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[[caption-width-right:350:Top: Rhino. Bottom: Land Raider
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!!!'''Bikers'''
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/ultrabiker.png]]
The Astartes deploy squads of bike mounted Marines for fast-attack operations, using speed, manoeuvrability and the element of surprise to engage enemy formations before withdrawing while foe is still reeling from their sudden assault. All Marines receive training in the use of the rugged and powerful Space Marine Bike during their time as a Scout and, even after becoming a full battle-brother, Assault Marines and the entirety of a Codex Chapter's 6th Reserve Company continue to train for mounted combat so that they can be fielded as Bike squads should the need arise. When a greater degree of firepower is required, Bike squads will often be accompanied by Attack Bikes, specially modified, two-person Bikes that mount a formidable heavy weapon in addition to the traditional twin bolters that all Space Marine Bikes are armed with.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/ultrabiker.png]]
The Astartes deploy squads of bike mounted Marines for fast-attack operations, using speed, manoeuvrability and the element of surprise to engage enemy formations before withdrawing while foe is still reeling from their sudden assault. All Marines receive training in the use of the rugged and powerful Space Marine Bike during their time as a Scout and, even after becoming a full battle-brother, Assault Marines and the entirety of a Codex Chapter's 6th Reserve Company continue to train for mounted combat so that they can be fielded as Bike squads should the need arise. When a greater degree of firepower is required, Bike squads will often be accompanied by Attack Bikes, specially modified, two-person Bikes that mount a formidable heavy weapon in addition to the traditional twin bolters that all Space Marine Bikes are armed with.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
The Astartes deploy squads of bike mounted Marines for fast-attack operations, using speed, manoeuvrability and
%%
->''"To fall upon the
-->--'''Watch Captain Corvean'''
Often forming the spearhead of an assault by Primaris Marines, Inceptors are drop troopers who specialise in rapidly deployment into the heart of an enemy formation before
Changed line(s) 491,496 (click to see context) from:
* BadassBiker: Space Marine Bikes are just as overbuilt and tough as their riders, described as navigating concrete walls by [[DynamicEntry crashing through them]].
* CarFu: Space Marine Bikers are known to use the speed, weight and momentum of their heavily reinforced mounts to pulp the flesh of their enemy when they assault their foe. In some editions this is represented by the Biker gaining a special attack on the turn that they charge.
* CoolSidecar: Attack Bikes are Space Marine Bikes fitted with a sturdy sidecar that sports a heavy weapon such as a heavy bolter or multi-melta, turning the Bike into a capable mobile weapons platform.
!!!'''Land Speeders'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wslandspeeder.png]]
* CarFu: Space Marine Bikers are known to use the speed, weight and momentum of their heavily reinforced mounts to pulp the flesh of their enemy when they assault their foe. In some editions this is represented by the Biker gaining a special attack on the turn that they charge.
* CoolSidecar: Attack Bikes are Space Marine Bikes fitted with a sturdy sidecar that sports a heavy weapon such as a heavy bolter or multi-melta, turning the Bike into a capable mobile weapons platform.
!!!'''Land Speeders'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wslandspeeder.png]]
to:
* BadassBiker: Space Marine Bikes are just as overbuilt GoombaStomp: Each Inceptor can potentially cause a Mortal Wound when charging, and tough as based on the extra shock-absorbers on their riders, described as navigating concrete walls by [[DynamicEntry crashing through them]].
* CarFu: Space Marine Bikers are known to useboots, lack of dedicated melee weapons, and the speed, weight and momentum of fact that the rule that gives them the ability is called [[MeaningfulName Crushing Charge]], they're pretty explicitly landing on their heavily reinforced mounts to pulp enemies.
* GunsAkimbo: Instead of theflesh SwordAndGun configuration of their enemy when they regular Assault Squads, Inceptors wield either paired assault bolters (a pistol-form variant of a heavy bolter) or paired Plasma Exterminators (a pistol-form variant of the Plasma Incinerator used by Hellblaster squads).
* HandCannon: Their assault bolters are larger than normal bolt pistols and are able to mount shields on theirfoe. In some editions muzzles. They also don't count as pistols in the game rules, and hit about as hard as a [[{{BFG}} Heavy Bolter]].
* MoreDakka: Each Inceptor is able to put out a punishing amount of firepower due to their paired weapons.
* RocketlessReentry: Inceptors are able to deploy directly to a planet's surface by performing a combat drop directly from an Astartes Strike Cruiser in low orbit, relying on their heavy armour and enhanced physics to survive the rigours of such a manoeuvre. In-game this is represented by theBiker gaining 'Meteoric Descent' ability that allows Inceptors to deploy during a movement phase in the same way as other units with special attack on the turn that they charge.
* CoolSidecar: Attack Bikes are Space Marine Bikes fitted with a sturdy sidecar that sports a heavy weapon such as a heavy bolter or multi-melta, turning the Bike into a capable mobile weapons platform.
!!!'''Land Speeders'''
deployment rules in 8th Edition.
!!!'''Reiver Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wslandspeeder.org/pmwiki/pub/images/reivers_1.png]]
* CarFu: Space Marine Bikers are known to use
* GunsAkimbo: Instead of the
* HandCannon: Their assault bolters are larger than normal bolt pistols and are able to mount shields on their
* MoreDakka: Each Inceptor is able to put out a punishing amount of firepower due to their paired weapons.
