon at +1BS in exchange for the Sergeant’s ability to shoot that turn. A worthy trade off!

-Low Priority-
5Marines with Missile Launchers will never draw the same amount of firepower as a single Tank. Opponents
almost always see Tanks as a higher threat than any unit of Marines.

Con's

-Expense-
The Devastator’s expense cannot be overlooked. They are an expensive unit. Without upgrades or long-range
weapons, Devastators cost more than a Predator or Vindicator – both of which are more durable than
5marines, have the ability to move and shoot, and both of which have a higher chance to earn their cost back
during the cause of the game.

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-Immobile-
The perfect Devastator squad should never move – ever. Once deployed, the Devastators must remain
stationary to fire their weapons. Even moving in the first turn means one turn where they do not shoot.

Summary

From the Pro’s and Con’s, we can assume that Devastators are an ideal option for a defensive player where
points are of no concern. However, for the rapid strike forces of the Raven Guard, many commanders would
rather leave their expensive Devastators at home in favour of more versatile and mobile units, such as Attack
Bikes or LandSpeeders. Hopefully with a little more insight, we can change that perception.

Tactics & Employment

The tactics required for Devastators is relatively straight forward. There is little a Devastator unit can do once
deployed, so it is fair to say that Devastator Tactics are essentially based on their Deployment. Lets look into
that a little more.

Battle Roles
There are several roles a Devastator unit could perform on the battle field, almost all of which are as a
supporting unit. That may not appeal to assault-driven strike force commanders, but Heavy Support units
should do exactly what their namesake suggests – support.

Battle Role 1 – Tank Hunters


There are two main wargear builds for Tank Hunter units which will be mentioned later, however their
employment and usage remains the same. The Tank Hunter unit should deploy in cover of some form from the
start of the game, and maintain a continual attack down their lane of fire on any and all vehicles that cross
their path, prioritising Transports above other vehicles only when the transport’s occupants pose a threat to
another unit in the army. Standard or Deepstrike Deployment should be considered for this Battle Role.

Battle Role 2 – Horde Suppression


Again, two main wargear builds can be selected for Horde Suppression, both of which excel at taking down
multiple targets from one (or two) units each turn. The Horde Suppression unit should ideally remain in cover
from deployment, maintaining a continual attack down their lane of fire in a similar manner to the Tank
Hunters role, however Cover is not as essential as a good fire lane. Deepstrike Deployment, or Transported
Deployment should be considered for this Battle Role

Battle Role 3 – MEQ Deterrent


Three main wargear builds can be selected for a MEQ deterrent Battle Role. MEQ Deterrent is not so much
about killing models out-right, instead the Battle Role focuses on forcing the enemy to ensure his expensive
units stay out of their lane of fire, limiting the enemy’s ability to manoeuvre around the battlefield. Cover is
essential for this battle role, as they will most likely come under continual fire from units outside their range or
in heavy cover themselves. Standard Deployment is recommended for this Battle Role.

Deployment
Deployment of Devastator units is crucial to their success. There are three methods of getting a Devastator
unit onto the battle field:
1) Standard Deployment.

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Deployed as standard, the Devastators should be placed where their range and line of sight grant as much
coverage of the battlefield as possible, while ensuring the unit is well placed in cover where ever possible.

2) Transported Deployment
Deployed inside a vehicle, the Devastators can now relocate to a position that grants further cover or a better
lane of fire. This deployment method sees the Devastator unit not firing for at least one turn, which is time not
spent earning their high points cost back. When deployed inside a Rhino, the Devastator unit can fire up to two
of their weapons from the Rhino providing the vehicle remained stationary during that turn’s movement
phase.

3) DeepStrike Deployment
Deployed via Drop Pod, the Devastator unit must wait patiently until the turn after they arrive in order to
begin making their points back. With the potential to arrive as late as Turn 5, the Devastators could actually
never fire a single shot for the entire game. This is not ideal, however arriving during the Drop Pod Assault on
Turn 1 can place the Devastator unit in a perfect location far across the battlefield, where they could
potentially do the most damage if they survive long enough to begin shooting.

Handy Tips
1. Always buy wargear that affords flexibility in targeting as well as efficiency against your most common
opponents. Buying MultiMeltas would be almost as useless against Hordes as Heavy Bolters would be against a
Mechanised force.

2. Always deploy for Lane of Fire. Getting the right Lane of Fire is essential to hitting the enemy. Cover should
always be considered too, however Lane of Fire often takes priority.

3. Devastators can fire from inside a Rhino. This can grant up to an extra inch in range (firing from hull of
vehicle), and can protect the Devastators from most anti-infantry weaponfire.

4. Devastator marines still have a Bolt Pistol that they can fire, even on the move, meaning there is never a
time when the Devastators cannot fire providing a necessary target is still in range.

5. Deploying via DeepStrike, Devastators still have the ability to Run into cover. This is risky, but a successful
run can place Devastators in the most ideal location for their next turn.

6. Mixing weapon types is not advised. Try to maintain at least a common maximum range if weapon mixing is
needed.

7. Deploying a full 10strong Devastator Squad may seem expensive, but after Combat Squad’ing the unit, the
ability to fire on two targets at the same time means a Devastator unit can quickly out-match other heavy
support units in a similar cost range.

8. And They Shall Know No Fear allows Marines to automatically pass the re-group test after falling back
(providing all other cases are passed), and allows the Marines to act as though they never moved. This really
needs to be mentioned here, as Devastators can fall back, automatically re-group, turn around and continue
their fire. This is the only case in the course of the game where Devastators can move and then shoot in the
space of one game turn and can be essential to turning back the enemy.

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Builds
Devastator builds are essential to their success on the battlefield and closely rely on the desired battle role and
deployment method to ensure the ideal build is used in the most ideal manner.

Each build below will highlight what Battle Roles and Deployment methods work best for that build.

Build 1) Tank Busters


Devastator unit
5 Marines
4 Lascannons
Total Cost = 230points

Costing almost as much as a Land Raider, the Tank Buster build needs to be firing from Turn one in an attempt
to make their points back early in the game. Almost useless against armies without vehicles, this build should
only be used where heavy vehicles are expected and the need to take them down is paramount. Ideally this
unit should be fielded through Standard Deployment for a ‘Tank Busting’ Battle Role.

Build 2) MeltaMarines
Devastator unit
10Marines
4 Multimeltas
Total Cost = 230points

More durable than the Tank Buster build at the same price, the MeltaMarines are kitted out for close-range
anti-vehicle duties. Because of the short range of the Multimelta, and the bonus gained by being within half
the maximum range, the ideal location for this build is almost within Charge range of the enemy, which is why
this unit really needs to be deployed either via Deepstrike or in a Transport, which in turn pushes the price for
this unit above that of the Tank Busters. Once in position, the unit has only a small chance of getting dug into
cover before unleashing on the enemy, which makes this unit more susceptible to sustaining casualties too.
This build is not recommended unless absolutely necessary – the Tank Buster build is a better option in almost
all respects.

Build 3) Ripper Squad


Devastator unit
5Marines
5Heavy Bolters
Total Cost = 150points

One of the cheapest builds for the Devastator Marines, the Ripper Squadron is designed to push out a sheer
number of shots so great that the enemy has no other option than to die in waves. The ideal location for this
build should provide a clear lane of fire across a large portion of the centre of the battle field, so utilise
Standard Deployment where opportunities allow, or utilise a Razorback for greater deployment options.

Build 4) Rocket Men


Devastator Unit
5Marines
4Missile Launchers
Total Cost = 150points

Costing the same as the Ripper Squad, this build affords flexibility and diversity that the Ripper build cannot.
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Utilising Frag Missiles, this build can pump out enough blast templates to hit up to 12models, or switching to
Krak Missiles, this build is almost as effective as the Tank Buster build for taking down soft to medium
armoured tanks. Versatility being key for this unit, it requires both a reasonable amount of cover and a good
lane of fire to maintain continued fire on almost any target that presents its self. Use Standard Deployment
where possible, or transport in a Razorback to secure a better location.

Build 5) Flexi-fire
Devastator Unit
10Marines
1Lascannon
1Heavy Bolter
2Missile launchers
Total Cost = 250points

Split into combat squads, the Flexi-fire unit permits multi-targeting options, as well as targeting of both Anti-
Vehicle or Anti-Personnel fire, over a reasonable range. Able to switch easily between almost any targets on
the battle field, the Flexi-fire unit can out-perform most units in its price range for sheer volume of fire over
such a distance. Comparable to a LandRaider in price, the Flexi-fire build has a steep price tag, and although
two Predators with relevant equipment may out-perform this unit in sheer number of shots, the threat priority
of two Predators far exceeds 10 Marines, so an enemy would be forced to fire on Predators while otherwise
ignoring the Devastator unit almost completely. Making use of moderate cover through a Standard
Deployment, this unit can earn its points back quickly while providing much needed support throughout the
game.

Build 6) Plas-Command
Devastator Unit
5Marines
4 Plasma Cannons
1 Combi-Plasma gun
Total Cost = 200points

Designed purely for territory control, the Plas-Command build packs as much Anti-Marine Equivalent (MEQ)
fire power into one unit as possible. The bane of Terminator equivalent units throughout the galaxy and
powerful enough to even worry softer units, 4 Plasma Cannons is not likely to go un-noticed. The Plas-
Command build needs heavy cover from the off, with a reasonable Lane of Fire to permit as much coverage as
possible. The Plas-Command build should not be used lightly, as the unit will almost never earn its points back
directly and self-harm will almost certainly occur at least once throughout the duration of a game, however
the fear that will be instilled in the enemy will force him to change his battle plans and move units well away
from the Plas-Command fire base, granting you the chance to strike at a weakened section of the enemy army.
Deploy via Deepstrike or from a Transport into the heaviest cover on the table, and let the fireworks
commence.

Devastators and Special Characters

Devastators can be made to function differently when the correct special character is introduced into the
army. This section will highlight interesting changes to how Devastators can be employed based on the rules
certain special characters provide.

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Kayvaan Shrike – With the addition of Captain Shrike to your army, Devastator marines are given Fleet, which
is totally useless to a static unit. However, Shrike can infiltrate the Devastator unit into any point on the board
before the first movement turn, allowing you the chance to set up in the most ideal location on the board,
even if it’s within the enemy deployment zone, providing the correct distances are met.

Vulkan He’stan – Very helpful for a Multi-Melta Devastator Squad, though I seriously advise against using
Multi-Meltas in a Devastator unit

Kor’sarro Khan – Granting Outflank to transports, Khan can give a Devastator squad the ability to surprise the
enemy by turning up right next to their units providing a Rhino or Razorback is bought with the squad. The
downside, once they arrive they cannot shoot until the next turn (counts as moving!), so those expensive
Devastators will need some serious cover, or the enemy will simply blow them to pieces.

Conclusion

Devastator Marine squads are a tricky unit to justify. The high cost of Marines in general make even Troop
choices expensive in many cases. Compared to a Tactical Marine squad, many of the Devastator builds will out-
perform an equivalently priced Tactical squad, and a well placed Devastator squad will not only over-power
the enemy, but break crucial sections of the enemy army and afford the rest of your forces to move in on that
weakness.
Indeed, there are armoured units such as Vindicators and Predators that can out-perform a Devastator squad,
and often beat them on cost too, however a single shot from the enemy can put a vehicle out of commission,
at least for one turn, where several shots from the same weapon would be required to stop a Devastator unit
from firing. When placed at long range, only the most over-powered weapons of the enemy will be in range
and those weapons are often single-shot affairs.

A Devastator unit, deployed correctly, in reasonable cover, will out-survive a Predator three times over in
almost every case, and that is only one of the perks you pay for with the high price of Devastators. The second
is flexibility. With the right wargear, such as Build 5, the high cost grants the ability to target multiple units
with multiple weapons that can fire on multiple target types with similar success. A Pair of Predators may
perform the same role just as well for a slightly lower price, but again, two good shots can take down two
Predators, while it would take five times that amount to stop the Devastators from firing.

Sure, Devastators are susceptible to small-arms fire, such as Bolter or Lasgun fire, while a Predator is almost
immune, however Devastators should be deployed at long range to force the enemy to enter the lane of fire in
order to fight back - forcing the enemy to harm themselves for a chance to harm the Devastators.

There is only one case where a Devastator unit must be put in the line of fire directly - the MultiMelta. This
weapon's short range make it almost impossible to keep the Devastator squad safe while providing enough
targets to make taking this unit worth while.

Ultimately, flexibility is key to any Raven Guard army and the correct application of the right weapons from a
Devastator squad provide just that, while being more survivable than any armoured vehicle in the Space
Marine armoury. If you don’t mind losing mobility in order to gain flexibility and survivability, then Devastators
will often out-class many units.

Author: CleanRabbit

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2.5.2 Predators

“The Predator is the main battle tank of the Space Marines … [it] sacrifices transport capacity for improved
frontal armor and heavy turret-mounted armament. The result is a well-armored and mobile tank ...” Let's put
that to the test, shall we?

Pros
Respectable front armor.
Variety of popular heavy weapon options.
Cheap, depending on weapon loadout (more later)
Long-range weapons
Thin profile allowing all weapons to bear on a target easily
Very wide arcs of fire to each side
Weapon destroyed damage result can be shrugged off

Cons
Mobility is low thus reducing effective kill power
High cost, depending on weapon loadout (more later)
Rhino-thin side/rear armor (strange wording there)
Vulnerable like most tanks to assault and even small arms fire to the rear
Arc of fire to the sides renders a weapon useless

Overview
The Predator tank is becoming a rare sight on the battlefields of 40K, but not according to the fluff. It's armor
is the same as a Vindicator and can be equipped with a variety of heavy weapons, making it a gun platform
that can unleash a serious amount of firepower. It fits the modern vision of what a tank is: a moving armored
box with a big turret on the top. Add the sponson weapons and it becomes the “schema” of what a tank
should be in the 40K universe, and the Space Marines (even Chaos) own it.

Variants?
There are six options available to the Space Marine player. This Tactica will not cover the amenities that can be
purchased such as a Hunter-Killer missile or Dozer Blade. As those options are available to every vehicle in one
way or another, it is really up to the whims of the player to decide what extras are to be added. Extra stuff is
extra points spent, so I'm talking about what you have at base value.

The first two options are the most unpopular: turret only Predators. Conventional wisdom dictates that if you
are going to spend points on a Predator, then you have a plan. Thus you may as well spend a few more points
for sponson weapons. Pragmatically, the player will actually build the model to maximize it's potential in a
game, thus sponsons are used. Also, for the points spent to purchase the base Predator (with Autocannon [AC]
turret) different, and better (granted debatable) options are available. For the Lascannon [LC] turret only
Predator, a base of 105 points is spent, which costs the same as a base Dreadnought. See Tactica:
Dreadnought on why a Dread is clearly a better choice over this variant.

Now to the meaty variants …

Predator Destructor – 85 points


Let's look at some numbers.

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1 AC – Str 7, AP 4, two dice
2 Heavy Bolter [HB] (sponson) – Str 5, AP 4, 6 dice

Standing still that's EIGHT dice coming from one unit! There is enough firepower to make a dent against any
infantry unit in the game. It's also enough to damage, and potentially destroy, a light vehicle (comparative to a
Rhino) simply because you have the odds in your favour due to the amount of dice you have to throw at the
target vehicle.

BUT, this is clearly designed to be used against infantry. Tactically speaking, only use this variant against light
vehicles when there is no other target present, or a Land Speeder is threatening the tank in some way.

This variant has several features: reasonable survivability from the front armour, effective at killing infantry,
efficient due to the firepower, cheap (amazingly cheap), sacrificial. The last part is because it is so cheap, it's
loss is not as severe as a Dreadnought or Vindicator being removed from play.

Predator Annihilator – 165 points


1 Twin-Linked LC – Str 9, AP 2, 1 dice (re-rollable)
2 LC (sponson) - Str 9, AP 2, 2 dice

Standing still that's three dice, and one gets a re-roll to-hit. Not too impressive. BUT, that's three Strength
NINE shots! A different perspective always makes lemonade. This is a serious amount of firepower from one
unit. A Devastator Squad can do the same but cost more and have the intrinsic weaknesses of infantry.

This variant is clearly designed for Anti-Tank [AT] duty. It can be used against heavy infantry, but it's build
prioritizes itself against tanks first. Therefore, it's greatest weakness is that it is a priority target from the
enemy's AT guns.

The biggest problem for players is that it's high cost restricts its use to AT. The Annihilator is not very flexible
outside of this role, so it's hard to justify spending the points for this variant when there are a multitude of
options that can be acquired with the points.

