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Games Workshop Warhammer 40k - Space Marine Techmarine Primaris

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For a large majority of Astartes Chapters, Techmarines are a valuable and irreplaceable resource, their ranks often barely numerous enough to ensure the correct workings of the Chapter's Armoury. It is thus an exceptional thing indeed for a Techmarine to take the Apocryphon Oath and serve a Vigil in the Deathwatch. Let us know in the comments of our Facebook Hobby Group, and make sure you enter the latest monthly giveaway for FREE today! Aggressor Squad • Desolation Squad • Devastator Squad • Hellblaster Squad • Eradicator Squad • Eliminator Squad • Infernus Squad • Centurion Devastator Squad Some are known to be capable of unleashing unprecedented levels of destruction, perhaps laying waste to entire cities in a single blast. Others are so poorly understood that their use would only be risked in the direst of circumstances, and it is the responsibility of the Deathwatch Techmarine to do so when called upon by his Watch Commander.

Rapid Assault. Units with this tactic don’t suffer the penalty from Advancing and shooting Assault weapons. This is a neat ability. It’s good in White Scars but there it’s paired with the insanely good Advance and charge – here in the Successors it’s a bit more whatever. B- The Techmarine lines up pretty well with all the special characters that came out in the past couple of years. Perfectly sized for the 40mm base. The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition: The new Masters of the Chapter, as per Warhammer Community. After a short controversy these points ended up being the correct ones. Chapter Master Commanding Oratory – 2CP –Use at the start of any phase other than your Command phase. One CHAPLAIN that has not recited a litany this turn can automatically recite one that hasn’t already been recited by a friendly model this turn. It does this automatically with no roll, and takes effect until the start of your next Command phase. A solid stratagem in its own right, and even better for a Wise Orator Master of Sanctity who can use it for 1CP. It’s not just great because you can auto-chant one, but also because it allows you huge flexibility in using Chaplain litanies in situations you simply couldn’t before. A

Master of the Forge

Every Space Marine Chapter sends a number of its warriors with a demonstrated affinity for the use and maintenance of technology to Mars where they are inducted into the Machine Cult by the Adeptus Mechanicus, a right granted by ancient pacts made by the Adeptus Astartes with the Tech-priests. The Master of the Forge is so skilled that he can tell what is wrong with a vehicle's Machine Spirit at but a glance. Keeper of his Chapter's most ancient and treasured arcane secrets, he is the only one with the required skills to rouse the most ancient Dreadnoughts from their slumber, or operate potent wargear whose origin predates that of his Chapter.

Duellists. When fighting in melee against INFANTRY or BIKER units, unmodified To Hit rolls of a 6 always hits and automatically scores a Wound. Can’t be combined with Whirlwind of Rage. Helps pretty much everything go through hordes more efficiently, but the limited scope of targets makes it a lot less appealing than Whirlwind of Rage. Would be more useful if there were more high toughness infantry out there to fight. C

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Purgatorus: A relic which can replace all the different kinds of bolt pistol. 3 shots at 18″, S5, AP-3, D2. GW are really, really trying with making relic guns worth taking, and if you really have nothing else you want to take, this goes on just about anyone. C Hungry for Battle. Units with this trait get +1 to their Advance and Charge rolls. Very useful, particularly if you are trying to make charges out of deep strike, where even a 1″ difference bumps your odds up to 42% before considering re-rolls. B Predator Destructor ( Predator Annihilator • Baal Predator) • Land Raider ( Land Raider Phobos • Land Raider Crusader • Land Raider Redeemer • Land Raider Achilles • Land Raider Prometheus • Land Raider Terminus Ultra • Land Raider Ares • Land Raider Excelsior • Land Raider Wrath of Mjalnar • Land Raider Angel Infernus • Land Raider Solemnus Aggressor • Land Raider Anvilarum) • Deimos Vindicator Laser Destroyer • Repulsor • Repulsor Executioner • Gladiator ( Gladiator Reaper • Gladiator Valiant • Gladiator Lancer) • Astraeus Not the most awe-inspiring stat line but for an 80pt character, it’s definitely not bad. On top of this reasonable stat line the Primaris Techmarine comes with 5 different weapons: Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

Many Chaos Obliterators are said to be the former Techmarines of the Traitor Legions. [5] Equipment Forged in Battle: Each time a unit shoots or fights, you can re-roll one wound roll, and opponents cannot re-roll wound rolls against you (as of the Balance Dataslate). A solid tactic still, making your weapons a little more reliable and your models a little tougher to dakka off the board. Note that in the list below we are usually going to skip the ‘ADEPTUS ASTARTES’ keyword unless it’s the only one the stratagem targets or it’s otherwise important. Just bear in mind that all of these are restricted to ADEPTUS ASTARTES units – you can’t use Steady Advance on a squad of allied Guardsmen or whatever. Also, you’ll probably notice that a lot of the letter grades here are hovering around in the Bs and As – that reflects some much better stratagem design, with a lot more stuff which is at least situationally useful or ‘if your plan needs it’ instead of there being a few good stratagems and then a lot of space-filler. Battle Tactic Stratagems Rapid Fire – 2CP –One INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD can fire again at the end of the Shooting phase (see Honour the Chapter, how hard was that??) Intercessors bring decent shooting and getting to double-shoot them is good for getting the most out of them. For 2CP you really want there to be a lot of them, though. BFor the base, consider using texture paints like Astrogranite Debris or Armageddon Dunes to create a realistic terrain effect. Apply the chosen texture paint evenly across the base and let it dry thoroughly. With the bottom being open, you could definitely magnetize the weapons. You would have to glue a piece of tin to the inside and then magnetize each weapon with a 3/16 magnet.

Chapter Master • Master of Sanctity • Chief Librarian • Master of the Apothecarion • Master of the Forge • Master ( Master of the Watch • Master of the Fleet • Master of the Arsenal • Master of the Marches • Master of the Rites • Master of Relics • Lord Executioner • Master of Recruits • Master of the Signal • Master of Reconnaissance) • Chapter Ancient ( Primaris Ancient) • Chapter Champion • Honour Guard The Librarius discipline gets some minor tweaks and one big power change. That big change is highly relevant to the discipline, though, and elevates it from middling to good. Such skills conspire to make the Master of the Forge something of an outcast in most Space Marine Chapters. Though he is always part of the Chapter Council, the Master of the Forge is an outsider to all save his subordinate Techmarines, whose company is shunned in all matters save those that pertain to his beloved mechanicals.Terror Troops – 2CP –Use in your Command phase. Select one REIVER unit, which until your next Command phase gains an aura which means that an enemy unit within 3″ loses Objective Secured or similar abilities, and additionally, until the end of the turn, when that REIVER unit makes a Normal Move, Advance move, or charge move within 3″ of an enemy unit that is performing an action, roll 2D6 – if you beat their Leadership, their action automatically fails. This is ok but probably not good enough to make Reivers worth taking – however, the Reiver Lieutenant also has the REIVER keyword and otherwise costs no more than a normal Primaris Lieutenant. Using him as a platform for this stuff is a great way to get the benefit without having to actually use Reivers. B Fury of the Ancients (Witchfire, WC 7). Select a visible enemy model within 12″ of the psyker and draw an imaginary straight line between the two, each unit under the line takes a mortal wound. No changes, still bad. D

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