* RocketlessReentry: Inceptors are able to deploy directly to a planet's surface by performing a combat drop directly from an Astartes Strike Cruiser in low orbit, relying on their heavy armour and enhanced physics to survive the rigours of such a manoeuvre. In-game this is represented by the
* CoolSidecar: Attack Bikes are Space Marine Bikes fitted with a sturdy sidecar that sports a heavy weapon such as a heavy bolter or multi-melta, turning the Bike into a capable mobile weapons platform.
!!!'''Land Speeders'''
!!!'''Reiver Squads'''
[[quoteright:350:https://static.tvtropes.
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Fast and agile anti-grav vehicles, Land Speeders are able to fulfil a number of different battlefield roles, from armed reconnaissance to seek-and-destroy missions, depending on their configuration. All Astartes receive training in how to crew a Land Speeder, with the most talented battle-brothers able to perform spectacular, high-speed manoeuvres at dangerously low altitudes. There are a number of different Land Speeder patterns in use by the Chapters of the Adeptus Astartes, including the Land Speeder Storm light transport, the long-ranged Land Speeder Typhoon, and the more heavily armoured, single-seater Land Speeder Tempest.
to:
-->--'''Arnar''', Blackmanes Reiver
A Primaris close support unit, the Reivers are
Changed line(s) 501,506 (click to see context) from:
* FragileSpeedster: While the Land Speeder has the highest speed of any Astartes vehicle that isn't an aircraft they also have the lowest Toughness and Wounds characteristics of the Space Marine vehicle pool.
* HoverTank: Land Speeders are the most common form of armoured anti-grav vehicle utilised by the Chapters of the Adeptus Astartes. The grav-drives of a Land Speeder aren't powerful enough for high altitude operations but they are capable of lifting the vehicle over most terrain and obstacles while still retaining a high degree of manoeuvrability.
* TargetSpotter: Land Speeders often act as spotters for Whirlwinds and other artillery units, using their speed and manoeuvrability to scout out enemy positions before relaying their positions to their allies. During 7th Edition this was represented by the Suppression Force Formation that teamed a Land Speeder with a pair of Whirlwinds, while 8th Edition has the Datalink Telemetry Stratagem that increases the accuracy of Whirlwinds firing at targets visible to a nearby Land Speeder.
!!!'''Inceptor Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/inceptors.png]]
* HoverTank: Land Speeders are the most common form of armoured anti-grav vehicle utilised by the Chapters of the Adeptus Astartes. The grav-drives of a Land Speeder aren't powerful enough for high altitude operations but they are capable of lifting the vehicle over most terrain and obstacles while still retaining a high degree of manoeuvrability.
* TargetSpotter: Land Speeders often act as spotters for Whirlwinds and other artillery units, using their speed and manoeuvrability to scout out enemy positions before relaying their positions to their allies. During 7th Edition this was represented by the Suppression Force Formation that teamed a Land Speeder with a pair of Whirlwinds, while 8th Edition has the Datalink Telemetry Stratagem that increases the accuracy of Whirlwinds firing at targets visible to a nearby Land Speeder.
!!!'''Inceptor Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/inceptors.png]]
to:
* FragileSpeedster: While the Land Speeder has the highest speed DeviousDaggers: The Reivers specialize in psychological warfare and infiltration. One of any Astartes vehicle that isn't an aircraft their signature weapons is a large, viciously sharp combat knife. The Reivers use these knives to slice apart their opponents in vicious close assault and they also have are regularly depicted wielding them in a ReverseGrip.
%%* GoodCounterpart: Due to their menacing appearance, Shriek attacks and focus on terror and mayhem, Reivers could be considered thelowest Toughness and Wounds characteristics Loyalist version of the Space Marine vehicle pool.
Night Lords, and to a greater degree than the Raven Guard.
*HoverTank: Land Speeders GrapplingHookPistol: Reivers use grapnel launchers in order to scale buildings and ruins as part of their infiltrations. In the 8th Edition of the game, these launchers allow Reivers to ignore vertical distances when moving, something all other infantry models must factor into their movement.
* ScreamingWarrior: The Reiver's helmets incorporate vox amplifiers that greatly augment their roars and warcries to such an extent that even the most disciplined of troops are unnerved by their sudden assaults.
* SkullForAHead: To add to their sinister nature and increase the psychological impact of their assaults, the helmets of the Reiver's Mk. X armour are designed to resemble skulls.
* StealthExpert: Reivers use stealth and secrecy to infiltrate enemy lines and to maximise the shock of their sudden and extremely violent assaults, and are equipped with a number of specialist items to assist with this mission. Their Mark X Reiver armour is specially adapted for greater manoeuvrability and is equipped with silenced servo motors, and they are often deployed via silent grav-chutes rather than the more traditional but less subtle jump packs. Despite this specialty, the 8th Edition rules for Reivers [[GameplayAndStorySegregation lack the special infiltration deployment]] that other such stealth troops typically receive[[note]]they do receive the mid-game deployment rules to represent their grav-chute deployment however[[/note]].
* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscent of the traitorous VIII Legion, the Night Lords. The Night Lords' entire modus operandi is demoralization and infrastructure collapse through terror, brutality, rapid attacks and ambushes. Their jump packs also harken to the Night Lords' specialization in assault (later [[EvilCounterpart raptor]]) squads, and vox-amplified screams have long been the favored tool of all Night Lords at the start of battle. Aesthetically, skull-painted helms are one of the most commonform of armoured anti-grav vehicle utilised by the Chapters affectations of the Adeptus Astartes. The grav-drives eighth Legion even before the Horus Heresy, though the VIII will also use real flesh and bone when they can get some. That said, Primaris Reivers use terror and the element of a Land Speeder aren't powerful enough surprise simply for high altitude operations but the tactical advantage in battle, where the Night Lords delight in terror and use surprise to avoid the rigors and dangers of open combat. In fact, Night Lords will use psychological warfare, torture and attrition even if it is far quicker and much easier to defeat the enemy with force, and will never enter a fair fight unless it's completely unavoidable, as they are capable of lifting sadistic and (comparatively) cowardly. In short, the vehicle over most terrain Night Lords' genetic predisposition, Legion philosophy and obstacles while native culture all amount to a simple specialization of warfare for the Reivers, who are otherwise as noble and courageous as any loyalist Astartes.
* SwordAndGun: Technically, they're a knife-wielding unit, but it stillretaining a high degree of manoeuvrability.
* TargetSpotter: Land Speeders often actapplies as spotters for Whirlwinds they wield their knives in tandem with their [[HandCannon bolt pistols]]...though sometimes, they do come with power swords.
* TerrorHero: Reivers employ stealth, terror andother artillery units, extreme violence to shatter the morale of the foe, using equipment and tactics designed to maximise the psychological impact of their speed and manoeuvrability to scout out enemy positions before relaying their positions to their allies. During 7th Edition this was sudden assaults. This is represented by in the Suppression Force Formation that teamed a Land Speeder with a pair of Whirlwinds, while 8th Edition has of the Datalink Telemetry Stratagem that increases the accuracy of Whirlwinds firing at targets visible to a game by giving nearby Land Speeder.
!!!'''Inceptor Squads'''
enemy units a penalty to their [[MoraleMechanic Leadership value]].
!!!'''Incursors'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/inceptors.org/pmwiki/pub/images/incursors.png]]
%%* GoodCounterpart: Due to their menacing appearance, Shriek attacks and focus on terror and mayhem, Reivers could be considered the
*
* ScreamingWarrior: The Reiver's helmets incorporate vox amplifiers that greatly augment their roars and warcries to such an extent that even the most disciplined of troops are unnerved by their sudden assaults.
* SkullForAHead: To add to their sinister nature and increase the psychological impact of their assaults, the helmets of the Reiver's Mk. X armour are designed to resemble skulls.
* StealthExpert: Reivers use stealth and secrecy to infiltrate enemy lines and to maximise the shock of their sudden and extremely violent assaults, and are equipped with a number of specialist items to assist with this mission. Their Mark X Reiver armour is specially adapted for greater manoeuvrability and is equipped with silenced servo motors, and they are often deployed via silent grav-chutes rather than the more traditional but less subtle jump packs. Despite this specialty, the 8th Edition rules for Reivers [[GameplayAndStorySegregation lack the special infiltration deployment]] that other such stealth troops typically receive[[note]]they do receive the mid-game deployment rules to represent their grav-chute deployment however[[/note]].
* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscent of the traitorous VIII Legion, the Night Lords. The Night Lords' entire modus operandi is demoralization and infrastructure collapse through terror, brutality, rapid attacks and ambushes. Their jump packs also harken to the Night Lords' specialization in assault (later [[EvilCounterpart raptor]]) squads, and vox-amplified screams have long been the favored tool of all Night Lords at the start of battle. Aesthetically, skull-painted helms are one of the most common
* SwordAndGun: Technically, they're a knife-wielding unit, but it still
* TargetSpotter: Land Speeders often act
* TerrorHero: Reivers employ stealth, terror and
!!!'''Inceptor Squads'''
!!!'''Incursors'''
[[quoteright:350:https://static.tvtropes.
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->''"To fall upon the enemy with meteoric fury, death blazing from your clenched fists, armoured body impervious to shot and blade, and to tear the heart from the foe – that is the way of the Inceptor, and it is a doctrine that has seen the foul xenos defeated time and time again."''
-->--'''Watch Captain Corvean'''
Often forming the spearhead of an assault by Primaris Marines, Inceptors are drop troopers who specialise in rapidly deployment into the heart of an enemy formation before unleashing punishing fire at near point-blank range. The speed and shock of their assaults leave their foes reeling and easy prey for a follow-up attack by their battle-brothers.
-->--'''Watch Captain Corvean'''
Often forming the spearhead of an assault by Primaris Marines, Inceptors are drop troopers who specialise in rapidly deployment into the heart of an enemy formation before unleashing punishing fire at near point-blank range. The speed and shock of their assaults leave their foes reeling and easy prey for a follow-up attack by their battle-brothers.
to:
-->--'''Watch Captain Corvean'''
Often forming the spearhead of an assault by
Changed line(s) 514,521 (click to see context) from:
* GoombaStomp: Each Inceptor can potentially cause a Mortal Wound when charging, and based on the extra shock-absorbers on their boots, lack of dedicated melee weapons, and the fact that the rule that gives them the ability is called [[MeaningfulName Crushing Charge]], they're pretty explicitly landing on their enemies.
* GunsAkimbo: Instead of the SwordAndGun configuration of regular Assault Squads, Inceptors wield either paired assault bolters (a pistol-form variant of a heavy bolter) or paired Plasma Exterminators (a pistol-form variant of the Plasma Incinerator used by Hellblaster squads).
* HandCannon: Their assault bolters are larger than normal bolt pistols and are able to mount shields on their muzzles. They also don't count as pistols in the game rules, and hit about as hard as a [[{{BFG}} Heavy Bolter]].