Predator Marauder (Battletech reference) – 125 points


1 AC
2 LC (sponson)

Standing still that's four dice. Economically cheaper than the Annihilator with almost the same destructive
power. Almost. Having a re-roll in the game means a lot, and putting it with a Lascannon does have a
psychological value that cannot be ignored. This is a flexible varient due to it's AT and AI (anti-infantry)
possibilities. Against large number infantry, the Destructor is a superior choice both in cost and ability. The
Annihilator is simply better for AT. But by saving some points (and 40 is noting to sneeze at), the Marauder
becomes a little of both AT and AI leaning on AT.

The advantage with this variant is that is the better mobile tank. In 40K, moving 6” (combat speed) restricts
vehicle weapon fire to one weapon. The Marauder allows for tactical flexibility on the move by being able to
choose the AC for infantry or light vehicles, OR the LC for tanks and heavy infantry.

Still, a Vindicator (with Seige Shield) costs the same. See Tactica: Vindicators on why it can be a viable option
to the Marauder. A Dreadnought, with certain upgrades, makes for a better “all-rounder” due to its close

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combat capabilities, something any tank is clearly without.

Predator Brigand (my name choice) – 130 points


1 Twin-Linked LC
2 HB (sponson)

Standing still that's seven dice with one getting a re-roll. That precious second chance goes on the Lascannon.
Nice.

What was said about the Marauder can be said for the Brigand, but with extremes. You get only one shot with
Lascannon, but can re-roll misses. You have a big AI gun, but with way more bullets. Even against light vehicles,
the HBs have a chance to cause damage because there many shots. All for just five more points than the
Marauder.

How many?
Some units just work better in numbers greater than one. This is very true of the Predator, but it really
depends on what variant you use. One-third of the choices above don't do enough for the points spent,
another third performs it's design remarkably well for the points spent (with wildly divergent and extreme
cost/ability ratios), and the last third are better than the first, but not good as the second while costing the
same as better units. Still, an army with two or three of any variant is at least an impressive sight, and that is in
your favor, for what its worth.

By taking two, you start to give your army options to do what you need it to do. The Predator is a cheap tank
no matter what variant is used, and having two means your opponent will have to make some tough choices.
It's Rhino-like hide is decent protection but it's not the best so don't count on it's 13 Front Armor to save you.

Three Predators is an amazing sight, but one only a lucky person will witness because either they will never do
it themselves or are on the receiving end of the formation. The great drawback to three is it removes the
options for any other Heavy Support unit.

Deployment
Predators are long-range units. To quote the Codex: “[It is] equally capable of holding ground or spearheading
armored assaults ...” This is a half-true statement. Move this tank only if you need to. Having said that, deploy
in the open and to the back. Pick a unit it can kill and start blasting away on the first turn. If you go second, put
it in cover. Then move it on the first turn with the expectation to have it hold ground. Don't forget - you have 1
shot if you only move 6" so make it count.

Levitas said it best: “deploy wisely, looking for ways to protect its vulnerable sides and rear. Have troops close
in order to deter any deep striking assault troops. Look to fire on your first turn, as your opponent will fire
something at it in his. The [Predator] needs to dig in a lil, it needs something to cover its weak spots.”

Targets
As I wrote earlier, if you are using a Predator, then you have a plan. This is before you even set eyes on the
table. Choose a variant with the target in mind. After that, bring it and use it. The Predator allows for such
simple thinking. Unlike the Vindicator, it's weapons do not have a variable to deal with other than - does it it
hit? does it glance/penetrate or wound? Just like infantry. Unlike the Dreadnought, it has many more weapons
to bear on a target, but can't fight in close combat.

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The Fear Factor
Only two of six variants could seriously have a “Fear Factor”, the Destructor and Annihilator, as these variants
have the greatest effectiveness against infantry and tanks, respectively. Thus, your opponent will make an
effort to rid him/herself of these Rhino -with-guns. AV13 is impressive for its size, but not tough enough to be
indestructible against the odds. Don't think you have a monster machine. You don't. But don't pamper it like a
weak kitty either.

Effects on your units


The only detriment you could place upon the Predator is to put your units in front of it. Giving the enemy a
cover save is bad tactics, and the Predator's saving grace is the long-range firepower available to it. Let it use
these guns without hindrance.

As with any tank, don’t hug it with infantry, as it will take damage eventually. Good dice rolls from you
opponent can make a large explosion more costly than they need to be. You already lost a cheap tank, don't
loose more men by virtue of location.

The Predator is truly “Heavy Support”. Its purpose is to support your army, not lead it. Where it can be a leader
is in dealing DEATH!

Sergeant Chronus
Ah, the great debater. For 70 points its sensible to put him in a tank that will survive. Although a Predator has
this capability, Chronus' cost unbalances the equations when put in a Predator. If his Servo Arm actually
worked like a Techmarine's then it would be another story. Still, his ability to provide a BS 5 and ignore
Stunned or Shaken results is serious enough to consider for the tough, yet fragile, Predator tank.

It is my opinion that Chronus is better served in another vehicle.

Conclusion
The Predator tank is the only vehicle in the Space Marine arsenal that allows for a variety of battlefield roles.
As such, its use demands more forethought. But it's application in combat is more simple than the other Heavy
Support choices.

The current state of 40K rules keeps the Predator from the front line and it can't stand alone. There are no
magical tactics that can be conjured to treat the tank differently than any other unit. It's a simple machine,
with simple weapons, and is therefore, simple to use.

Author: Race Bannon

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2.5.3 Whirlwinds

Intro:

The Whirlwind Tank is an interesting weapon of war. Essentially a Multiple-Missile Launcher bolted to the roof
of a Rhino Chassis, the Whirlwind suffers in terms of armoured protection in order to provide long range
indirect fire.

Designed to sit behind the thickest cover and bombard the enemy from a distance, the Whirlwind has the
ability to pin units down and burn them from cover before the main advancing force arrives to deal the
Emperors swift justice to who-ever or what-ever is left.

Whirlwind: Pro's and Con's

Pro's
-Value-
At less than the cost of a Tactical Combat Squad, the Whirlwind is by far one of the cheapest armoured units
available.

-Missile Options-
Able to select between killing power or ignoring cover can make all the difference against entrenched units.

-Pinning-
Being bombarded from an unseen location is enough to put the fear of the emperor in anyone, so expect your
targets to keep their heads down when your Whirlwind starts hitting them.

-Ordinance Barrage-
It doesn't seem like much, but when in line-of-sight of the target, the minimum range no longer applies.
Although that may put the Whirlwind its self in danger, it also makes the enemy far less likely to assault the
vehicle. On the other hand, being able to bombard an area of the battlefield without concern for what is there
makes stealth units and night fighting rules useless when the missile hits its mark!

-Armour Penetration-
Should a blast land centrally on a vehicle, the Ordinance weapon is so powerful it effectively has twice the
chance of penetrating the target's armour which isn't much to begin with.

Con's
-AV-
Protected like a Rhino, the Whirlwind is a soft vehicle as Tanks go.

-Indiscriminate Threat-
The Whirlwind's shots can scatter, sometimes wildly. In the battlefield a scattering Whirlwind shot can quickly
kill your own Marines instead of the enemy!

-Limited Strength-

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Although the Whirlwind fires missiles of the largest blasts in the Space Marine armoury, the limited strength
and armour piercing capabilities of either missile type make it unimpressive against Marine-Equivalent armies.

Summary

Although its cost and abilities make the Whirlwind an ideal choice against Horde armies or Traitor Guardsmen,
the Whirlwind is a soft, easy target who's fire power is wasted on tougher targets. Even the Emperor will
struggle allowing the Whirlwind's rounds to penetrate the softest vehicle armour.

Ultimately, the Pro's and Con's favour the Space Marine Whirlwind even with its painfully soft armour and
general lack of killing power. By a cursory scan of the rules and stats, the Whirlwind is generally designed to
tackle lightly armoured units which are common place in most armies but its worth needs more proof.

Whirlwind Missile Launcher Missile Breakdown

Vengeance Missiles - Delivering a large blast with strength and armour-penetrating potential equal to that of a Bolter
round, the Vengeance missiles are the most commonly used missile option on the Whirlwind. This missile option is Ideally
suited to throwing a lot of wounds on a large unit with below-par armour. Against Space Marine equivalents or units with
extremely good armour, these missiles will struggle to achieve any realistic damage.

Incendiary Castellan - Delivering the same large blast, this time with the strength and armour penetration of a Flamer. In
return, these rounds ignore cover. This makes them ideal against entrenched units who are surviving only due to the
protection their cover grants them while maintaining the same effectiveness against very lightly armoured units.

Tactics & Employment

Battle Roles
There really is only one battle role for the Whirlwind - Long Range Fire Support.
The Whirlwind can move and fire should it need to, however the Whirlwind relies on heavy cover to at least
partially obscure the vehicle to ensure the enemy have the lowest possible chance of hitting its soft armour.

There is only one effective way of deploying the Whirlwind - at the beginning of battle as normal. This allows
you to ensure the Whirlwind is placed in the best possible location to cover as much of the terrain as possible
while keeping in the best cover available. Brining the Whirlwind in from Reserve denies both of these perks
and will ultimately make the Whirlwind's role on the battle field that much more difficult to achieve.

Because of the simplicity of the only battle role for the Whirlwind, there really isn't a lot to say regarding the
role, its use or deployment in battle. Because of this, it can be said that novice commanders will often take to
the Whirlwind with ease and enjoy the simplicity in its use while achieving the most from its effectiveness with
little experience. That isn't to say that experienced commanders will find the Whirlwind lacking. Nothing can
best three Whirlwinds dropping Vengeance Missiles across an Ork Horde from the start of battle.

Handy Tips
1. A Whirlwind's armour is the equivalent to that of a Rhino or Razorback, so it will suffer greatly when under
fire from heavy weapons. Keep the Whirlwind out of sight!
2. The Whirlwind's missiles can be selected at the time of firing, so always employ the best missile for the
target you're firing at.
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3. The Whirlwind can move at combat speed and fire its main weapon - always retreat from advancing enemy
if you have somewhere to retreat to!
4. Used in pairs or as part of a 3-strong compliment, Whirlwinds can decimate enemies with their massive
blasts and average killing power through sheer quantity alone while costing less than a full Tactical Squad
5. Consider your targets carefully and always chose a target that the Whirlwind can do the most damage to.
Try and avoid firing at AV14 vehicles or Terminator equivalent units

Because of the direct nature of the Whirlwind's missiles, I'm adding the following list as a rough guide to units
that the Whirlwind will do the most damage to.

Ideal Target Units


1.Space Marine Scouts and Scout Bikers plus LandSpeeders, Rhino, Razorback and Whirlwind (Yes, target
enemy Whirlwinds with your Whirlwind!)
2.Imperial Guard - Most infantry units such as Guardsmen, Ratlings, Heavy Weapons Teams and Conscripts
plus the Sentinel Walker.
3.Tau Etherials, Fire Warriors & Vespids plus the Piranha light transport
4.Tyranid Gargoyles, Biovors, Genestealers, Hormagaunts, Ripper Swarms and Termagaunts.
5.Eldar Rangers and Guardians plus the WarWalker and Vyper.
6.Dark Eldar Grotesque, Incubi, Wych and Warriors plus the Raider and Ravager vehicles.
7.Necron Scarab swarms

Note: Chaos and Chaos Daemons in particular are not listed here. This is because their units possess either
armour or invulnerable saves against which the Whirlwind's armour piercing power has no effect, or they are
simply too tough for the Whirlwind to consider an 'easy target'

Builds
Due to the very limited upgrade options for the Whirlwind, instead of listing potential unit builds, I will in stead
list the upgrade options and which upgrades are actually worth using.

Whirlwind Upgrades

Storm Bolter - This simple addition is quite cheap though it cannot be fired when the main weapon is
fired and honestly if something is within range of this weapon, moving away should be your first
priority.

Hunter-Killer Missile - A one-shot missile designed for anti-vehicle duty. Its long range make it useful
as a 'chance' weapon though luck has it that it'll rarely score any damage. It's a reasonable option but
will often go unused or will miss its mark.

Dozer Blades - A cheap upgrade if you plan on going through difficult terrain which you should never
do with the Whirlwind which generally makes it useless

Extra Armour - A good upgrade that allows the Whirlwind to keep moving if it's crew get stunned,
however if your Whirlwind is getting shot, something is seriously wrong!

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Conclusion

Whirlwinds are an odd option in the Space Marine arsenal. On paper the stats favour the Whirlwind when
facing lightly armoured enemies. The problem is that you'll often face the strongest, toughest and most well
protected units the enemy can throw at you, which makes the Whirlwind almost useless.

When used in a pair or even in a trio, Whirlwinds have the potential to decimate the enemy ranks providing
the missiles have the power to punch through their armour or ignore their cover.

As mentioned before, Novice Commanders will look upon the Whirlwind as an excellent tool of war for its
simplicity, ease of use and value on the battle field, especially when facing other Novice Commanders on the
battle field. In time, most will identify the failures in the Whirlwind and address it either through supporting
units or its replacement with something more powerful, such as the Vindicator.

Veteran Commanders will note the failings in the Whirlwind and address this in their battle plans, ensuring the
Whirlwind is kept out of harms reach and making use of the Whirlwind to bombard the enemy as they
approach waiting fire lines or as flanking units make their assault onto the enemy.

Ultimately it can be said that the Whirlwind has above average potential on the battlefield. It simply depends
upon the enemy that it will be shooting at as to its worth in the army.

Author: CleanRabbit

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2.5.4 Vindicators

“The Vindicator is a rhino based siege tank that boasts the most devastating weapon in the space marines
armoury – The demolisher cannon.” So, we have a big gun strapped to a rhino. How can that not be fun.

Pros
Ordnance blast at str 10 AP2
A direct hit will usually take out pretty much anything from LRs to whole terminator squads
Siege shield ensures it has no problems with terrain – it just goes through it
Cheaper than a decent dread
Fear factor – its very presence will force your opponent to consider his plans

Cons
Attracts as much attention as a LR but lacks the armour
Short range weapon
No secondary weapon so effectively useless after the first weapon destroyed result (unless you really like
stormbolters)
Vulnerable like most tanks to assault and even small arms fire to the rear
Small arc of fire to front only, which if immobilized can take it out the game

Overview
The Vindicator is a no nonsense tank that knows its role and does it well. It is not an obvious fluffy choice as far
as Raven Guard go, who usually avoid siege warfare and the direct nature of the Vindicator. But for the player
willing to side step a lil and look at the tank with a fresh perspective it opens up new tactical options that can
compliment a Raven Guard list.

The tank is very cheap but capable of massive amounts of damage when used right, you have to understand
that it has it’s drawbacks and be able to maximize it’s devastating potential.

Builds?
Options are thin on the ground; you get the big gun and a few bells and whistles.

One in particular is of interest – The siege shield. For 10pts this will allow you to pretty much never worry
about terrain. This is vital as the Vindicators short range often means it will be moving to obtain range and line
of sight. The slightly cheaper dozer blade is worth a look if points are tight.

Avoid HK missiles, 10pts is a waste for something that is one shot and could miss. The extra armour seems a bit
pricey, but can be valuable when the shots start coming your way (which by golly they will)

How many?
Some units just work better in numbers greater than 1. This is very true of the Vindicator. On its own it will
likely frustrate as your opponent will do his utmost to take the tank out quickly, and as it’s a rhino chassis he
will have a decent chance. Having one shot means a miss is more costly which can crank up the angst.

Take 2. They are cheap so it wont break the point bank, it will also give your opponent a bighead ache and
ensure that you get at least one pivotal shot off in the game. The kind of shot that wipes out his super unit and

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turns the game. On a good day both tanks will rack up a host of kills and cause general mayhem.

3 is verging on too much but many players do take the maximum 3. It is a fear inducing site and one only the
most skilled and prepared opponent will manage

Deployment
The tanks short range of 24” will mean it either has to deploy close or spend a turn moving and not firing. You
should be looking for cover in the centre of the board to maximize range and protection. If you have to move
then consider popping its smoke launchers. A good hit will ruin the tanks day as a weapon destroyed or
immobilized will effectively take it out the game. It’s small arc of fire is a weakness you must not let the enemy
take advantage off.

So deploy wisely, looking for ways to protect its vulnerable sides and rear. Have troops close in order to deter
any deep striking assault troops. Look to fire on your first turn, as your opponent will fire something at it in his.
The vindicator needs to dig in a lil, it needs something to cover its weak spots.

You can hide them for a different game, targeting a vacant objective maybe and inviting enemy troops to take
it before you yell ‘fire in the hole’. Or leave them as a constant threat that could appear at any time. But in
general you should be trying to get that big gun making noise every turn.

Targets
Well, there is very little a str 10 AP2 large blast wont damage. But you may well have limited time until the
tank is taken out by a determined opponent. With that in mind he may well hide his units, in fact that is a
favored anti-vindi trick to watch out for. This also gives the rest of your force time to breath, re-deploy or flush
them out. In short, your using the fear factor to your advantage.

Tanks, large masses of troops, MC’s or heavily armored elite choices make great targets. Remember that a
direct hit on a tank can shatter even the toughest of armor, as you roll 2D6 and pick the highest to add to 10.
Just be mindful of the short range and limited arc of fire.

In an age of cover saves be aware of this too. You want to make that AP 2 count so pick on units in the open or
maneuver to deny the cover save (his unit has to have at least 50% obscured to claim it for the squad)

The Fear factor


There is no doubt that it is a tank that cant be ignored, your opponent knows that a well placed shot could ruin
his day. He will either be hell bent on taking it/them out or hiding his forces until it is dealt with. Either way
you are having an effect on his thinking or strategy, which leaves you to work on yours.

A couple of Vindicators make great moving shields for assault troops or tacticals ready to take advantage of
cleared objectives, they also mean that heavy weapons fire will not be targeting your transports or support.
Use this time wisely and make it count.

Effects on your units


It may sound obvious, but do keep your other units out of its fire arc. It is a huge template that can scatter.
Don’t pie plate a unit that your assault troops are about to charge, if it scatters you don’t want it taking out
your guys. It needs to be up front making holes, not sniping at the back.

Don’t hug it with squads, as it will be coming under fire and if it blows up it could well take casualties from

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your squad. A scattered plasma template wont go down well with hiding tacs behind the tank.

Sergeant Chronus
For 70pts you can add Chronus to your Vindicator. His high BS will help the big gun hit home with even more
accuracy, which is important with a tank that has one gun. He also ignores crew shaken and stunned, which
again helps when the tank is a one trick pony that needs to be firing, also handy to avoid crippling assaults by
driving off when before you had no choice.

Still, 70pts is not exactly that cheap and if you do take two Vindicators then you start to rack up the points, but
worth considering.

Conclusion
The Vindicator is a great and cheap tank with a scary reputation. It is vulnerable and will attract a lot of fire
power from an opponent that is awake. But it is a true smile inducing tank that will cause your opponent many
tears and you much fun. Know its limitations, weakness and the importance of cover and clever deployment.
Try them in pairs, they just seem to work better that way. Don’t get troops in its way and do all you can to
protect them from nasty assaults. Enjoy!

Author: Levitas

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2.5.5 Landraider [all variants]

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2.5.6 Thunderfire Cannon

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2.5.7 Sergeant Chronus

Intro:
Sergeant Chronus is considered a powerful upgrade for the tanks of the Space Marine Armoury. His special
rules make him effective however his points cost is often far too high for a typical battle. Let’s look at what he
can do for us.

Chronus: Pro's and Cons


Pro's
-Ignore Shocked-
As long as the vehicle is not Exploded, Wrecked or Immobilised, it can move.

-Ignore Stunned-
As long as the vehicle is not Exploded, Wrecked or Weapon Destroyed, it can shoot.

-Increased Ballistic Skill-


As long as the vehicle can shoot, it can shoot better than without Chronus.

-Escape-
If/When the vehicle gets Wrecked or Exploded, Chronus has a chance of escaping and continuing as a single
infantry model.

Con's
-Cost-
70 points for 1 model is really steep however you look at it

-Target Priority-
With the enemy faced with the option of shooting a Predator, or shooting a Predator with Chronus inside, he'll
shoot Chronus every time.

Summary
Some of the pro's sound great, but really arn't all that.
For 15 points, extra armour can safeguard against Shocked results, effectively wasting one 'Pro' straight off.
Being able to shoot after a Stunned result is nice, I admit, but how often do damage results hit? How often do
your vehicles get stunned instead of Weapon Destroyed / Immobilised / Wrecked? And how often does it effect
your game if you can't shoot for one turn?

Shooting with higher Ballistic Skill sounds perfect, but exactly how good is it?
if you're not interested in math-hammer, scroll down now!
Single Weapon shot
BS4 = 66.7% chance to hit.
BS5 = 83.3% chance to hit.
Twin-Linked Weapon shot
BS4 = 88.9% chance to hit.
BS5 = 97.2% chance to hit.
Template
No difference what-so-ever!
blast / Ordnance
Reduction of 1inch scatter, basically. Technically negligible.
math-hammer over!

And finally, we should look at Chronus as an Infantry model.


On foot, Chronus is essentially a Space Marine Veteran with no bolter or second CCW. What he does bring to
the table is basically a single power fist hit, which can wreck a vehicle or tie up a small unit if you're really

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lucky. He does have the 'Independant Character' special rule once on foot, so you can attach him to another unit,
such as a Tactical Squad or TechMarine with Servitors.

Vehicles and Upgrades


Chronus can be used in the following vehicles :

Rhino Giving a stormbolter (or two) BS5 is an absolute waste. He costs more than this vehicle, so don’t put him
in it. The rhino should be moving fast and not shooting, wasting Chronus' expensive perks.

Razorback Upgrading those twin-linked heavy weapons is a waste too according to my Mathhammer, so don’t
put him in a Razorback! Again, this should be moving more than shooting anyway.

Predator A Predator does gain quite a lot from Chronus, but for the cost of Chronus, you could buy another
Predator - what's better, two Preds, or one Pred with BS5?

Land Raiders (all variants) LR's will benefit most from Chronus' ability to ignore crew damage results as a
higher number of damage results are glancing, and most glancing hits are crew damage results. LR's also gain a
lot more from the higher BS, however almost all LR weapons are twin-linked with the exception of Flamestorm
Cannons and Multimelta option, meaning the increase in To Hit chance is much lower.

Whirlwind The Whirlwind should be well out of sight, so should never have a need for ignoring crew damage
results as it shouldn't be getting shot! The decrease in scatter has a limited impact at best. It's best to avoid
putting Chronus in a Whirlwind.

Vindicator Vindicators gain a little more than Whirlwinds, as their short range put them in the firing line and
force them to be on the move, which can be influenced by Chronus. The increase in BS again gives limited
effects on scatter and the threat priority of a Vindicator with Chronus would see the enemy selling his granny to
destroy it. Not great for the survival of Chronus or the Vindicator!

Tactics & Deployment Overview


There really is little to say on the lines of Tactics, as he is a support unit that sits effectively invisible in a
vehicle of you’re choosing, which would follow its own tactics.
Deployment options are limited too, as the only way to bring Chronus on the battle field is inside a vehicle from
the start.
The only time Chronus can ever take to the battlefield on foot is after his vehicle has been destroyed, which is
never a good thing!

Handy Tips
The best vehicles for Chronus are a Predator, Vindicator or LandRaider (All varients).
Never forget the ability to ignore Crew Damage results!
BS5 is just as good as Twin-Linked!
Does not take a FOC slot.
Makes no difference to vehicles with Template weapons.
Chronus counts as an extra kill point, even when he dies trying to make his escape from a destroyed
vehicle!
Dont forget the Servo-Arm is an extra attack, resolved after his two standard attacks.
Chronus can be attached to another unit once on foot.
Attach to a TechMarine & Servitor squad to give an increase in the chance to repair vehicles

Builds and Mathhammer


Here are a few builds that help to demonstrate the effects Chronus has on the number of hits a vehicle will land
on average.

Build A. Dakka Pred

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Predator with HB Sponsons and AutoCannon turret, with Chronus
Cost = 155points
The Dakka Predator pumps out a tasteful 8 shots per turn. Making the most of those 8 shots can turn back
hordes!
Without Chronus - 66.7% of the attacks will hit - That equates to 5.3 hits per turn.
With Chronus - 83.3% of the attacks will hit - That equates to 6.66 hits per turn.
1.3 hits per turn sounds slim, but its almost 8 extra hits over the course of 6 turns! Not a bad return!

Build B. Tri-Las Pred


Predator with Lascannon Sponsons and Twin-Linked Las turret, with Chronus
Cost = 235points
The Tri-Las Predator is considered pure anti-vehicle excelence at a range second to none. Chronus can increase
the damage potential, but at a cost.
Without Chronus - 66.7% of sponson shots will hit, while a 88.9% chance the turret will hit - That equates to 2.2
hits per turn.
With Chronus - 83.3% of sponson shots will hit, while a 97.2% chance the turret will hit - That equates to 2.6
hits per turn.
0.4hits per turn works out to 2.4 extra hits over 6 turns - Is it really worth it?

Build C. Chronus Crusaider


LandRaider Crusaider, with Chronus.
Cost = 320points
The LRC is impressive by its self. It dishes out enough shots to level a small town - Add on Chronus and things
become interesting!
Without Chronus (in rapid fire range!) - 88.9% of all shots will hit - That equates to 14.2 hits per turn
With Chronus (in rapid fire range!) - 97.2% of all shots will hit - That equates to 15.55 hits per turn
With all those twin-linked weapons, Chronus grants another 8 hits over 6 turns on average - Identical to the
Dakka Predator, just at a much lower range for a much higher cost!

Admitted, this is all theory. In reality a hand full of 1's will prove wrong all the statistics in the world.

Conclusion

Ultimately, I must question the sheer cost of Chronus. Combine the costs of a Veteran Marine with (Vehicle)
Extra Armour, a Servo Arm and BS5 and as separate upgrades Chronus looks like a bargain, however he's still a
very expensive model that does little in most situations and if found on foot, will die quickly. If Chronus
increased the BS further (to BS6), or better, had a rule that allowed all units firing on a target designated by
Chronus to fire with BS5, then his cost would be justified. As it is, he's just an expensive Marine with limited
effectiveness.

He's ideal if you're running a very large army, where 70points is negligible for the increase in To-Hit potential
for a single vehicle, however in smaller games he simply looks better on paper than he performs on the battle
field.

Author: CleanRabbit

Special Credits: Jaspacation & Aldebarren (Inspiration for build options)


Mortemer (addressing points cost mis-calculations)
Mortemer & Barn (addressing ‘Independent Character’ special rule)

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3 DEPLOYMENT
3.1 DROP POD ASSAULT

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3.2 INFILTRATION

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3.3 ARMOURED DEPLOYMENT

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4 SPECIALIST
4.1 CHAOS SPACE MARINES

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4.2 DAEMONS

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4.3 DAEMONHUNTERS

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4.4 DARK ELDAR

Dark Eldar Archon/Dracon


First, the good news. With a toughness of 3 and a paltry armour save of 5+ that cannot be upgraded, a Dark
Eldar lord on foot is easily injured. Now for the bad news. With fleet of foot, a shadowfield and the abilities to
take a bodyguard and travel in a Raider, the lord can be extremely hard to target.

The Archon/Dracon has a limited choice of ranged weaponry and none that need be of any real concern to a
Marine. Their ability to deal damage revolves around close combat. An agoniser, or a punisher combined with
combat drugs will tear through power armour. A single lord can slaughter a squad of marines single-handed
and that's before you add in the damage that a squad of Incubi can do. The ability to use a Raider will allow the
Lord to attack at a time and place of their choosing.

A Dark Eldar player might think that giving their Lord a Raider and a bodyguard adds to their effectiveness. Let
them think that. It is our job to disabuse them of that notion. To us, the Raider and the bodyguard are
weaknesses just begging to be exploited.
If the Lord is mounted in a Raider, make it a priority to take it down. It only has an AV of 10 and takes a +1 on
damage rolls for being open-topped. Heavy bolters are a prime choice. Whirlwinds are great in this role (I
speak from experience), as are hvy bolter armed landspeeders, notably as they have the speed to keep up with
a Raider. Success will reduce the Lord's mobility significantly, but a good roll will also damage the bodyguard
and pin them.

The bodyguard as a weakness? Absolutely. If the bodyguard is made up of ordinary warriors, bolters will do the
job nicely. Mow them down with the contempt that Xenos deserve. Incubi are harder - you'll need weaponry
of AP3 or better (anyone else thinking Sternguard?), or multiple shots. Incubi, however, rob the Lord of fleet of
foot and thus give us more shooting time. Your aim should be to force as many as break checks as possible: if
they break when below 50%, brilliant - let them go and turn your attention to other targets. If they don't
break, just keep pouring the firepower on. The lord will fail that 2+ invul sooner or later - remember the 5th ed
wound allocation rules.

The final thought - avoid close combat if you can: a Dark Eldar can pretty much outfight any marine (higher
initiative, Str 5, 2+invul). Let your ranged weaponry do the talking. If you must fight in close combat, whittle
the Lord and their bodyguard down first.

Mandrakes
At first glance, the Mandrakes can seem extremely threatening. With their special deployment rules, the
controlling player does not reveal their exact location until the 3rd turn. Until then, they can not attack or be
attacked in any way. A canny player will use this ability to work their way into a threatening position. However,
my experience fighting Dark Eldar is, simply put, Mandrakes are as big a threat as you let them be.
Bearing that in mind, ignore the Mandrakes, and carry on with your battle plan. Don't be distracted.
With a splinter pistol and a combat weapon, their weaponry is not the most threatening about, and their
armour is nothing to write home about, although they do boast an enhanced cover save. Okay, they can
contest objectives, they can tie up troops in assault and threaten a firebase. As I've already said, ignore them
until they are revealed, then make them pay. They are an easy kill point.
Any weapon that ignores cover is a top choice for taking Mandrakes down. Flamers, a Whirlwind's incendiary
rounds, Sternguard ammo - you choose. Alternatively, take them down in hand to hand. Given average rolls, a

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squad of scouts can take Mandrakes down - mine have on several occasions. Assault troops, needless to say,
have an even better chance.

Top advice - treat them to a flamer or two. Alternatively, take them down in close combat. Given their low
strength and toughness, and armour save, a squad of scouts can kill them, given average rolls.

Author: Jedideinos

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4.5 ELDAR

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4.6 IMPERIAL GUARD

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4.7 NECRONS

[Entry Missing]

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4.8 ORKS

“We don’t fight fer food, or teef, or guns, or cos we’s told to fight. We fight cos we woz born to fight. And win”
Grukk, Ork boy

Okay folks here we go my first tactica. Feel free to add stuff and comment, a word of warning though, this
article won’t be able to cover every single tactic thought up by warlords and some of it can be found else
where on the web. It probably isn’t anything new to vets but in maybe useful to you all the same. Ok here
goes!

Warboss

He’s the biggest, meanest and greenest ork around, able to take mega armour or a bike. Usually found with a
body guard of nobs and equipped with a power klaw either on bikes, riding around in a trukk or battlewagon.
Either way you don’t want to be taking him on in close combat, so blast him to bits with heavy bolters or
plasma if he and his guard decide to wear mega armour. Or blow his transport up and make him walk!
He allows one mob of nobs to be a troops choice. (this caught me out first time I played against orks)

Big Mek

These are the guys that build or the trukks and things for the war boss and there are three types that are most
common. Shokk attack gun mek, kustom force field mek and general shooty mek.

The shokk attack gun mek will sit at the back of the horde, firing an ordnance template at whatever it wants,
hoping it gets a decent roll for strength (2d6).

The kff mek will either sit with at the back with some shoota boyz giving them a 5+ cover save or will jump into
a wagon with some boyz and obscure the wagon.

Shooty mek will attach himself to some boyz and give them a strength 8 plasma gun.

The sag mek is easiest to deal with as he has to remain static to fire, either give him a taste of his own
medicine or assault him and chop him to pieces. The other two are a bit trickier to deal with and will require
you to whittle down their bodyguards. Pie plates required!
All big meks allow one dreadnought to become a troops choice.

Weirdboy

These are the ork equivalent of Libby’s but cant cancel out opponents psychic powers and randomly generate
theirs on a d6. Plus points are that both ranged attacks make a mockery of power armour, he may give his
mates +1 attack, teleport them across the board or give you an extra waaagh!
Bad points this guy has a one in six chance of killing him self and those around him. Don’t usually see a lot of
them because their so unpredictable, which in turn makes him hard to counter.

Nobz

Luckily these guys only come in mobs of ten max, although they can have a pain boy (ork apothecary) to make

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them last even longer. Usually found with the war boss and either in a transport or on bikes. Do not try and
take them on in combat just deal with from a distance. Or alternatively cc terminators. They don’t like
terminators.

Mega nobz

Ork equivalent of termies. You don’t usually find many of these in armies as they’re expensive models, but can
be dealt with easily enough just pop their transport and make them walk! Alternatively use low ap weapons to
negate their armour.

Burna boyz

These guys are one of my favourite or units. 15 orks all with flamers or power weapons. Brilliant against
hordes or meq armies. Stay at range and cut them down with bolters.