* MoreDakka: Each Inceptor is able to put out a punishing amount of firepower due to their paired weapons.
* RocketlessReentry: Inceptors are able to deploy directly to a planet's surface by performing a combat drop directly from an Astartes Strike Cruiser in low orbit, relying on their heavy armour and enhanced physics to survive the rigours of such a manoeuvre. In-game this is represented by the 'Meteoric Descent' ability that allows Inceptors to deploy during a movement phase in the same way as other units with special deployment rules in 8th Edition.
!!!'''Reiver Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/reivers_1.png]]
* GunsAkimbo: Instead of the SwordAndGun configuration of regular Assault Squads, Inceptors wield either paired assault bolters (a pistol-form variant of a heavy bolter) or paired Plasma Exterminators (a pistol-form variant of the Plasma Incinerator used by Hellblaster squads).
* HandCannon: Their assault bolters are larger than normal bolt pistols and are able to mount shields on their muzzles. They also don't count as pistols in the game rules, and hit about as hard as a [[{{BFG}} Heavy Bolter]].
* MoreDakka: Each Inceptor is able to put out a punishing amount of firepower due to their paired weapons.
* RocketlessReentry: Inceptors are able to deploy directly to a planet's surface by performing a combat drop directly from an Astartes Strike Cruiser in low orbit, relying on their heavy armour and enhanced physics to survive the rigours of such a manoeuvre. In-game this is represented by the 'Meteoric Descent' ability that allows Inceptors to deploy during a movement phase in the same way as other units with special deployment rules in 8th Edition.
!!!'''Reiver Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/reivers_1.png]]
to:
* GoombaStomp: Each Inceptor can potentially cause a Mortal Wound when charging, and based on the extra shock-absorbers on their boots, lack of dedicated melee weapons, and the fact that the rule that gives them the ability is called [[MeaningfulName Crushing Charge]], they're pretty explicitly landing on their enemies.
* GunsAkimbo: Instead of the SwordAndGun configuration of regular Assault Squads, Inceptors wield either paired assault bolters (a pistol-form variant of a heavy bolter) or paired Plasma Exterminators (a pistol-form variant of the Plasma Incinerator used by Hellblaster squads).
* HandCannon: Their assault boltersDualWielding: Incursors are larger than normal bolt pistols and are able to mount shields on their muzzles. They also don't count as pistols in the game rules, and hit about as hard as armed with a [[{{BFG}} Heavy Bolter]].
* MoreDakka: Each Inceptor is able to put out a punishing amountpair of firepower due to their paired weapons.
* RocketlessReentry: Inceptors are able to deploy directly to a planet's surface by performing adeadly combat drop directly from an Astartes Strike Cruiser in low orbit, relying on their heavy armour and enhanced physics to survive blades with which they can unleash a flurry of blows with incredible skill. In-game, the rigours of such a manoeuvre. In-game 8th Edition rules this is represented by these paired blades having the 'Meteoric Descent' ability to increase the number of hits that allows Inceptors to deploy during a movement phase an Incursor can cause in the same way as other units close combat.
* {{EMP}}: Some Incursors are equipped withspecial deployment haywire mines, sophisticated mines that produce a sophisticated electromagnetic pulse when enemies pass over them, doing massive damage to enemy equipment and vehicles. In the 8th Edition of the game, haywire mines do multiple [[UnblockableAttack mortal wounds]] against the enemy unit that activated the mine, with [[AntiVehicle vehicles being particularly vulnerable]].
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that project a detailed readout of the surrounding area [[HeadsUpDisplay directly onto the Primarus Marine’s visor]]. These auspex scan are so accurate that an Incursor is able to effectively see their foes through solid objects. The 8th Edition rulesin 8th Edition.
!!!'''Reiver Squads'''
represent this by ignoring all negative modifiers to hit from an Incursor’s shooting attacks.
[[/folder]]
[[folder:Fire Support Squads]]
Fire Support squads provide covering fire for their battle-brothers, engaging the enemy at range to suppress infantry and to take out priority targets such as commanders or heavy armour. Roughly a quarter of a Battle Company's fighting strength will be made up of fire support squads while the 9th Reserve Company is made up entirely of such units. The fire support squads utilised by the Adeptus Astartes are generally fielded as Devastator and Devastator Centurion squads while the Primaris Marines are formed into Eliminator, Hellblaster, Supressor, and Aggressor fire support squads, which focus on specialized weapons rather than the variety of weapons Devastators use.
!!!'''Devastators'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/reivers_1.org/pmwiki/pub/images/rsz_devastators_0.png]]
* GunsAkimbo: Instead of the SwordAndGun configuration of regular Assault Squads, Inceptors wield either paired assault bolters (a pistol-form variant of a heavy bolter) or paired Plasma Exterminators (a pistol-form variant of the Plasma Incinerator used by Hellblaster squads).
* HandCannon: Their assault bolters
* MoreDakka: Each Inceptor is able to put out a punishing amount
* RocketlessReentry: Inceptors are able to deploy directly to a planet's surface by performing a
* {{EMP}}: Some Incursors are equipped with
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that project a detailed readout of the surrounding area [[HeadsUpDisplay directly onto the Primarus Marine’s visor]]. These auspex scan are so accurate that an Incursor is able to effectively see their foes through solid objects. The 8th Edition rules
!!!'''Reiver Squads'''
[[/folder]]
[[folder:Fire Support Squads]]
Fire Support squads provide covering fire for their battle-brothers, engaging the enemy at range to suppress infantry and to take out priority targets such as commanders or heavy armour. Roughly a quarter of a Battle Company's fighting strength will be made up of fire support squads while the 9th Reserve Company is made up entirely of such units. The fire support squads utilised by the Adeptus Astartes are generally fielded as Devastator and Devastator Centurion squads while the Primaris Marines are formed into Eliminator, Hellblaster, Supressor, and Aggressor fire support squads, which focus on specialized weapons rather than the variety of weapons Devastators use.