Tankbusta

Kind of like burna boyz but instead of flamers they get rocket launchas! They can also have bomb squigs which
are just as likely to chase their own tanks, tankbusta bombs, which are just like krak bombs but roll 2d6 and
the tank hammer which is a s10 cc weapon. If they can see a tank they have to shoot it regardless of its in
range or not, so sit just outside of range and blast the to bits. Simples!

Lootas

Any one who says the ork shooting phase is obsolete has never come across these guys! Armed with deff guns
they will sit at 48” and just pummel you with s7 ap4 shots. Oh and they get d3 shots! Try and get the charge on
them as they cannot take a power klaw.

Kommandos

My absolutist favouritest unit in the codex! Infiltrate and move through cover make these guys perfect to work
with stormboyz as the first wave in my army. To deal with them use flamers to flush them out of cover then
rapid fire them to death. They do have the option to take boss Snikrot, the sneakiest ork around. If they
include him, they can stay in reserve and come on from any table edge. In cc he re rolls to hit and puts you at -
1 ld if you lose the combat.

Boyz

The most numerous unit in the army they will fall into two types of squad, slugga or shoota boyz. Slugga boyz
will usually be found in a trukk hurtling towards you as fast as they can ready to charge you while shoota boyz
will, surprise surprise, shoot you from afar. A sneaky tactic with shoota boyz is to sit at 18” and shoot you and
as with all ork shooting its quantity over quality. A full mob of 30 boyz will pump out 60 shots and then be able
to assault you. Yes I thought they were rapid fire the first time I played orks and yes I got beat! Easy way of
killing them, tank shock them into a huddle then pie plate them or alternatively tank shop redeemer or rhino
carrying a tac squad, then flame them!(Hats off to Earthen and Clean Rabbit for this!)

Slugga boyz are not to be underestimated. Each boy on the charge will be dishing out 4 attacks at strength and
ws 4 making them on par with marines. Luckily you’ll be going before them. Try to immobilise their transport

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and then take a few out with ranged attacks before charging them with dedicated cc units to finish them off.
Remember that mobs of boyz over 10 models strong count as fearless.

Gretchin

The little guys of the army are nearly always overlooked by opponents! They’re not really used other than to
hold your own objective or to used as a meat shield. The runt herds deserve a special mention because they
can be given items of war gear to reduce incoming attacks, make their attacks poisoned or allow the unit to
reroll ld tests at the expense of d3 grots making this unit very good at being a tar pit.

Stormboyz

Stormboyz are the shock troops of many successful warbands. Equipped with rokkit packs which allow them to
move as jump packers but with a extra d6 of movement. A full mob of these guys is extremely dangerous
especially if they able to dish out 80 attacks! As with other large ork units tank shock them into a nice group
them stick a whirlwind/vindi plate on them!
The mob can be upgraded to include Boss Zagstruck, a particularly nasty piece of work who gives the squad the
swoop attack which is basically heroic intervention and when he charges counts as having an I4 power klaw.

War buggies

Right. I don’t use these personally because in my opinion these are the worst of the fast attack choices for
orks. They’re a bit like land speeders, a nice fast weapon platform that gets shot to bits by bolter fire. If they’re
upgraded to skorchas they can be a threat but still fragile.

War bikes

I like these. An ork with a 4+ cover save, +1 toughness and twin linked dakkaguns (s5 ap5 assault 3) is not to be
underestimated. Usually used to harass troops and light vehicles I’ve used these to take out transports. If a hail
of shots into the rear armour doesn’t work, a nob with a power klaw will. Try to take them out with heavy
flamers or assault terminators so you can ignore their cover and armour save.

Deffkoptas

“Wot’s faster than a war buggy, more killy than a warbike and flies through da air like a bird? I got no bleedin’
idea, but I’m gonna find out.”
Kog da flymek, pioneer of the deffkopta

The majority of new ork players will include these in their army simply because they’re in black reach. They are
a very good unit for tying units up using they’re hit and run rule, or taking out transports if upgraded to twin
linked rokkit launchas. They are expensive and die quite easy too high s low ape or power weapons.

Battlewagon

These are quite hard to pin down because they’re so customisable (not sure if that’s a proper word!).
Generally they fall into two categories, shooty or non shooty. A shooty wagon will have as many guns as it can

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afford and will be used to try and pound everything that moves with heavy weapons fire. A non shooty wagon
will be cheap as chips and will be used for one sole purpose- to get a Warboss and a squad of nobs into
combat. After its dropped off its cargo it’ll drive around tank shocking, ramming vehicles and generally being
annoying. Try to get shots at the side and rear armour and take it down!

Deff dreads

Deff dreads are hard. Seriously hard. They can be upgraded into pure cc monsters which can deal out 6 attacks
on the charge. Ouch. Perfect for killing cc termies and other expensive units. Deal with from afar or if your
feeling brave, charge it with an ironclad for a battle royale!

Killa kans

Little deff dreads piloted by grots making them better shots but terrible in cc. Taken as a squadron they can be
handy for tying up expensive units. Deal with the same as they’re larger cousins.

Flashgitz

I haven’t seen many of these around as they’re ridiculously expensive! They have a maximum mob size of 10
making them small for an ork mob. Equipped with snazz guns(str 5 ap d6 assault 1) git findas (pre measure
range) and eavy armour these nobs can put down a decent amount of fire power before charging in. Their
weapons can be further upgraded to make them assault 2 strength 6 and give them -1 to ap. They can be
further upgraded to include kaptin badrukk who has sv3 and invulnerable sv 5 plus a nice gun called the ripper
which is basically an assault 3 plasma gun. To deal with flashgits either charge them with a dedicated cc squad
or use your heavy weapons on them. Bolters will eventually do the job but I find these guys to be perfect
marine killers.

Big gunz

The only decent option (imo) is the zzap gun and even that is unreliable like most ork weapons. Crewed by
grots so at least they’ll hit most of the time, but unfortunately they are a very static unit and static means
dead. Charge them with just about anything to get rid of them or blow em to pieces with bolter fire.

Looted wagon

Nice little runners these. Can be fielded in much the same way as a battlewagon but these have the option of
taking the boom gun making this vehicle very efficient at killing marines. If not equipped with the boom gun
they have a transport capacity of 12. It is quite lightly armoured but you’ll need something a little bigger than a
bolter to destroy it.

Well that’s it for units, I’m not going to go into special characters because 1 you only really see them in
apocalypse and 2 I think I’ve told you enough!

Ork tactics are usually quite straight forward and come down to one thing, shoot the fighty stuff and fight the
shooty stuff.

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Ork armies will use their fast units like trukk boyz, Kommandos and stormboyz to tie you up while the slower
units catch up and swamp your battle lines. The best way to beat orks is to use terrain to bottle neck them and
pie plate them while all the time manoeuvring yourself to avoid being charged. Orks struggle with av 14
vehicles so redeemers or crusaders are a good choice to take. Watch out for gun line orks. Very difficult to play
with and against, they will draw you into a battle of attrition that you will lose. Casualty removal is also
important. Try n deny them the charge by removing models closest to them. It’ll give you the chance to assault
them or rapid fire instead of the other way round.

Author: Mathias

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4.9 SPACE MARINES

Intro:
Brother Commander of the Raven Guard

There comes a time when our battle brothers become influenced by the powers of chaos. It is not rare that battle
brother fights battle brother in order to purge the ruinous powers from the galaxy, removing traitors before they
have a chance to harm the fragile balance that we seek to maintain. Unfortunately there is no greater loss to
our God Emperor’s beautiful Empire than when Space Marine fights Space Marine.

Commander, we need you to master the art of fighting your brothers should the ruinous powers ever hold sway
over them, either within our fine Chapter, or any other Space Marines Chapter in the galaxy. Within this
extended tome are details pertaining to the accurate methods on which to best fallen brothers based on
information gathered on our own chapter and historical records on other Chapters in the Imperium. This tome
has been written in piece by many Commanders before you, all of whom have added their own touch based on
their centuries of experience on the battle field.

I pray for you, Brother, such that you never need the wisdom contained within these works, but I know the
galaxy is a bitter place and I have seen the horrors that Human, Alien and Space Marine have unleashed
amongst the innocent and I know you will need the precious words in this tome before long.

Once you have read, understood and mastered these works, keep them safe, maintain them, add to them as you
see fit, then pass them on to another just as I have done for you.

Victorus Aut Mortis brother,

Ajaz Solari – Captain of the Raven Guard 2nd Company

Codex: Space Marines


When battle brothers renounce their oaths to our glorious Emperor, they should be met with purity and clarity.
Hesitating on the eve of battle will simply bolster their strengths! You know yourself and your allies well. You
know how to command your own troops to victory while minimizing their weaknesses. Now you must focus on
your own weaknesses in order to address those of your enemy because to see your own weaknesses is to see the
weaknesses in those traitors that dare raise arms against the Emperor!

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Fighting: HQ
You are already aware of the myriad of Headquarters staff that populates our fine Chapter. Brother Captains,
Chaplains and Librarians often take to the battle field, while our glorious Chapter Master oversees our every
action. These staff to name but a few are a key part to any Chapter of the Space Marines, and learning that the
skilled masters of our own Chapter are flawed by their very nature will aid you in combating those who turn
their back on the Emperor.
It is common to perceive any member of a Chapter’s Headquarters to be a high threat, and often this is
deserving, however they are often not the highest priority on the battle field, and should only be targeted by
units both capable of taking them out quickly and effectively.

Be cautious when Headquarters staff takes to the battlefield atop a Marine Bike or Jump Pack, as he can quickly
outflank your men before delivering a punishing blow against Marine and Vehicle alike!

Headquarters staff typically move along the battle field accompanied by other units of Marines. This affords
them greater protection against incomming fire while they inspire those around them to greater levels of fury
and zeal. It is only natural to have to cut your way through ranks of the enemy's finest Marines only to face the
Headquarters staff after all others have been slain. Of course, always shoot at the enemy should the chance
arrise, however unless your forces consist of expert marksmen that can target individual Marines in a unit, the
only other time your Marines will get a chance to directly target the Headquarters staff of the enemy is in close-
combat, and it is here that they generally excell.

Should the Headquarters staff of the enemy get too close for comfort, always deny them the glory of the charge
and strike first. Glory to those that best the enemies greatest!

Chapter Master
While our Chapter Master is by far the most skilled, intelligent and diverse brother in our Chapter, his primary
skills lay in close-combat, where no other can equal his finesse and expertise. He also has access to the most
diverse arsenal within his Chapter, and can call upon the most experienced warriors at his disposal.
Regardless of the fact that any Chapter Master should know better than to turn his back to the Emperor,
whatever weapons he brings to bare against his brothers or the armour that he wears in battle or the method that
he chooses for his attacks against us, he is susceptible to the high-strength ranged weapons that we rightly revere
in our own arsenal. Plasma, Melta and Lascannon are the downfall of any Chapter Master, with the latter two
being so potent they can vaporize a Marine in single beat of our twin-hearts! A stray Krak missile is also more
than capable of incapacitating any Chapter Master should it break his armour!

Should the worst ever happen, and the once great Master of any Chapter fall to the ruinous powers, meet him at
range with Plasma Cannon, Multi-Melta, LasCannon and Missile Launcher. His blessed Iron Halo will permit a
certain amount of protection, but it can only protect him for so long.
Only under the direst circumstances should your brothers meet him in hand-to-hand combat. When possible, our
entombed fallen brothers, the Dreadnoughts of our Chapter, should be used to lock the fallen Master in close
combat, and even then, pray that he is strong enough to stop him, and pray for the fallen Master, should he
realise the error of his ways before it is too late.

Honour Guard
Those once hero’s of the fallen Chapter, the Honour Guard, are formidable foes in close combat. Armed with
powerful melee weapons and the finest Power Armour, they are certainly difficult to best in close-combat. A
Dreadnought may be capable of slowing their advance, however I implore you to make use of Plasma and Melta
weapons whose searing power is capable of vaporising the armour that protects them. Should an Honour Guard
unit approach your marines, deny them the glory of the charge and charge them yourself! Your brothers may
just live long enough to take some of those traitors with them!
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Company Captains
No less a threat than a Chapter Master, a Company Captain is a master of many arts, especially in close-combat.
Able to draw on the same arsenal of his own Chapter Master, a Company Captain can take arms against us in a
wide variety of ways, yet he is still naturally susceptible to the same high-strength ranged firepower that his
Master fails against. Meet him with Plasma, Melta and Lascannon when possible, while favouring our revered
battle brothers, the Dreadnoughts, for tackling him in close-combat. Again, the Iron Halo of the Captain will
protect him from much of the damage, but it is not invincible and will falter through overwhelming fire.

Command Squads
Apothecaries are known for their blessings in battle and how capable they are at maintaining a Marines life, and
this brings many problems when fighting a Command Squad.
Command Squads are capable foes, able to take a variety of ranged and close-combat weapons to the field in
order to tackle their enemy in any manner they feel necessary.
Assess the enemy Command Squad. Observe what weapons they bare before you engage them. Should they
field close-combat weapons, meet them with Plasma and Melta fire! Should they field ranged weapons of any
kind, charge them with holy Power Weapons! The key to fighting a Command Squad is to strike with weapons
from which there is no recovery! Favour Power Weapons in close combat, while yield Plasma, Melta and
Lascannon from afar, as these will cause wounds too grievous for the fallen Apothecary to heal.

Librarians
Librarians are a fearsome foe. Their intelligence and cunning are matched only by the myriad of powers from
when they draw their strength. Never underestimate a Psycher, as they are powerful regardless of your thoughts
on them.
Librarians are capable of utilising up to two unique powers in battle, as the training and concentration required
for each power is so immense that to push them selves further would be their downfall. This affords us some
measure in which to deal a blow to the ruinous Psycher.
Meeting him in close combat is dangerous at best, as his skills with the archaic Force Weapon are great, but
without the protection afforded by an Iron Halo, he can be downed by a single Power Fist. Should the Librarian
bare Tactical Dreadnought Armour – Terminator Armour – then cleanse him from afar with Plasma and Melta
fire!
Always be vigilant when fighting a Librarian, as his Force Weapon can quickly engulf its target in other-worldly
flame and smite even the strongest of hero.

Chaplains
Brother Chaplains should know better than to follow the whispers of chaos, for their lives are devoted to
preaching the word of the Emperor, not turning against it!
These blasphemous whore-sons deserve purging for the crime of treason of the highest regard! Rape the fallen
Chaplain the blessing of his life and meet him with every weapon you have at your disposal.
Deny him the glory of the charge and make your assault against him, favouring Power Weapon artefacts in close
combat, or blessed Plasma at range. His once holy Rosarious shields him, but it will fail him for his crimes!
Should the Chaplain dare to don Terminator Armour, favour a ranged engagement and strike him with every
Bolter shot you can muster!

Masters of the Forge


It is no surprise that a Master Techmarine will follow his brothers down the path of ruination when he leads
such a sheltered life with the mindless drones and servitors of his Chapter. The relics he can bare in close
combat strike with deadly power, while at range the Conversion Beamer is by far the most powerful arcane
weapon a Chapter can bring to bare. He also wares sacred Artificer Armour, protecting him from all but the

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must punishing weapons.
Engage him in close combat, striking fast and in great numbers, as his most powerful combat skills are also the
slowest to strike. With enough attacks against his armour, he will fall before he has a chance to react.

Fighting: Elites
The elite of any Space Marines Chapter are to be feared. Able to yield the Chapter’s most devastating weapons
in greater numbers than that of the Headquarters staff, Elite units fight with the passion and zeal than outmatch
their peers.

Typically more able in close-combat than at range, Elite units should generally be fired upon from the safety of
cover, however if the situation calls for more immediate measures, striking fast from the shadows performs just
the same.

In all examples, close-combat with Elite units of Space Marines can often result in failure without the proper
support that other units of Space Marines can offer.

Elite units often favour arrival via Deep-Strike. Be aware of this and be ready to counter it. When a unit arrives
from Deep-Strike, ensure massed fire gives it little reprieve, as their arrival in such a manner will give them
little chance to duck for cover!

Terminators
Space Marines honoured enough to wear Tactical Dreadnought Armour – Terminator Armour – are often some
of the most grizzled veterans the Chapter can muster. Terminator Armour is rare and extremely expensive for a
Chapter to acquire, so its loss on the battle field is something many Chapters are not willing to risk, yet those
twisted by the ruinous powers often field what ever they consider the most powerful in order to achieve their
terrible goals, so always expect a unit of Terminators to take to the battle field when fighting Space Marines.

The exceptional protection offered by their armour is no match for holy Bolter fire. Indeed most Bolter rounds
may skim off the ceramite composite layers of their armour however believe in the Emperors guidance and
allow any unit to fire on the fallen Terminators.

Their Storm Bolters and Power Fists are powerful indeed, and the Heavy weapons they can bring to bare are
often fearsome; however they often number no more than five, so should fall quickly. Plasma and Melta fire will
almost certainly help against Terminators.
In close-combat, favour Power Weapons, as they cleave through the protection of the enemy with some ease.

Assault Terminators
Similar to regular Terminators, should a Terminator be considered ‘regular’, Assault Terminators yield close-
combat weapons, forsaking firepower for brute strength and protection from their twice-blessed Storm Shields
which grants them un-paralleled protection from even a mighty Demolisher Cannon!

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They are still, however, often found in numbers no greater than five and just as susceptible to a lucky Bolter
round as ‘regular’ Terminators. When wielding Storm Shields, do not waste precious Plasma fire on these
twisted Terminators, instead mock them for their petty reliance on protection and strike them with every Bolter
round you can muster.

Avoid close-combat with them where possible, especially against Terminators with Lightning Claws!

Sternguard Veterans
Sternguard Veterans are troublesome at best. The unique Bolter rounds that they share with our very own
Sternguard can fire great distances, ignore our armour or penetrate the cover we fire from. They cannot,
however, provide them with an edge over our faith in the Emperor and the blessings he affords us.

Meet them with Holy Bolter and Chainsword, afford them no mercy. Should one of your heavy weapons teams
struggle for a target, target these blasphemers and put them out of their misery! A good Plasma Cannon shot will
make short work of them all…

Dreadnoughts
By far the most troublesome Elite unit is the Venerable Dreadnought. Formerly blessed and revered for the
occupant’s efforts in service of the Emperor, a Venerable Dreadnought is skilled and armoured to such a degree
that destroying it is a strategic problem in its self. Bombard it with Melta fire, it will burn eventually. Assaulting
a Venerable Dreadnought is not a good idea until its weapons have been destroyed!

The increased protection of the Ironclad Dreadnought brings about a similar challenge, however the blessings
granted to the Venerable Dreadnought far exceed a simple increase in armour! Strike the Ironclad from afar with
Melta and Lascannon until it is turned inside out. Do not assault the Ironclad until it is immobilised or better,
with its weapons destroyed, and only then assault it with Melta bombs and Power Fists – Krak grenades are
useless against this behemoth!

Finally, the standard pattern Dreadnought. It is a monster in its own right with a wide variety of weaponry at its
disposal, yet not as well protected as the Ironclad, or as blessed as the Venerable. Krak missiles are effective at
dealing with Dreadnoughts, though Melta and Lascannon are far more promising.

Always be aware of any variant of Dreadnought’s ability to rout units in cover, and always anticipate their
arrival via drop-pod assault! Never be caught off guard and always be prepared to have the fallen Dreadnought
marked as a priority target!

Techmarines
These Mechanicus recluses are often considered to be little in threat, yet this is unfounded and wrong. The
ability for the Techmarine to reinforce the ruins that shield the enemy from our purity causes inconvenience, yet
the potential to deliver armour-shredding attacks from his Servo-arm or Harness causes much concern. Still, it
takes effort for the Techmarine to swing those servo-arms. Effort that grants us a moment to strike first!

A single Plasma round will toast a Techmarine with ease, however the use of holy Bolter and Chainsword will
cleanse this foe with little tenacity.

Servitors
The mindless constructs forged out of combining men and machines are of little concern. Their numbers are
small, their arms are weak! Meet them with Heavy Bolter, Heavy Flamer or Assault Cannon for a quick and

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easy kill!
In close combat, be mindful of their servo-arms, as they strike like a power fist!

Legion of the Damned


The chances of these deranged Marines showing up are so slim they hardly deserve note. Should they show their
traitorous faces and take arms against you, bother not with Plasma and Melta fire, for their armour is blessed by
the Chaos Gods themselves! Instead, fire every Bolter and pistol you can find, then throw stones and harsh
words should you run low on ammunition! They will then fall like any other traitor-Marine!

Fighting: Troops
The backbone of your army is its troops, and this extends to the enemy as well! See to it that their troops are
slain in good order and you will have little trouble with whatever else survives your righteous fury!

Tactical Marines are worrisome, as their skills and flexibility can match your own! Scouts, hidden well in cover
can also be cause for concern over a prolonged battle, however your own Marines will serve you and the
Emperor until the final breath escapes them. That is a power no traitor can claim!

Tactical Marines
Taught to be flexible, trained to fight as the battle permits, Tactical Marines are your greatest asset and biggest
concern. The myriad of ways they can be deployed, and the vast arsenal of weapons they can wield make them a
formidable foe.
Arm your Marines with Plasma and Melta weapons, honour your sergeants with Power Weapons and take the
fight to the enemy!
Stay mobile while fighting against Tactical Marines. Force them to come to you while you maintain rapid
Bolter-fire on their ranks. When they get too close, launch your own assault and meet them in glorious combat.
Be mindful of Power Fists, as they could land a devastating blow against your forces. They will fall and they
will die because their faith in damnation is their failing!

Scouts
The initiates of any Chapter are more skilled than any normal man, yet they lack the skills to compete toe-to-toe
with a Marine.
Rout Scouts from cover with Flamers then meet them in close-combat. Their basic armour is nothing compared
to a Heavy Flamer! The honourable Dreadnoughts of your own army make light work of Scouts!

Fighting: Transports

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Rhino
The steadfast Rhino, beloved APC of any Chapter. It is strong and sturdy, yet Bolter fire is stronger! Should any
unit consider coming to the field within the armoured walls of a Rhino, ensure your heavy weapons greet them
first! Force the enemy to walk to you by taking down their Rhinos early. Regardless of their contents, Rhinos
pose a serious threat to the balance of the battle, so deal with them swiftly.
Bolter fire to the rear armour is effective, however a single Krak missile or Lascannon shot as the battle begins
will stop a Rhino in its tracks, and with any luck, kill a few of its treasonous occupants as it explodes!

Razorback
This armed APC is more dangerous than the honourable Rhino. Should any traitor consider cowering within the
armoured might of a Razorback, give them the finish they deserve. Focus your Lascannons and Missiles on the
enemy Razorbacks and ensure they don’t get a chance to fire first! The limited room in a Razorback means only
the most revered Marines will be transported within its armoured confines so deny them its safety and make
them walk to you! Should you fail to take it down early, a simple Bolter round to the rear armour has a fair
chance at taking out the Razorback

Drop Pod
Drop Pods are a dangerous tool to both the enemy and the occupants. Their arrival on the eve of battle should
always be expected and anticipated.
There is no way to stop these high-speed transports from deploying their payload other than through the use of
the LandSpeeder Storm, as its Jamming Beacon will ensure the enemy deploy further away than the enemy
would want.
Allow them the moment to deploy, let them take arms against you. Regardless of what comes from the Drop
Pod Assault, they cannot make it into close-combat with your forces.
As soon as you can, unleash your firepower and engage the enemy in combat while they are still organising their
ranks! Should the armoured might of a Dreadnought appear through the smoke and rubble of the Drop Pod
Assault, dispatch it quickly with Melta fire to ensure it causes little trouble ever again!

Always be mindful of the weapons that a Drop Pod may have. The Deathwind Launcher is a very effective
weapon. Should it be causing problems, do not hesitate to fire on the Pod – it may explode and take a few of the
enemies with it!

Fighting: Fast Attack


The primary threat of Fast Attack units is that they can strike without warning and over great distances, leaving
you little time to counter their advances. They are generally devastating at the roles they are designed to fulfil,
and often more than capable of taking down units over twice their size or value. These are, of course, the reason
why you yourself will field Fast Attack units on the battle field, however learning the optimal way of countering
these units will make it easier for you to destroy them, while mastering the art of keeping your own units alive!

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Assault Marines
Assault Marines are highly mobile, offensive units, able to deliver devastating blows if left to reach your units.
Able to unleash up to three times as many attacks on the charge compared to a Tactical Marine, Assault Marines
are a big threat that need to be dealt with quickly.
Plasma works well, however any weapon is quite effective against Assault Marines. Should they get too close,
make sure you deny them the charge and launch your own – its better to match them than give them the
advantage!
Without a PowerFist in their ranks, an Assault Squad is little match for a Dreadnought too!

Vanguard Veteran Marines


Elite Assault Marines, Vanguard Veterans some of the best when it comes to close combat. Often equipped with
several Power Weapons and Plasma Pistols, you need to act quickly in order to bring these menaces down
without error. Their ‘Heroic Intervention’ can be troublesome too, so anticipate this from the enemy and be
ready to counter-charge should you need to.
They pack more of a punch than Assault Marines, but they are blessed with the same armour, making them just
as vulnerable to Plasma and massed Bolter fire.

Land Speeders
Land Speeders are fast moving reconnaissance vehicles, able to move great distances quickly then unleashing a
volley of fire before disappearing. Land Speeders are very weak, protected by hopes and dreams instead of steel
armour! Their weapons may be powerful, but they fall from the sky from so much as a stones throw!

Space Marine Bikes


Space Marine Bikes are as mobile as Assault Marines, yet better protected! If left to advance along a flank, they
could quickly overrun a position and begin a catastrophic retreat of your forces – and that isn’t acceptable!
Identify them early and be prepared to strike out at them with every weapon you can bring to bare on the fallen
Bikers. They are effective in close-combat too! So be careful in melee. Launch your own assault on them to
deny them the glory of the charge and send those traitors packing!

Attack Bikes
Attack Bikes are more powerful variants of the Space Marine Bike, with better ranged weapons and the same
potent kick in close-combat. They need to be dealt with quickly, thankfully their numbers are small so taking
them down should be far from difficult for a few Melta-shots.

Land Speeder Storm


This variant of Land Speeder is designed more to support a unit of Scouts than provide a stable fire-base. Just as
weak as a standard Land Speeder with reduced skills thanks to it being piloted by Scouts, they are hardly worth
your notice unless you plan on Deep-Striking near by.
If you see one heading towards your troops, dispatch it quickly and force its occupants to walk to you under
heavy fire!

Scout Bikes
Scout Bikes are very much the same as Space Marine Bikes, just worse! Take advantage of their lack of skills
and poor armour by toasting them with a Heavy Flamer, or filling them with holes from an Assault Cannon! Be
mindful of their ability to carry locator beacons which may be used to bring in reinforcements.
Expect these turncoats to strike early in the battle, but watch as your more experienced Marines rout them and
destroy them.

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Fighting: Heavy Support

Devastators
Devastator Marines are very much the long-range masters a Space Marine Chapter. Able to bring a variety of
weapons to bear on their enemies, there really is only one way to deal with Devastators, and that isn't in a fire
fight!
Advise your neophytes to infiltrate into a good position on the eve of battle and have them assault the
Devastators while the fight is young! If possible, strike with a unit of your finest Assault Marines, as they will
make short work of those big guns. Do not deploy a Dreadnought from a Drop Pod against a Devastator squad
unless you are certain it will out-gun them. A Tactical Unit being deployed via Drop Pod could however cut
them down with the holy Bolter!
Regardless of what weapons the enemy Devastator unit take to the field, close-combat is the fastest way to make
them pay for their treachery!

Thunderfire Cannons
These archaic weapons are the bane of those who fight against them. Their indirect fire makes dealing with them
a hassle, yet they are very much susceptible to small arms fire and close combat. The TechMarine that man's
this gun can be cut down by Bolter fire, or beaten down in close combat. Without the gunner, the gun is useless.
Try and avoid a frontal assault, instead, favour striking at long range with LasCannons, Snipers or Missile
Launchers, or assaulting from cover with Scouts or Assault Marines. Deploying a unit via Drop Pod against this
unit could also prove beneficial.

Land Raiders
There are many variants of Land Raider, yet they should all be dealt with in the same manner. The cleansing
power of Melta weapons are the only true way of taking down a Land Raider, and the weapon needs to strike
fast in order to keep it away from the rest of your army. A Multi-Melta equipped Dreadnought, arriving via
Drop Pod can make very short work of a Land Raider, as can Multi-Melta equipped Attack Bikes or Land
Speeders. If you cannot field Multi-Meltas, then LasCannons, Melta Bombs and holy Power Fists are your next
best options, thought assaulting a Land Raider Crusader should be your last resort!

Predators
The main armoured force of any Space Marine Chapter consists mostly of Predators. They are the unsung
heroes of every Chapter, able to lay down suppressive fire or rip apart armour in seconds. They have only one
weakness, and that is their rear armour. A unit of Tactical Marines or a Dreadnought deployed via Drop Pod
behind the enemy Predator can quickly turn the vehicle inside out. Melta, Multi-Melta, LasCannon and even
Plasma weapons can wreak havoc on a Predator. If the vehicle is too stubborn to die to weapons fire, assault the
vehicle with what ever you have at hand. Power fists, Krak Grenades, Melta Bombs, even sticks and stones will
make a dent against the rear armour of a Predator.

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Whirlwinds
Whirlwinds are an annoyance at best. Their indirect fire causes some minor complications, however if your men
get close enough, the vehicle simply cannot target them, and this is their biggest weakness. Get within assault
range and the vehicle is harmless to its attackers. Combined with Rhino-like armour, it should be simple to take
it down. If you manage to destroy its weapon, leave the beast to rot and focus on something that still has teeth.

Vindicators
Vindicators are exceptional weapons whose technology pre-dates the great crusades. The immense blast from
the Demolisher cannon is enough to vaporise any foe and destroy any armour. The unfortunate consequence for
this power is poor range, and this can work to your advantage.
A unit of Assault Marines or Bikers can move further and faster than a Vindicator, and the speed at which they
cover ground means they can be on-top of a Vindicator before it gets a chance to shoot.
If your LasCannons or Missile Launchers are without a target, allow them to unleash on the Vindicator from the
safety of range, favouring their side armour. If those weapons are busy with other targets, then quickly strike at
the Vindicator with Assault Marines and Bikers with holy Power Fists and the cleansing Melta Bomb and the
Vindicator will quickly turn inside-out!

Summary
As millennium after millennia of war continues across the galaxy, brother Space Marines continue to fall to the
ruinous powers, regardless of what awaits them in Chaos. When they do fall, they must be met with intelligence
and planning instead of reckless abandon!
Plasma and Melta weapons make easy work of traitors of all shapes and sizes however this is often not an
option. When short on Plasma weapons, the blessed Bolt Gun will continue to tare through their ranks with
ample frequency to ensure they receive the Emperors justice.
Each vehicle in a loyal Space Marine army is outfitted with purpose. By forcing those who have fallen from the
Emperors light to use their vehicles in a way that doesn’t fit their purpose is to beat them with tactic, not
strength. Often this means striking in a way that exaggerates their weaknesses while emphasizing your strengths.
Other times, it simply requires a little tactical planning in order to either avoid them or ensure they are met with
overwhelming fire power before they ever get a chance to strike.

The Emperor will guide you, brother. Do not sway from his teachings, do not renounce your beliefs and do not
give in to the temptation of the ruinous powers. Only with purity in your heart and clarity in your mind will you
defeat the foe!

Codex: Blood Angels

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Honourable Battle Brother,

I was stationed planet-side during the Third war of Armageddon with 5 whole companies of the Emperors
finest Marnies of the Raptors Chapter when I encountered the Blood Angels. Our deeds on Armageddon are
almost unheard of compared to the 100 or so Blood Angels and their proclaimed heroic deeds in which I feel
compelled to write this short addition where I mayI detail my experiences with these violent and uncontrollable
Marines.

The Blood Angels are twice cursed by their gene-seed heritage. Their strict doctrines are just an attempt to
control their curse, yet I have witnessed first hand the devastation caused by those that succumb to their
weaknesses. They are violent and bloodthirsty, and that is when they are in control of themselves! When they let
go of their inhibitions and morality, they become monsters, their blood-lust and thirst for violence exceeds many
traitors threefold and they will stop at nothing but death to quench that thirst.

Take heed of my words, brother, for should you fall upon the Blood Angels during their ritual massacre they
may just turn their eyes upon you...

Markos Santroy – Captain of the Raptors 6th Company

Dante
The Chapter Master of the Blood Angels and possibly the oldest living Space Marine in existence. With a host
of potent and blessed wargear, Dante is one very frightening foe on the battle field. Should he ever fall to the
Red Thirst, do not attack him in close-combat, for to do that would be suicide! Instead, rely on ranged weapons
to stop him. Plasma and Melta fire will make short work of him once it gets passed his Iron Halo, though watch
out for his Perdition Pistol!
Dante always takes to the field wearing a Jump Pack, so you really need to focus on him early in order to
survive the encounter as he’ll be amongst your men very fast.