!!!'''Devastators'''
[[quoteright:350:https://static.tvtropes.
Changed line(s) 523,527 (click to see context) from:
->''"Terror is at its sharpest when the certainty of death is first revealed – the moment the blade is drawn, the instant the fangs are bared. After months on the hunt, the fear in the eyes of a heretic is a sight more joyous than any victory feast. The Allfather's wrath will befall them, and I am become his worthy instrument."''
-->--'''Arnar''', Blackmanes Reiver
A Primaris close support unit, the Reivers are highly trained assault troops sent into battle with the objective of destroying priority targets while instilling fear into the hearts of the enemy. Appearing as if from nowhere, the sudden assault of a squad of Reivers can shatter the morale of all but the most disciplined soldiers, making them easy prey for the rest of the Astartes Strike Force.
-->--'''Arnar''', Blackmanes Reiver
A Primaris close support unit, the Reivers are highly trained assault troops sent into battle with the objective of destroying priority targets while instilling fear into the hearts of the enemy. Appearing as if from nowhere, the sudden assault of a squad of Reivers can shatter the morale of all but the most disciplined soldiers, making them easy prey for the rest of the Astartes Strike Force.
to:
A Primaris
The primary Astartes fire support unit, Devastators specialise in providing long-ranged covering fire to their battle-brothers, as well as engaging enemy armoured vehicles and other priority targets. Service with a Chapter's Devastator squads is often the first position a regular Astartes will fill after promotion from the Scout Company, allowing the newly inducted warrior to gain battlefield experience without the risks of front-line combat. Devastator squads are typically equipped with a range of weapons, from regular bolters to high powered lascannons and plasma cannons, with the more lightly armed Astartes acting as spotters and close support
Changed line(s) 529,540 (click to see context) from:
* DeviousDaggers: The Reivers specialize in psychological warfare and infiltration. One of their signature weapons is a large, viciously sharp combat knife. The Reivers use these knives to slice apart their opponents in vicious close assault and they are regularly depicted wielding them in a ReverseGrip.
%%* GoodCounterpart: Due to their menacing appearance, Shriek attacks and focus on terror and mayhem, Reivers could be considered the Loyalist version of the Night Lords, and to a greater degree than the Raven Guard.
* GrapplingHookPistol: Reivers use grapnel launchers in order to scale buildings and ruins as part of their infiltrations. In the 8th Edition of the game, these launchers allow Reivers to ignore vertical distances when moving, something all other infantry models must factor into their movement.
* ScreamingWarrior: The Reiver's helmets incorporate vox amplifiers that greatly augment their roars and warcries to such an extent that even the most disciplined of troops are unnerved by their sudden assaults.
* SkullForAHead: To add to their sinister nature and increase the psychological impact of their assaults, the helmets of the Reiver's Mk. X armour are designed to resemble skulls.
* StealthExpert: Reivers use stealth and secrecy to infiltrate enemy lines and to maximise the shock of their sudden and extremely violent assaults, and are equipped with a number of specialist items to assist with this mission. Their Mark X Reiver armour is specially adapted for greater manoeuvrability and is equipped with silenced servo motors, and they are often deployed via silent grav-chutes rather than the more traditional but less subtle jump packs. Despite this specialty, the 8th Edition rules for Reivers [[GameplayAndStorySegregation lack the special infiltration deployment]] that other such stealth troops typically receive[[note]]they do receive the mid-game deployment rules to represent their grav-chute deployment however[[/note]].
* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscent of the traitorous VIII Legion, the Night Lords. The Night Lords' entire modus operandi is demoralization and infrastructure collapse through terror, brutality, rapid attacks and ambushes. Their jump packs also harken to the Night Lords' specialization in assault (later [[EvilCounterpart raptor]]) squads, and vox-amplified screams have long been the favored tool of all Night Lords at the start of battle. Aesthetically, skull-painted helms are one of the most common affectations of the eighth Legion even before the Horus Heresy, though the VIII will also use real flesh and bone when they can get some. That said, Primaris Reivers use terror and the element of surprise simply for the tactical advantage in battle, where the Night Lords delight in terror and use surprise to avoid the rigors and dangers of open combat. In fact, Night Lords will use psychological warfare, torture and attrition even if it is far quicker and much easier to defeat the enemy with force, and will never enter a fair fight unless it's completely unavoidable, as they are sadistic and (comparatively) cowardly. In short, the Night Lords' genetic predisposition, Legion philosophy and native culture all amount to a simple specialization of warfare for the Reivers, who are otherwise as noble and courageous as any loyalist Astartes.
* SwordAndGun: Technically, they're a knife-wielding unit, but it still applies as they wield their knives in tandem with their [[HandCannon bolt pistols]]...though sometimes, they do come with power swords.
* TerrorHero: Reivers employ stealth, terror and extreme violence to shatter the morale of the foe, using equipment and tactics designed to maximise the psychological impact of their sudden assaults. This is represented in the 8th Edition of the game by giving nearby enemy units a penalty to their [[MoraleMechanic Leadership value]].