Mephiston
The most famous Psycher in existence, considered more powerful than Varro Tigurius in many respects.
Mephiston is a monster in Marine form!
Able to shrug off most damage, Mephiston is extremely tough to take down without Plasma and Melta weapons.
A Dreadnought with Close Combat weapons has a chance to kill him out right, though be warned – in close
combat Mephiston can unleash enough attacks to take down a 10-strong unit before they strike back!

Lemartes
Lemartes is considered a solid, stable Marine. As the most senior Chaplain in the Blood Angels Chapter, his
skills and knowledge are second only to the Chapter Master himself. Equipped with the Death Mask and a Jump
Pack, Lemartes can quickly bring death to any foe.
Because of the dangerous nature of this Chaplain, it is often advisable to take him down early at range, better to
have him killed early than risk facing him in close-combat later in the battle. Be prepared to pour a fair amount
of firepower into Lemartes, failing that, assault him with a Dreadnought to keep him locked in combat for a long
time.
Lemartes often accompanies his Death Company into battle. When he does, take him down as quickly as
possible.

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Corbulo
Corbulo is an exceptionally skilled Apothecary, able to heal wounds in battle, while boosting nearby marines
with the effects of the Red Grail which he carries.
Corbulo is a capable combatant however his skills lay in enhancing nearby Marines. Take him down quickly if
you want to fight at close range, or generally ignore him, focusing on the units he will always keep close to him.
The Red Grail provides invulnerability from Plasma and Melta weapons so do not waste them on him. Instead,
favour your honoured Bolter and drive him back!

Tycho
Tycho is a half-crazed Marine whose disfigurement has driven him over the edge far too often. If this man is
even alive, do not fear him, for most of the time he believes he is fighting Orks! Instead, strike at him quickly in
overwhelming numbers, or unleash volleys of Plasma fire on him until he learns the error of his ways.

Honour Guard
The Blood Angels Honour Guard have a variety of unique abilities at their disposal, each of which dilutes the
potential abilities they share in close-combat. Avoid striking them in close-combat when they are accompanied
by their Chapter Master or others of his stature, as the combined blessings of their wargear and skills will cause
problems, even for the most hardy of Marines! Instead, pound them with Bolter, Plasma and Melta fire at range
until they are little more than dirt and ash.
Should they risk being unaccompanied, a single unit of Assault Marines will make quick work of them
providing they make the charge!

Furioso Dreadnought
Similar in stature and design to the Ironclad Dreadnought, just without the added armour protection, the Furioso
Dreadnought is a very capable close-combat behemoth that should be struck by Melta fire at a suitable range for
the majority of the engagement. Only when one or two of its close-combat weapons have been destroyed should
you consider assaulting it!

Veteran Assault Marines


Veteran Assault Marines are very similar to Vanguard Veteran Marines, in that they move with the same speed
and strike with the same power. They also have access to a similar arsenal of weapons, so be cautious of their
approach on the battle field. They are gifted with Power Armour, and so will fall just like any other traitor-
Marine when fired upon with Plasma weapons!

Scouts
Blood Angel Scouts are a rare sight. The mutation in the gene-seed causes them to take extreme lengths when
raising a neophyte, and these measures produce Scouts of finer skill than those of other Chapters. They lack
protection however, and so will fall to a well placed Heavy Flamer. Engage in close combat if you wish,
however they will fight with the same zeal and finesse as any Marine!

Assault Marines
Blood Angels have a burning desire for combat that boarders on reckless stupidity but it means they excel in
assault, and so they often field far more Assault Marines than would normally be reasonable in a Space Marine
army. Be prepared to face as many as 102 Marines equipped with Jump Packs in large engagements!

Against massed Assault Marines, form a static gun-line and prepare to fire every weapon available in an attempt
to reduce their numbers before they reach your lines, because when they do reach you – and they will – you
want every chance you can get.

Our fallen brethren, the Dreadnoughts, excel at tying down large units of Assault Marines. The difficulty of
landing a Melta Bomb on the armour of a Dreadnought enhances its survivability against large units of Assault
Marines who will undoubtedly struggle against its might. Should your ranks be blessed by a Venerable
Dreadnought, the added blessings and increased skill will only make it more difficult for the enemy.

Baal Predator

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This divergence from the standard pattern Predator is concerning at best. Designed more to deal with massed
hordes of Orks than the steel resolve of Space Marines, it posses a moderate threat. A well placed missile will
bring it down to earth with a timely explosion. Aim for the Side or Rear armour for maximum penetration!

Death Company
The black-painted Marines of the Death Company are a frightening visage. They ignore wounds that would
normally kill a man three times over while advancing onto their enemies in a psychotic state, ready to rend limb
from limb.
Do your best to bring these psychos down early with a few Plasma Cannon blasts however do not fear them, for
they will die. A Dreadnought will help in slowing them down. If you manage to kill the Chaplain that guides
them into battle, you can amuse yourself by instructing a unit of scouts to run around the battle field and watch
the Death Company chase them like a dog would chase its master!

Codex: Space Wolves

Code:
>>Article Removed at the behest of High Lord Peneus, Castellan of Cortiz-Pol, 6th Company Captain of the
Revilers.<<

Codex: Black Templars

Brother, Friend,

Through a twist in fate, my Company received a distress call from a planet under siege on the edge of our
controlled space. When we arrived to investigate the problem, battle brothers from the Black Templars Chapter
were already at the scene and had all but neutralized the threat. We assisted in the cleanup missions and spent a
short time in the company of the Black Templars.

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They were hospitable and honourable, yet they kept us distant from their workings. On the eve of our
departure from the system, I was allowed to dine with the High Marshall himself. The imposing man was as to
be expected of a man of his stature, yet he enlightened me on some of the basics that form the Black Templars
chapter.

Combined with my knowledge of fighting traitors and heretics, the following writings are aimed at helping a
loyal Space Marine Commander at defending himself from the Black Templars should negotiations fail. I highly
doubt these cautious and careful Marines would resort to outright assault on loyalist forces, but if they get a
smell under their nose, they often don't stop until they reach the conclusion they want regardless of who is in
their way.

May the Emperor Bless and Guide you in defence of His Empire,

Captain Benedict | Black Guard 1st Company

Vows
The Black Templars are loyal believers in the Emperor, and often fall to vows and prayer before battle, begging
the Emperor for aid in their battles. These vows were on clear display in the Halls of the Honoured when I
dinned with the High Marshal and though cryptic, their meaning is obvious to a clear mind. There are but four
vows which the Emperors Champion will lead the army through prior to battle, and they each are designed to
confer different effects on those that swear by it.

The first vow that I came to read was written to inspire the Black Templars to battle Psychers such as the
Librarians of a Chapter. This vow drives Marines faster to their target such that they can slay the Psycher all that
much sooner while providing all Marines slight resilience to the Psychers mental powers by mentally shielding
themselves. Counter this by instructing a unit of scouts inside a Land Speeder Storm to infiltrate to a tactically
useless position. The Black Templars in all their zeal will move to engage the Land Speeder's occupants, who at
the earliest moment should move as fast as possible to the main fighting force, leaving the Templars in a
position that gives you the advantage!

The next vow that came to my eye instructed the Black Templars to engage everyone in close combat! As
tactically unsound as it seems, this could be quite devastating! Counter this by ensuring the first unit the Black
Templars engages is a Dreadnought. This will cause them no end of problems while you prepare your own
forces for a counter-strike against them!

The third to my untrained eye appeared to command all Marines in the Black Templars army forsake the cover
of ruins and such on the battlefield and instead have faith in the Emperor for their protection. I would personally
die a thousand times over in the Emperors name should it please him, but I see little point in sacrificing the
protection of a fortified bunker for nought but a word! This vow is so ludicrous it requires no counter measure
be taken. Simply engage them as normal. I'll be stunned should this vow ever so much as save a single Marine's
life!

The fourth and final vow I came to read was the hardest to understand yet the simplest to read and as I went over
the words silently in my mind, I felt the affects of it slowly creeping into my body. I concluded that, when said
aloud, the vow binds the mind to a state that sacrifices agility for increased strength - strength born of muscle
and fibre being used in such a way it would all but tear its self apart for the sake of greater power. I can only
imagine that the greatest way to counter the bonuses gained by this prayer would simply be to avoid close-
combat with the Black Templars. The vow would therefore have no affect on your battle plans until the
inevitable happens.

High Marshal Helbrecht


The High Marshal is a cold and calculating man who will stop at nothing to accomplish his ‘Holy’ crusade. He
bears the finest armour the Chapter has to offer, and yields a weapon so powerful it is said to have been wielded
by each High Marshal for millennia! He strikes as hard as any other Chapter Master, while delivering more

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blows, yet with less skill, possibly due to the bionic implants that maintain his body.
Should the High Marshal take to the battlefield, treat him like any other Chapter Master and strike him with
Plasma, Melta and LasCannon weapons, or assign Dreadnoughts to tackle him in close-combat. Only face
Helbrecht in mêlée if you are certain you can outnumber him at least 3-to-1!

Chaplain Grimaldus
As Chaplains go, this Marine seriously does not know how to die. Having survived more near-death battles than
any other Marine in the Black Templars Chapter, Grimaldus will fight to the bitter end and then some. There are
two ways to deal with Grimaldus, shoot him until he finally accepts his fate, or ignore him. The latter often
providing enough time for your Marines to deal with the other threats on the battlefield.
Immense amounts of fire-power can be wasted trying to slow this unrelenting Chaplain, fire-power that is best
used against targets that will die.

If caught in mêlée, fear him like any other Chaplain. Lead the charge against him before he has a chance to spur
those around him into bloody fervour and even then he will refuse to die!

Commander
The Black Templars Crusade armies are lead by Marshals and Castellans - the Commanders of the army. They
are in every essence identical to the Captains of your very own chapter, with perhaps a little less finesse in
close-quarters fighting. They have access to the Crusade Armoury where many of the most potent relics of war
can be brought to bear. Due to the slight lack of skill, both Marshals and Castellans can be bested in mêlée
providing he is outnumbered and the proper weapons are used to strike him. Ranged weapons should still be
favoured, as a well placed Melta or Plasma shot can incapacitate the enemy Commander with ease.

The Emperor's Champion


The Emperors Champion is a very unique individual. I met him only once where he shared no more than two
words of conversation with me. I have however seen him in battle and it was awe-inspiring to say the least! He
wears armour so blessed and beautiful that it survives the most punishing fire-power with little effect on its
wearer. His words, when he chooses to speak, command such respect that whole armies will heed his words and
swear by his oaths.
On the battlefield, do not send the leaders of your army to face the Emperors Champion, as his skill with the
sacred 'Black Sword' is enough to match even the greatest Chapter Master. Instead, target him at range.
The Emperors Champion will naturally be accompanied by the largest squad of Neophytes and Initiates
available, so as to inspire the greatest quantity of Marines available while gaining the added protection from
weapons fire due to the Marines around him. Those that accompany him are devastating in close combat, so
always take down as many as possible at range before striking in close combat, and even then be cautious of the
sheer skill of the Emperors Champion!

Chaplain
Chaplains are always a concern, able to drive their battle brothers to unimaginable heights, yet none are more
zealous than the Chaplains of the Black Templars who, through litanies and prayers, drive those around him
them to greater deeds than others of their discipline, bringing their battle brothers to a fearless, awe-inspiring
level of ability! They should be dealt with in the same manner as any other Chaplain, however pay extra
attention when dispatching these masters of martial arts, as they may just surprise you with their deeds.

Command Squad / Terminator Command Squad


A Black Templars Command Squad is no less fearsome or deadly than that of any other Chapter. They are able
to carry the Chapter’s most sacred artefacts to battle while utilising a wide variety of wargear. They should be
dealt with in the same manner as any other Command Squad or Terminator Squad, by observing their wargear
and striking in a manner which overwhelms their weakness. It should be noted that these veterans are skilled
combatants and masters of special skills that can make dealing with them far more difficult. Be aware that they
could infiltrate into a tactical position well ahead of the battle!

Sword Brethren - Terminator Squad


Sword Brethren Terminators are very much identical to those found in other Chapters, however they are often
trained in a special tactic, such as Tank Hunting or increased ability when charging. They should, however, still

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be treat like typical Terminators, regardless of their wargear.

Sword Brethren Squad


Sword Brethren are diverse and well trained combatants, very similar to a Tactical Marine Squad in your own
Chapter, yet with the added bonus of wielding bolt-pistol and chainsword! Armed and armoured like a Tactical
Marine unit, a Sword Brethren Squad should be treat with the same diligence and ferocity in battle. Stay mobile
while fighting against Sword Brethren. Force them to come to you while you maintain rapid Bolter-fire on their
ranks. When they get too close, launch your own assault and meet them in glorious combat

Crusader Squad
The Crusader Squad is a conglomeration, formed by the merging of our Tactical Marines and Scouts - What the
Black Templars refer to as Initiates and Neophytes respectively. This results in a single unit up to 20strong, all
able and ready. Initiates are very much the same as a Tactical Marine in that they wear similar armour and wield
similar weapons, primarily the holy Boltgun, while the Neophytes are a more skilled and competent variant of
our Scouts. The increase in skills comes from their training that they receive while under the stewardship of an
Initiate. That one-on-one training really does work although it directly contravenes the Codex Astartes to which
we adhere.
To battle a Crusader squad, both ranged and close-quarters combat will be a struggle. You must simply out-gun
them or out-man them. Should a large Crusader Squad head your way, bring them down with rapid-firing
Bolters, Plasma, Melta and even Frag missiles. Throw as many Boltgun rounds at them as possible and force
them to rely on their armour and their mass to survive. Once they start to dwindle in size, strike with an assault
force or continue the fire-fight but do not let off the attack until every last one has fallen.

Drop Pod
The Black Templar Drop Pod is near identical to those used by other Chapters of the Space Marines, able to
carry their cargo into the heart of the battle where they can deliver a devastating blow to their enemies, yet there
is one small yet vital difference that must be noted. The standard targeting system used by the Black Templars
on their Drop Pods is different to that of the standard pattern. They make use of a more complex yet equally
effective guidance system which impacts the performance of the targeting systems - making it less accurate
when firing its mounted weapon. Although this is a small detail in a large canvas, it is in fact one extra bonus
available to you should you have to fight the Black Templars.

Codex: Dark Angels

Brother Commander,

I offer these writings in good will after encountering a large detachment of Dark Angels Space Marines in
405.M41. My Company and I were busy slaying the last remaining traitors on a backwater planet when the
Dark Angels arrived. Without warning and with full disregard for the safety of civilians, they opened fire on the
primary population centre, demolishing every last building from the sky before landing and assaulting the
remaining citizens there. There was no need for this reckless behaviours, the taint of chaos had not spread even
close to that population center and when ordered to answer for their misdeeds, they opened fire on us too.

I lost two full units to weapons fired by brother Marines, something that had to be paid for in blood. My forces

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killed every last Dark Angel in our path at the cost of almost half of my own forces. After the battle we searched
through each former battle brother and found no taint of chaos. When we finally secured their landing craft and
BattleBarge, my TechPriests uncovered masses of information relating to the mission in which the Dark Angels
forces were assigned. It appeared they were searching for someone with the authority to exterminate anyone
who got in their way, yet a cursory check later produced no further information on this missing person or why
they had such violent orders..

Amongst other informations the TechPriests found details on the composition and structure of the Dark
Angels. It is without doubt that these writings are of immeasurable value and should they fall into traitorous
hands, they may be the end of the Dark Angels. I may despise these secretive Marines, I may have had over
three dozen of them killed at my order, yet they are still battle brothers, loyal battle brothers, I hope...

>>Author's Name, Title and Chapter removed at his behest<<

Army Composition
The army I engaged was little more than a minor strike force consisting of less than fifty Marines, perhaps as
little as thirty. The army was a mixed composition of Tactical Marines, Scouts, Veterans and Assault Marines. It
is safe to assume these types of forces are common within the Dark Angels battle structure.
The informations we found after the battle suggest that two highly decorated heroes of the Dark Angels prefer
totally different tactics and a wholly unique battle structure. One favours Tactical Dreadnought armour to such
an extent that he would only fight along side Marines clad in similar armour while the other favours fast moving
units to such an extent that he would forego anything that was not in wheels or a land speeder!
These two unique battle structures have unique names too - Deathwing, being composed of Terminators, and
Ravenwing, being composed of Land Speeders and Bikes.

Amusingly it is the reliance on one particular aspect of the chapter that is the downfall to these leaders.
Deathwing, as tough as it is, cannot move nearly fast enough to continually engage long ranged fire-power,
while being susceptible to rapid hit-and-run strikes from Assault Marines and Bikers - on the other hand,
Ravenwing in all its glory, lacks the armour of a tank like a Predator. Every single bolter shell fired has a chance
at bringing down a Ravenwing Marine, regardless of how fast it is moving across the battlefield.

In all three cases, follow the normal procedure to deal with each unit and you cannot go far wrong.

Azrael
No concrete information could be found on Azrael other than he once travelled aboard the very BattleBarge we
captured and participated in the same training regimes as his Company Masters. One can only imagine the
masterful armour and beautiful weapons he would bear. I would not so much as guess at the power and skill in
this man, only that I would fight against him if I ever had to just like I would any other Chapter Master as noted
in these great works. I would also most certainly pray. Prayer might just tip the balance...

Belial
Belial, the Master of the Deathwing, is the noted commander so obsessed with the protection of Terminator
armour that it affects his better judgement. It is said he is clad in the grandest armour the Chapter can afford, yet
I envisage he is still little more than a Company Captain in Terminator armour and should be treated as so! Do
not waste too much fire-power on him however, simply strike him when the moment is right. He brings his own
Company Banner to the fight which he gifts to one Marine for the duration of the battle - I can only speculate
that this will drive those around to fight harder and with greater dedication.

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Sammael
Sammael, the Master of the Ravenwing, is the noted commander who favours fast moving attacks over all
others. He has his own specially crafted Jetbike as well as a blessed LandSpeeder that generates a powerful
defensive energy field around the front and side facings of the vehicle, essentially granting greater armour than
normal. He is still however a Company Captain. Because of the destructive potential of Sammael and his
methods of transportation, he should be dealt with fast and cleanly at great range before he gets too close for
comfort. There was also mention of the Ravenwing Company Banner in a manifest we found - I can only guess
that this Banner grants the same drive and determination as the Deathwing Banner.

Ezekiel
The Librarian Grand Master. His deeds and abilities are hushed whispers throughout the Psychers in many
Chapters, so much so when another Psycher witnesses him on the battlefield, they sometimes go to extreme
lengths to learn exactly what his psychic powers really do! Aside from rumer and suspicion, information on the
battlebarge relating to the Grand Master was scarce at best. It appears he would adhere to the same weapons
training regime as the Company Master would, while maintaining his own personal set of arms and armour that,
according to the texts we found, were of arcane beauty and crafted by the greatest artificers on the Chapter.
From the soles of his boots to the bolt pistol in his hand, nothing was untouched by the master artificer's skills it
seems. The relic 'Book of Salvation' was mentioned in an old manifest. One can only guess it would inspire
those near it to greater feats, but who knows.

Interrogator Chaplain
The Interrogator Chaplain that I encountered at the end of the battle for that backwater planet gave me insight
into their skills and mindset, while the information we recovered later highlighted the myriad of wargear options
he had at his disposal prior to his little campaign. It would not be wrong to assume that he is far more capable
than your very own Chaplains, being far more stubborn in the face of defeat while being capable of sustaining
more grevious injuries, possibly thanks to the blessings his armour affords him, or perhaps just from being too
stubborn to die. A LasCannon would make short work of him, through I anticipate an Interrogator Chaplain
would much prefer to fight with his fists, so give him a Dreadnought to fight with.

Company Master
Company Masters, regardless of their chapter of origin, are fierce opponents with all the cunning and strength of
your very self. I was thankful that we did not face a Company Master that fateful day, else we may have had a
tougher time - or we may not have been fired upon, who knows. What I do know of Company Masters in the
Dark Angels Chapter is what we found in the bowels of the computer systems on board the BattleBarge [Name
Deleted]. The informations we deciphered suggested that Company Masters travel with a wide variety of
wargear taken from the highest quality weapons and armour they can afford. We also found some weapons
training regimes that a Company Master of the Dark Angels would undertake while in transit between missions
and I was personally surprised at how relaxed it appeared to be. Perhaps Dark Angels do not want to profess
themselves masters in close combat?

Deathwing Terminator Squad


'Deathwing Terminators', according to the records we found, are exactly identical to our brothers in Tactical
Dreadnought armour with the same wargear and protection and should be dealt with in exactly the same manner
as any other Marine in Terminator armour. The only point to note - and this is the biggest concern I have with
the Dark Angels, is they have an entire company of 'Deathwing Terminators'! That is over 100 Marines, clad in
the greatest protection the Emperor can afford! The sheer potential of Terminators en mass would be devastating
to fight against regardless of who you are though I believe the tactics would stay the same. Favour plasma and
Melta weapons while firing every Boltgun available.

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Company Veterans Squad
It was my retinue and I who met the last of the Dark Angels in battle and without doubt they were more capable
and better equipped than the others we fought that day. So much so that I believe it was a unit of Company
Veterans accompanying a Interrogator Chaplain who led the entire assault on the planet. The Veterans were
without fear and fought well, causing eleven casualties within my ranks before all six of them fell to our swords.
From inspection of the records aboard the BattleBarge, these Veterans were granted a wide range of weapons
and war gear for the battle, including Plasma Guns, Missile Launchers, even Thunder Hammers and Storm
Shields! It can only be imagined that, had these Marines come better equipped, they may have wounded more
than just twice their number that day! When fighting these Marines, I found the teachings in this very Tactica
came to mind, specifically those detailing the method of dealing with Command Squads.

Scout Squad
My forces engaged several Scout units during the fire fight and it was brought to my attention that these
neophytes fought with the skill and determination of any one of my battle brothers, so much so that my own
contingency of Scouts were cut in half by no less than a single Dark Angels Scout unit! They may be equipped
and armoured as any other Scout, but their training methods produce Scouts of better skill, that is without doubt!

Ravenwing Attack Squadron


Records on board the BattleBarge [Name Deleted] indicate that a 'Ravenwing Attack Squadron' is a composition
of units formed from Marine Bikes, Attack Bikes and Land Speeders. This conglomeration of fast moving
vehicles is highly concerning, able to bring massive amounts of fire-power across the battlefield very very fast.
'Ravenwing Attack Squadrons' must be identified and dealt with as fast as possible as the potential in these units
is devastating. Unleash on them with every weapon available and deny them the charge as often as possible.
These units will be small in size - eight at the very most - so out-numbering them is far from difficult, you
simply need to kill them!

Ravenwing Support Squadron


According to the records found on-board the BattleBarge captured during the battle at [Location Deleted], the
Ravenwing Support Squadron is in all essence a standard Land Speeder unit, with identical vehicle composition
and weapons load-out. It can only be assumed that the Dark Angels train their Land Speeder pilots differently
however the effectiveness of this is unknown. I would advise any Commander fighting a 'Ravenwing Support
Squadron' to treat the squadron as a normal Land Speeder unit and engage with ranged weapons of every form.

Drop Pod
The Drop Pod used by the Dark Angels is identical in construction to your very own Drop Pods and used in
exactly the same manner. The one difference is in the targeting systems which are older and less efficient than
your own. This is possibly due to the age of their systems, or poor repair works, yet the targeting system is most
certainly less effective at shooting the built-in storm bolter.

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4.10 TAU

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4.11 TYRANIDS

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5 OVERALL TACTICS
5.1 RAVEN GUARD TACTICS & NINJUTSU – PART 1

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5.2 RAVEN GUARD TACTICS & NINJUTSU – PART 2

[Entry Missing]

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5.3 RAVEN GUARD TACTICS & NINJUTSU – PART 3

[Entry Missing]

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5.4 GENERIC BATTLE TACTICS

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5.5 ARMOURED ASSAULT BATTLE TACTICS

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5.6 ‘FOOT SLOGGERS’ BATTLE TACTICS

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5.7 BIKER BATTLE TACTICS

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5.8 TACTICAL FORMATIONS AND BATTLE TACTICS

Intro:
Commanders with little experience often find themselves out-manoeuvred, out-gunned
and out-matched by opponents that, with the right experience, could have been
decimated seven times over by the same fighting force. Mastering the art of Battle
Tactics and Formations comes with experience and guidance - it's not something that
comes naturally and is never something that should be ignored.

This tactica is designed to give a basic understanding into several key Battle Formations
and the tactics required to utilize them effectively.

Naturally, each army on the battle field is unique, as is each opponent you will ever
fight. The combination of the army and the opponent can drastically change the tactics
required to make use of any formation. Because of this, I will give a brief overview of
each Battle Formation including key features for each, while suggesting the most
suitable army composition for that formation and the enemy that the Battle Formation
works best against.

These Battle Formations are certainly not the 'only way'. Each battle is different and so
the formations and tactics should be changed to suite. What these Battle Formations
provide is a base point from which future experience can expand.

Formations and Tactics


Battle Formations have been a much studied art for millennia. Back, beyond the dark
ages into the early years of human civilisation when Warriors and Chieftains rallied their
men and ordered them in such a way that their strengths were exploited and their
weaknesses protected. Combined with Tactics designed to increase survivability and
potential damage output and a simple formation of men becomes a weapon against the
enemy in its own right and now, with the galaxy at war all around us, this matter more
than ever before.

Wall of Ultramar
Coined as the most defensive Battle Formation in the galaxy, it has hardly changed since
its first inception in times long before the Emperor. The Wall formation sees line after
line of fighting units stood shoulder to shoulder, ready for the incoming enemy forces.
They do not move, they do not falter, they stand their ground and slay all that dare
come against them!

Key Features
-Exceptional defensive capability
-Able to decimate ranks of enemies very fast
-Able to repel massed close-range assaults
-Ideal against Hordes
-Not Ideal against armies with greater firepower (Eldar / Tau / Traitor-Guard)
-Requires a large number of Marines to be most effective.
-Susceptible to large blast weapons
-Susceptible to Rear and Flank attacks
-Can be quickly overwhelmed by a wise opponent

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Sample Army
-Captain with Artificer Armour, Pair of Lightning Claws and Jump Pack
-Dreadnought with Assault Cannon, Close Combat Weapon with Heavy Flamer
-Dreadnought with Assault Cannon, Close Combat Weapon with Heavy Flamer
-10 Tactical Marines with Flamer and Missile Launcher plus Razorback
-10 Tactical Marines with Combi-Plasma, Plasma Gun and Plasma Cannon plus Razorback
-10 Tactical Marines with Combi-Melta, Melta gun and Multi-Melta plus Razorback
-10 Assault Marines with Two Flamers and Power Weapon
-Predator Destructor with Heavy Bolter Sponsons
-Predator Destructor with Heavy Bolter Sponsons

Description
This Battle Formation is designed as a pure 'stand and shoot' way of dealing with the
enemy, letting them come to you while you shoot at them. This tactic is great against
enemies that have limited shooting capabilities, like the dumb Orks or Tyranid
monstrosities. It also works very well against worshipers of Khorn, who generally forsake
ranged warfare in favour of getting their hands bloodied. This formation fails to Traitor
Guardsmen and Xenos who can call upon a lot of long-ranged firepower - against these
armies, another formation should be sought.

For this Formation to work, a few important rules should be observed.


1. Dreadnoughts function best when front and centre - they are the focus of enemy fire.
2. Armoured units should flank the formation, providing cover from flanking enemy units
3. Transports should be right behind ranged infantry for rapid emergency embarkment
4. Close-Combat infantry should be at the very front of the formation unless they are
fast-moving, to which they should be at the very rear of the formation. This way they
are the first units the enemy hit in close-combat.

By observing and maintaining these rules, the Wall Formation can be achieved in the
following way:-

Tactical Squads are split into combat squads with the Sergeant and Special Weapon
Marines together.
The combat squads under the command of the Sergeant will form the first line of the
formation.
The second line will consist of the Heavy Weapon combat squads and the two
Dreadnoughts.
The rear of the Formation will consist of the Razorbacks and Assault Marines.
The flanks of the Formation will be covered by the two Predators.

Tactics
The tactics are quite simple. Shoot first, ask questions later. Maintaining the Formation is
priority, as weaknesses can be exploited quickly if the enemy knows what he's looking
for.
The enemy will approach the formation in greater numbers. Shoot at everything,
prioritising units that could survive the onslaught, such as enemy Commanders, elite
troops and heavy armour.
As the enemy approach Rapid Fire range, move any Fast Attack units out, through the
formation and directly into the enemy. It is better to lock the enemy in combat infront of
your firing lines than to allow them to assault the line.
Should the enemy assault your firing lines, they will attack the front line first, and try to
push into the rear line. Utilise any Dreadnoughts by moving them forward to intercept
early and launch counter-assaults using Close-Combat orientated units. If required,
launch a counter-attack from the rear Firing line but ensure these units consolidate into
their origional formation after they have won the battle.

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Any Heavy Armour should engage priority targets without leaving the flanks when
possible.
Should the enemy assault your flanks, counter-charge with the rear firing line and any
Close-Combat orientated units within the vicinity.
If the enemy bring in heavy artillery, ensure all units are spaced out as much as possible
while maintaining coherency to better protect from large blasts.

Summary
The basic principle behind this Battle Formation is to keep shooting at all costs,
assaulting before they assault you and consolidating before they get a chance to
regroup. This formation has worked for millions of warriors for millennia and really excels
when used to defend vital objectives. There really is little that the enemy can do against
this battle formation other than advance behind cover for as long as possible, and even
then Frag missiles and Auto-Cannons will make short work of them.

If the enemy ever make it to your firing line, that is when things can start to go wrong.
You need to dispatch those in close combat fast, as time locked in combat is time not
spent shooting.

Laeran Flank
A Formation and tactic used by the Laeran race in response to Fulgrim's war on their star
system before the Heresy, consisted of ranks of warriors forming a V-shape on the
battlefield, their flanks protected by natural formations or fortifications, the purpose of
which was to lead the enemy into the formation and fire upon them form all sides. This
proved devastatingly effective against Fulgrim's forces when they were first ambushed
by units in this formation. Shortly after, he used the same tactic on the Laeran race to
greater effect, utilising precision artillery strikes inside the formation to pin the enemy
while they were fired upon by Marines from all sides. His failure to react to the formation
without terrible losses was all but ignored while his victory using the formation was
trumpeted as one of the greatest engagements his forces had with the Laeran race.

Key Features
-Excellent Defensive Formation
-Hard to counter
-Able to repel massed infantry
-Able to maintain effectiveness at half strength
-Ideal against Hordes and Traitors
-Not Ideal against armies with greater firepower (Eldar / Tau / Traitor-Guard)
-Highly Susceptible to Flank attacks when natural terrain/etc cannot protect the flanks
-Better for use against infantry-heavy armies.

Sample Army
-Master of the Forge with Conversion Beamer and Storm Bolter
-Dreadnought with Assault Cannon, Close Combat Weapon with Heavy Flamer
-Dreadnought with Assault Cannon, Close Combat Weapon with Heavy Flamer
-10 Tactical Marines with Combi-Flamer, Flamer and Missile Launcher
-10 Tactical Marines with Combi-Melta, Meltagun and Multi Melta
-10 Tactical Marines with Combi-Plasma, Plasma Gun and Plasma Cannon
-10 Tactical Marines with Combi-Plasma, Plasma Gun and Plasma Cannon
-7 Scouts with Snipers and Heavy Bolter
-Whirlwind
-Whirlwind
-Whirlwind

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Description
This Battle Formation is an alternative 'Stand and Shoot' formation that affords more
flexibility in deployment at the cost of protection. This tactic is great against enemies
that have limited shooting capabilities just like the Wall formation however it also works
great against Chaos, who favour rapid-fire ranged combat and mêlée.

For this Formation to work, a few important rules should be observed.


1. Dreadnoughts function best at the two 'peaks' of the Formation, being the first unit
the enemy would encounter and so the first unit the enemy would fire upon.
2. Armoured units should be positioned around the centre of each arm of the formation if
possible.
3. Try and maintain an equal balance of firepower on each arm of the formation if
possible.
4. Transports should be deployed between different infantry units if deployed at all.
5. Close-Combat infantry should be at the centre of the formation if deployed at all.
6. The maximum range between each arm should never exceed twice the range of a
Boltgun.

By observing and maintaining these rules, the following Formation can be achieved:-

Tactical squads are split into combat squads but the combat squads are kept close
together.
The left arm of the Formation consists of the following (From front to back)
--Dreadnought, Tactical Squad, Whirlwind, Tactical Squad
The right arm of the Formation consists of the following (From front to back)
--Dreadnought, Tactical Squad, Whirlwind, Tactical Squad
The very rear and centre of the formation consists of
--Master of the Forge with Conversion Beamer, Sniper Scout Squad, Whirlwind

Tactics
The Tactics for this formation are not as straight forward as the previous formation. The
enemy will approach and begin to assault the formation in one of two ways and you
must counter in the correct way. They will either split between each arm of the
formation, or focus on a single arm. Their other option is to stand and die, and they
rarely do that.