!!!'''Incursors'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incursors.png]]
%%* GoodCounterpart: Due to their menacing appearance, Shriek attacks and focus on terror and mayhem, Reivers could be considered the Loyalist version of the Night Lords, and to a greater degree than the Raven Guard.
* GrapplingHookPistol: Reivers use grapnel launchers in order to scale buildings and ruins as part of their infiltrations. In the 8th Edition of the game, these launchers allow Reivers to ignore vertical distances when moving, something all other infantry models must factor into their movement.
* ScreamingWarrior: The Reiver's helmets incorporate vox amplifiers that greatly augment their roars and warcries to such an extent that even the most disciplined of troops are unnerved by their sudden assaults.
* SkullForAHead: To add to their sinister nature and increase the psychological impact of their assaults, the helmets of the Reiver's Mk. X armour are designed to resemble skulls.
* StealthExpert: Reivers use stealth and secrecy to infiltrate enemy lines and to maximise the shock of their sudden and extremely violent assaults, and are equipped with a number of specialist items to assist with this mission. Their Mark X Reiver armour is specially adapted for greater manoeuvrability and is equipped with silenced servo motors, and they are often deployed via silent grav-chutes rather than the more traditional but less subtle jump packs. Despite this specialty, the 8th Edition rules for Reivers [[GameplayAndStorySegregation lack the special infiltration deployment]] that other such stealth troops typically receive[[note]]they do receive the mid-game deployment rules to represent their grav-chute deployment however[[/note]].
* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscent of the traitorous VIII Legion, the Night Lords. The Night Lords' entire modus operandi is demoralization and infrastructure collapse through terror, brutality, rapid attacks and ambushes. Their jump packs also harken to the Night Lords' specialization in assault (later [[EvilCounterpart raptor]]) squads, and vox-amplified screams have long been the favored tool of all Night Lords at the start of battle. Aesthetically, skull-painted helms are one of the most common affectations of the eighth Legion even before the Horus Heresy, though the VIII will also use real flesh and bone when they can get some. That said, Primaris Reivers use terror and the element of surprise simply for the tactical advantage in battle, where the Night Lords delight in terror and use surprise to avoid the rigors and dangers of open combat. In fact, Night Lords will use psychological warfare, torture and attrition even if it is far quicker and much easier to defeat the enemy with force, and will never enter a fair fight unless it's completely unavoidable, as they are sadistic and (comparatively) cowardly. In short, the Night Lords' genetic predisposition, Legion philosophy and native culture all amount to a simple specialization of warfare for the Reivers, who are otherwise as noble and courageous as any loyalist Astartes.
* SwordAndGun: Technically, they're a knife-wielding unit, but it still applies as they wield their knives in tandem with their [[HandCannon bolt pistols]]...though sometimes, they do come with power swords.
* TerrorHero: Reivers employ stealth, terror and extreme violence to shatter the morale of the foe, using equipment and tactics designed to maximise the psychological impact of their sudden assaults. This is represented in the 8th Edition of the game by giving nearby enemy units a penalty to their [[MoraleMechanic Leadership value]].
!!!'''Incursors'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incursors.png]]
to:
* DeviousDaggers: The Reivers specialize TheBigGuy: While most Space Marines are of the same size, experienced Devastator Marines usually act as these due to being equipped with the biggest guns even by Astartes standards.
* {{BFG}}: Using these inpsychological warfare battle is a Devastator Squad's main purpose. They commonly wield heavy bolters, lascannons, plasma cannons, multi-meltas, grav cannons, heavy flamers and infiltration. One of their signature missile launchers, long-ranged and powerful weapons is a large, viciously sharp combat knife. The Reivers use these knives to slice apart their opponents in vicious close assault which are utilized easily enough from an entrenched location but are not easily man-portable and they are regularly depicted wielding them in a ReverseGrip.
%%* GoodCounterpart: Due to their menacing appearance, Shriek attacks and focus on terror and mayhem, Reivers could be consideredwould hamper the Loyalist version movement of a Tactical squad to tote around. In-game, this is reflected by such weapons having the Night Lords, and to a greater degree than the Raven Guard.
* GrapplingHookPistol: Reivers use grapnel launchers in order to scale buildings and ruins as part of their infiltrations. In the 8th Edition of the game, these launchers allow Reivers to ignore vertical distances when moving, something all other infantry models must factor into their movement.
* ScreamingWarrior: The Reiver's helmets incorporate vox amplifiersHeavy stat, meaning that greatly augment their roars and warcries to such an extent that even the most disciplined of troops are unnerved by their sudden assaults.
* SkullForAHead: To addbearer takes a -1 penalty to their sinister nature and increase the psychological impact of their assaults, the helmets of the Reiver's Mk. X armour are designed to resemble skulls.
his Ballistic Skill if he moves before firing.
*StealthExpert: Reivers use stealth and secrecy to infiltrate enemy lines and to maximise the shock of their sudden and extremely violent assaults, and LongRangeFighter: Devastator Marines are equipped with a number of specialist items heavy weapons to assist with this mission. Their Mark X Reiver armour is specially adapted act as long ranged battlefield support for greater manoeuvrability and is equipped with silenced servo motors, and they are often deployed via silent grav-chutes rather than the more traditional but less subtle jump packs. Despite this specialty, the 8th Edition rules for Reivers [[GameplayAndStorySegregation lack the special infiltration deployment]] that other such stealth troops typically receive[[note]]they do receive the mid-game deployment rules to represent their grav-chute deployment however[[/note]].
* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscentbrethren.
%%'''Legion Destroyer Squads'''
%%During the times of thetraitorous VIII Legion, the Night Lords. The Night Lords' entire modus operandi is demoralization Great Crusade and infrastructure collapse through terror, brutality, rapid attacks and ambushes. Their jump packs also harken to the Night Lords' specialization in assault (later [[EvilCounterpart raptor]]) squads, and vox-amplified screams have long been the favored tool of all Night Lords at the start of battle. Aesthetically, skull-painted helms are one of the most common affectations of the eighth Legion even before the Horus Heresy, though the VIII will also use real flesh and bone there were times when they can get some. That said, Primaris Reivers use terror and the element of surprise simply for the tactical advantage in battle, where the Night Lords delight in terror and use surprise to avoid the rigors and dangers of open combat. In fact, Night Lords will use psychological warfare, torture and attrition even if it is far quicker and much easier to defeat the enemy with force, forces were too well-entrenched for conventional Astartes forces to dislodge. If the situation became dire enough that no tactic was too awful, then the Destroyer squads were deployed. These are specialist marines who use terrible alchemical, radioactive and will never enter a fair fight unless it's completely unavoidable, incendiary weapons to cause mass casualties. The use of the Destroyer squads was seen as they are sadistic extremely dishonourable and (comparatively) cowardly. In short, the Night Lords' genetic predisposition, Legion philosophy and native culture all amount to a simple specialization number of warfare for the Reivers, who are otherwise as noble and courageous as any loyalist Astartes.
* SwordAndGun: Technically, they're a knife-wielding unit, but it still applies as they wield their knives in tandem with their [[HandCannon bolt pistols]]...though sometimes, they do come with power swords.
* TerrorHero: Reivers employ stealth, terror and extreme violencelegions refused to shatter the morale use them. Of those that did, members of the foe, using equipment and tactics designed to maximise the psychological impact of Destroyer squads were often treated with disdain by their sudden assaults. This is represented fellow marines. The aftermath of a Destroyer squad deployment can often render an area uninhabitable for centuries, as all that's left are toxic, irradiated craters.
%%----
%%* BlessedWithSuck: The Destroyers get unique weapons in the8th Edition of the game by giving nearby enemy units a penalty to Astartes arsenal, including rad missiles and phosphex. Unfortunately, not even their [[MoraleMechanic Leadership value]].
!!!'''Incursors'''
[[quoteright:350:https://static.power armor and enhanced physiology can prevent the toll that such toxic weapons will have on their bodies. Almost all Destroyer marines will be so riddled with cancers, that they have to replace large chunks of themselves with bionics.
%%* GodzillaThreshold: The Legion Astartes are no saints, but even so it takes a lot before the Space Marines are willing to cross the line and deploy the Destroyers.
!!!'''Eliminators'''
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/incursors.org/pmwiki/pub/images/eliminator1.png]]
* {{BFG}}: Using these in
%%* GoodCounterpart: Due to their menacing appearance, Shriek attacks and focus on terror and mayhem, Reivers could be considered
* GrapplingHookPistol: Reivers use grapnel launchers in order to scale buildings and ruins as part of their infiltrations. In the 8th Edition of the game, these launchers allow Reivers to ignore vertical distances when moving, something all other infantry models must factor into their movement.
* ScreamingWarrior: The Reiver's helmets incorporate vox amplifiers
* SkullForAHead: To add
*
* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscent
%%'''Legion Destroyer Squads'''
%%During the times of the
* SwordAndGun: Technically, they're a knife-wielding unit, but it still applies as they wield their knives in tandem with their [[HandCannon bolt pistols]]...though sometimes, they do come with power swords.
* TerrorHero: Reivers employ stealth, terror and extreme violence
%%----
%%* BlessedWithSuck: The Destroyers get unique weapons in the
!!!'''Incursors'''
[[quoteright:350:https://static.
%%* GodzillaThreshold: The Legion Astartes are no saints, but even so it takes a lot before the Space Marines are willing to cross the line and deploy the Destroyers.
!!!'''Eliminators'''
[[quoteright:325:https://static.tvtropes.
Changed line(s) 542,543 (click to see context) from:
A Primaris Vanguard close support unit, the role of Incursor Squads is to infiltrate and storm enemy defensive positions, such as trench lines and fortresses, and to destroy the foes strategic assets, such as power generators and munition supplies. Equipped with highly advanced Divinator-class auspexes that link directly to their occulus bolt carbines, Incursors can target their foes through almost any cover, while their razor-sharp combat knives can make short work of enemy soldiers once things get close and personal.
to:
A fire support unit of the Primaris Vanguard close support unit, the role of Incursor Squads is formations, Eliminators are talented snipers who are able to infiltrate and storm enemy defensive positions, such as trench lines and fortresses, and to destroy the foes strategic assets, such as power generators and munition supplies. Equipped with highly advanced Divinator-class auspexes that link directly to their occulus bolt carbines, Incursors can target their foes through take out almost any cover, while target. Armed with Mk.III Shrike-pattern bolt sniper rifles, Eliminators are equipped with various types of specialist ammunition for any situation. Whether it is targeting artillery crew or enemy commanders, Eliminators destroy their razor-sharp combat knives can make short work of enemy soldiers once things get close and personal.
targets with pinpoint fire.