Should the enemy split their forces evenly to tackle each arm, simply instruct all units in
range to focus fire on the forces attacking the left arm. Those out of range should fire on
what ever they can. The right arm will take serious casualties, however the left arm will
be able to kill their attacking force early. Once complete, move on to the other attacking
force. Focusing fire in this manner will give the left arm a greater chance of success, and
after killing their forces, will give them plenty of time to shoot at the rest of the
attacking force as they sweep through the right arm and begin their move onto the left
arm.

Should the enemy focus entirely on a single arm, simply focus all firepower on that
attacking force. The arm under attack will sustain serious casualties, however it will
afford the other arm more time to fire on the enemy.

At all times, artillery should be used to maximum effect, bombarding massed infantry
and pinning them when possible, granting the arms of the formation more time to shoot
at the enemy.
Snipers should be used to maximum effect by shooting at the biggest threats on the

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battle field and pinning them when possible to afford more time for the arms to shoot.
If Transports are deployed, make use of Tank Shock and move them to block line-of-
sight when possible.
The enemy will assault at least one arm, so try and take them out with just the unit they
are engaging. When possible, break away from the attack and regroup then unleash
more firepower on the attacker.
The flanks of the Formation should be very much secure through natural terrain/etc,
however if the flanks cannot be secured, this Formation will not function well as it relies
on all enemy units entering an area where they can be fired on from all sides.

Summary
The basic principle behind this Battle Formation is to catch the enemy in crossfire. They
will make every attempt to assault either arm of the Formation, however continual
ranged fire will cut them down fast. Remember to focus on the attacker for just one arm
when possible, and maintain artillery barrages until the last traitor, xeno or witch is
dead.

The Krieg Bluff


Developed by the Krieg 83rd by Colonel Jurten himself, the Krieg Bluff was a crazy
tactic, used to route out rebels from the deep under-cities by giving them a target too
sweet to ignore, only to have a whole platoon waiting for them to come out of hiding.
Quickly adapted to meet Astartes criteria by the Iron Hands, the Krieg Bluff is a well
known manoeuvre for Tank Commanders and Captains, known for its brutal abilities and
tragic failures alike.

Key Features
-Excellent at leading the enemy into a false sense of security
-Average against most enemy types
-Risky and costly
-Has the potential to go horribly wrong.
-Needs carful precision planning and execution to work

Sample Army
-Librarian (Epistolary, Gate of Infinity, Avenger)
-10 Sternguard, 2 Heavy Flamers, 2 Combi-Meltas
-10 Scouts, Snipers, Camo-Cloaks, Heavy Bolter
-10 Tactical Marines, Power Fist, Meltagun, Multi-Melta, Rhino
-3 LandSpeeders, Multi-Melta and Heavy Flamer on each
-2 LandSpeeders
-Scout Bike Squad with Locator Beacon, Cluster Mines and Grenade Launchers
-Vindicator
-Vindicator

Description
This battle formation is difficult to achieve and can often backfire, however the rewards
can be massive.
The formation requires the use of a lure - something the enemy will want to hit first
through fear of it's potential and the delusion that they can destroy it with minimal
losses. As the enemy approach the lure, reinforcements prepare to strike and at the
moment the enemy make their assault on the lure, the trap is sprung and every unit of
reinforcements strikes simultaneously, ripping the enemy apart before moving on to
mopping up the survivors. The key here is to strike the enemy with every unit at the

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same time. Should units fail to strike at the right moment, the tactic fails and the
formation is lost.

This tactic is brilliant against inexperienced commanders and those too eager to attack
the enemy to study the battle field properly. Against experience commanders, they will
often be ready for the counter-assault and prepare for it, or simply strike at the lure
from long range, leaving the reinforcements with nothing to attack.

For this Formation to work, a few important rules should be observed.


1. The lure must be something the enemy can kill, and must be something the enemy
would want to kill. Landraiders are far too tough, while Scouts are far too weak. A
Vindicator is perfect, providing enough protection to be a problem, while being too much
of a threat to leave alone.
2. The rest of the army must either be fast moving, or in a transport.
3. If the unit is not in a transport, it should be in combat range from deployment - e.g.,
infiltrating scouts.
4. The army must strike as a whole on the moment the enemy strike the lure. Because
of this, Drop Pods and Deep-Striking is not advisable.
5. Artillery is not advisable unless being used to soften the enemy on their approach to
the lure.

By observing and maintaining these rules, the following Formation can be achieved:-

All squads are not split into combat squads.


--The Lure will be a single Vindicator, placed as far forward as the deployment zone will
allow, and kept in heavy cover to protect from ranged weapons.
--The Scouts will infiltrate and deploy in a position that affords direct line of sight to the
Lure.
--The Librarian will join the Sternguard squad and maintain 24inches of clearance from
the Lure where possible.
--The Tactical Squad will be deployed within their transport 18 to 24 inches away from
the Lure.
--The Scout bikers will be deployed 18 to 24 inches away from the Lure.
--The second Vindicator will be deployed 12 inches directly behind the Lure.
--The LandSpeeder squadrons will be deployed 18 to 24 inches away from the Lure.

The exact locations of each unit is not important, only their distance from the Lure
should be maintained.
After deployment, secure the terrain around the Lure by laying Cluster Mines. This will
add a little extra kick to the approaching enemy that they would not be expecting.

Tactics
The tactics for this formation are straightforward providing the enemy falls for the trap.
Because the enemy may be wise to this formation, the tactics here will be split into two
parts - Tactics for when the enemy fall for the trap, and tactics for when the enemy beat
the trap.

When the enemy fall for the trap, they will advance on the Lure with a sizable portion of
their forces in an attempt to destroy the Lure. Cunning commanders may send only one
unit to tackle the Lure, others may send their whole force. Regardless of the size of the
incoming enemy force, the tactics are still the same.
As the enemy approach the Lure, your forces should prepare for a rapid move towards
the Lure. All units should be embarked in transports where possible, long-range weapons

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should ensure clear line of sight to the target and fast moving units should find a clear
path with minimal terrain to cause problems. The Lure should have orders to fire at will
providing it maintains its position.
As soon as the enemy attack the Lure, the trap is sprung and every unit in the army
must immediately strike at the attacking force. Using the example army above, the
Scout Bikers should be the first to move forward. This will provide a stable 'deployment
zone' for the Librarian to Gate the Sternguard squad into rapid-fire range of the enemy.
The Vindicator should then move forward into a suitable firing position, closely followed
by the LandSpeeders and then the Tactical Squad, who should disembark as soon as
they are within firing range of the enemy.

It should take only a moment to cut down enough of the enemy to break them and force
them back. If successful, your forces should take minimal casualties while the enemy
attacking force is sent reeling. If the Lure survived the attack, then you truly are lucky.
Any remaining enemy forces on the battlefield should then be targeted and attacked
without restrain.

Should the enemy be wise to the formation and either destroy the Lure at long range
early in the battle, or simply avoid the Lure and fire at long range at everything else,
then things become a little more tricky.
If the Lure is still functioning after the battle has begun and it has become obvious that
the enemy will not take the bait, then the army must re-form and re-group while taking
minimal casualties.
The Lure, alive or otherwise, should be the 'rally point', where all other units move
towards with the intention of forming a spearhead from which further assaults will be
launched. All units should converge on the Lure's position. After all units are rallied,
armoured units should form the tip of the Spearhead. In the case of the sample army
listed above, the second Vindicator and Rhino should form the tip of the Spearhead.
Closely followed by fast-moving units and at on the rear of the formation should be any
unit that has no transport and would therefore be walking. In the case of the sample
army listed above, the Librarian and Sternguard would become the rear of the
spearhead.
Once formed, the Spearhead should move directly towards the bulk of the enemy,
opening fire on anything in range. Once close enough, unleash a devastating assault on
the enemy.

Due to the time required to reform and begin a new formation on the enemy, some
commanders prefer to fight the enemy in pieces. This has a limited effectiveness, and is
not recommended unless minimal losses are almost guaranteed.

Summary
The principle behind this battle formation is to lead the enemy in to a target area and
strike the area with every weapon you can muster at the same time. This is ideal for
destroying large groups of enemies while taking minimal casualties, however enemies
with some measure of intelligence may see the trap that awaits them and spring their
own on you as you regroup. By regrouping into one focused point, the enemy risks
taking massive losses in a counter-trap. If the enemy is smart enough to see your trap,
they'll be smart enough not to attack en masse as you regroup and afford you a brief
moment to rally your troops and start a fresh assault.

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Shadow Formation
Developed by the Raven Guard 3rd Company Captain, Kavyaan Shrike as the source of
his victories against the Orks, the Shadow Formation is a devastating formation and
tactic that takes the fight to the enemy when they least expect it and in such a way that
they are powerless to counter it.

Key Features
-Massively effective against all opponent types
-Very difficult to counter without serious losses
-Ideal for tactical commanders
-Difficult to maintain coherency
-Fighting power quickly diminishes
-Not entirely effective against Mechanised armies
-Quite risky

Sample Army
-Captain Kavyaan Shrike
-Dreadnought, Plasma Cannon, DCCW with Heavy Flamer, Drop Pod with Deathwind
Launcher
-10 Tactical Marines, Flamer, Missile Launcher, Power Weapon, Drop Pod with Deathwind
Launcher
-10 Tactical Marines, Meltagun, Multi-Melta, Power Fist, Drop pod with Deathwind
Launcher
-10 Scouts, Sniper Rifles, Heavy Bolter
-5 Scouts, Boltguns, Combi-Melta
-10 Assault Marines, 2x Flamers, Power Fist
-5 Scout Bikers, Astartes Launchers, Power Fist

Description
This battle formation focuses on bleeding-edge speed, with an effective 50 marines in
combat the moment the battle starts. This quantity of Marines is hard to ignore and very
hard to fight against.
Most commanders deploy their forces in a way that grants them the greatest edge over
their opponent’s deployment, however arriving through infiltration and DeepStrike
means enemy commanders have little to prepare against and will not know what has hit
them or where the hits are coming from until it’s too late.

There is only one rule that should be followed for this formation to achieve maximum
effectiveness.

A Key enemy unit must be assigned as a 'Target'.


The Target will be the focus for the entire army.
The Target should be something like an enemy commander, unit with high competitive
ability or a large horde of infantry.
Units such as LandRaiders, Monoliths and Monstrous Creatures do not make good
Targets.

However you deploy the rest of the army, they all must be within combat range as soon
as the battle begins.

Tactics
The tactics are simple and straight forward. After deployment, bring in all infiltrators and
as many Drop-Pods as possible right on top of the enemy and then open fire.
Using the above army list, a potential 50 Marines can be firing on the enemy from the

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start of the battle - that is a potential 80 bolter/bolt pistol shots, 3 Astartes Grenades, 3
Flamers and a MeltaGun plus the combat lead by Shrike and the Assault Marines -
enough to remove the target unit and potentially one or two more before the enemy has
a chance to react. This amount of destruction is not to be taken lightly, as it can ruin any
chance the enemy had of getting the upper hand.

Providing the right target is selected and it is annihilated in the initial attack, the enemy
will be sent reeling. The remainder of the battle should then be spent coordinating all
your forces into attacking the enemy one piece at a time, effectively walking through
their formation and destroying each unit in turn.

If the initial attack is successful, then there really is little the enemy can do other than
die.

In the slim chance that the enemy are prepared for your attack, again focusing all of
your fighting force into attacking each enemy unit in turn will give the enemy far too
much to fight at any given point on the battlefield, and will ultimately sign their death
sentence.

The only case in which this tactic will not work completely effectively is when he enemy
space their units out to such a degree that your forces are left in the open after
destroying a unit of the enemies army. In these cases, locate the key unit that the
enemy would want to survive the battle and attack it with the same coordinated power
as described before. In this case, the key unit is not something you want to kill, but
something the enemy wants to survive, which would often draw other enemy units close
enough for your forces to engage them after the initial attack

Summary
Favoured by Shadow Captain Shrike for its ability to overwhelm only a portion of the
enemy army in such a way that the rest of the army is left broken and defeated without
actually engaging them, the Shadow Formation draws on his experience and tactical
expertise in a way that mirrors the very essence of the Raven Guard - minimum
pressure creating maximum devastation.

By targeting and destroying a single key objective amongst the ranks of the enemy, your
forces can render the enemy immobile, leaderless or dead with the swiftest of strikes,
making the final moments of combat easy and straight forward.

Raven Guard Battle Formation by SyNidus


Designed by SyNidus as a template strike force, the Battle Formation is designed to
utilise Elite and Veteran units armed to the teeth in a surgically precise and tactically
flexible attack on enemy formations. Armed correctly, each unit in the army becomes
capable of tackling several target types while being deployed close enough to support
each other.

Key Features
-Small army size makes it easier to manage the army
-Flexible army composition provides greater potential
-Very fast paced army affords the enemy little time to recover
-Lacks armoured vehicles and transports
-Can be left stranded if poorly executed

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Sample Army
-Captain Kavyaan Shrike
-Ironclad Dreadnought with Heavy Flamer, Drop Pod
-10 Tactical Marines, Power Fist, Flamer, Plasma Cannon, Drop Pod
-10 Tactical Marines, Power Fist, Meltagun, Missile Launcher, Drop Pod
-10 Vanguard Veterans, Jump Packs, Sergeant with Thunder Hammer, 3 Storm Shields,
3 Power Weapons, 3 Lightning Claws
-2 Landspeeder Typhoons

Description
The army functions very much how a Raven Guard force making its first attack of a
campaign would function. Shrike infiltrates a unit of elite Vanguard veterans, equipped
with some of the best weapons of the Imperium, into an area on the battlefield that
would place them in striking range of the enemy. Landspeeder Typhoon's deploy with
clear line of sight to the enemy and the army prepares for the arrival of the Drop-Pods at
the start of the fight.

The main point to note with regards to the army and the tactics is that fewer marines
than normal will be fighting, however the Marines are far more flexible and very well
armed, making them a devastating fighting force against anything the enemies of the
Imperium could muster.

Flexibility is key to the tactics here, as each unit must be equally capable against all
manner of enemy units including Vehicles and Monstrous Creatures! By being correctly
equipped, each Marine can hold down far more than his fair share, and ultimately, the
combined might of the whole army will bring the enemy down fast and hard.

Tactics
The tactics behind this formation are not as straight forward as one would initially
believe. The Drop Pods may arrive in support of the Vanguard Veterans, however this
would provide too much pressure on a single point in the enemy's lines, and would leave
your forces open to counter-attack. Instead, the Drop Pods should arrive on the far side
of the enemy's formation, providing a solid firing point that drive's the enemy away and
into the incoming Vanguard Veterans.

The LandSpeeders also need continual line of sight to the majority of the enemy’s forces
so that they can continually pound the enemy with missiles and heavy bolter rounds.

After the initial attack, it is essential that the Vanguard continue fighting. If they are
caught in the open, they will be the centre of enemy attention, so make use of cover,
even by hiding behind the Tactical Marines, until they are capable of getting back into
combat with the enemy.

If the enemy attempt to flee the onslaught, move the LandSpeeders such that they
reduce the area that the enemy can run to and continue to bombard with frag missiles
and heavy bolters.

Summary
This formation requires a creative, open mind. There are more ways to use this army to
defeat opponents and the hammer and anvil are interchangeable, either the drop pods
will be the anvil and the vanguard will be the hammer or vice versa.

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The army, while tactically very flexible, still has a number of weaknesses. The main
weakness is fast armies, because they can circumvent the deployment advantage of
drop pods. When you drop pod near them they will move as fast as they can away from
you to engage you at a time and place of their choosing. In these situations, you have
two options:

1) You trap them in an area and engage them, pinning down a portion of their army and
make them sacrifice those units to save the rest of the army (by running), then you
advance on to them.
2) They fail to run, and become locked in a fight they cannot win.

They will either die where they stand, or run and die later.

Conclusion
The above Battle Formations and the Tactics required to employ them effectively are
ultimately guidelines - nothing more.

By sticking to the description and tactics for a particular formation, you begin to increase
the combat effectiveness of the army as a whole, however the combat effectiveness of
individual units remain limited by their abilities against the enemy army and your favour
with Lady Luck.

As you continue to command your army on the battle field and experiment with
Formations and Tactics, you will slowly change and adapt what's given to your here to
suite your own army and your own experiences against the enemies you encounter most
frequently until you have devised your own unique combat style. This is natural and
intended, so do not be afraid to experiment!

Ultimately, there is only one goal regardless of the army, formation or tactics employed -
the destruction of those that stand against the Emperor's golden light, so march your
men forward Commander, and prepare to do battle, for the fate of the Galaxy lays at
your feet!

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