Changed line(s) 545,555 (click to see context) from:
* DualWielding: Incursors are armed with a pair of deadly combat blades with which they can unleash a flurry of blows with incredible skill. In-game, the 8th Edition rules this is represented by these paired blades having the ability to increase the number of hits that an Incursor can cause in close combat.
* {{EMP}}: Some Incursors are equipped with haywire mines, sophisticated mines that produce a sophisticated electromagnetic pulse when enemies pass over them, doing massive damage to enemy equipment and vehicles. In the 8th Edition of the game, haywire mines do multiple [[UnblockableAttack mortal wounds]] against the enemy unit that activated the mine, with [[AntiVehicle vehicles being particularly vulnerable]].
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that project a detailed readout of the surrounding area [[HeadsUpDisplay directly onto the Primarus Marine’s visor]]. These auspex scan are so accurate that an Incursor is able to effectively see their foes through solid objects. The 8th Edition rules represent this by ignoring all negative modifiers to hit from an Incursor’s shooting attacks.
[[/folder]]
[[folder:Fire Support Squads]]
Fire Support squads provide covering fire for their battle-brothers, engaging the enemy at range to suppress infantry and to take out priority targets such as commanders or heavy armour. Roughly a quarter of a Battle Company's fighting strength will be made up of fire support squads while the 9th Reserve Company is made up entirely of such units. The fire support squads utilised by the Adeptus Astartes are generally fielded as Devastator and Devastator Centurion squads while the Primaris Marines are formed into Eliminator, Hellblaster, Supressor, and Aggressor fire support squads, which focus on specialized weapons rather than the variety of weapons Devastators use.
!!!'''Devastators'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_devastators_0.png]]
* {{EMP}}: Some Incursors are equipped with haywire mines, sophisticated mines that produce a sophisticated electromagnetic pulse when enemies pass over them, doing massive damage to enemy equipment and vehicles. In the 8th Edition of the game, haywire mines do multiple [[UnblockableAttack mortal wounds]] against the enemy unit that activated the mine, with [[AntiVehicle vehicles being particularly vulnerable]].
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that project a detailed readout of the surrounding area [[HeadsUpDisplay directly onto the Primarus Marine’s visor]]. These auspex scan are so accurate that an Incursor is able to effectively see their foes through solid objects. The 8th Edition rules represent this by ignoring all negative modifiers to hit from an Incursor’s shooting attacks.
[[/folder]]
[[folder:Fire Support Squads]]
Fire Support squads provide covering fire for their battle-brothers, engaging the enemy at range to suppress infantry and to take out priority targets such as commanders or heavy armour. Roughly a quarter of a Battle Company's fighting strength will be made up of fire support squads while the 9th Reserve Company is made up entirely of such units. The fire support squads utilised by the Adeptus Astartes are generally fielded as Devastator and Devastator Centurion squads while the Primaris Marines are formed into Eliminator, Hellblaster, Supressor, and Aggressor fire support squads, which focus on specialized weapons rather than the variety of weapons Devastators use.
!!!'''Devastators'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_devastators_0.png]]
to:
* DualWielding: Incursors are armed HomingProjectile: The Executioner rounds fired by the Eliminator’s bolt sniper rifles incorporate miniature cogitators and microscopic thrusters that allow them to change their trajectory to hit their target with a pair of deadly combat blades with which they can unleash a flurry of blows with incredible skill. In-game, the near perfect accuracy. The 8th Edition rules represent this is represented by these paired blades having with a bonus to the ability to increase Eliminator’s hit rolls and ignoring cover when using the number of hits Executioners.
* PoisonedWeapon: The Mortis rounds used by Eliminators secrete a mutagenic toxin thatan Incursor can cause in close combat.
* {{EMP}}: Some Incursors are equipped with haywire mines, sophisticated mines that produce a sophisticated electromagnetic pulse when enemies pass over them, doing massive damage to enemy equipment and vehicles. Inreduce the 8th Edition flesh of the game, haywire mines do multiple [[UnblockableAttack mortal wounds]] against the enemy unit that activated the mine, with [[AntiVehicle vehicles being particularly vulnerable]].
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that projectany living creature to slush in a detailed readout matter of the surrounding area [[HeadsUpDisplay directly onto the Primarus Marine’s visor]]. These auspex scan are so accurate that an Incursor is able to effectively see their foes through solid objects. moments. The 8th Edition rules represent this by ignoring all negative modifiers giving Mortis rounds a chance of causing an additional [[UnblockableAttack mortal wound]].
* SniperRifle: The Mk.III Shrike-pattern bolt sniper rifles that Eliminators are equipped with incorporate some of the most advanced gun-sights in the Imperium, able tohit from an Incursor’s shooting attacks.
[[/folder]]
[[folder:Fire Support Squads]]
Fire Support squads provide covering fire foruse auspex scans to see through solid matter, and has thermoscopic abilities so that they can target their enemies in any light condition. In-game, the 8th Edition rules represent the high accuracy of the bolt sniper rifle by giving them the ability to ignore the usual targeting restrictions when firing at Characters.
* TargetSpotter: Rather than make an attack himself, an Eliminator Sergeant can use his advanced scopes and auspexes to guide the shots of his battle-brothers,engaging the enemy at range to suppress infantry and to take out priority targets such as commanders or heavy armour. Roughly granting them a quarter of a Battle Company's fighting strength will be made up of fire support squads while the 9th Reserve Company is made up entirely of such units. The fire support squads utilised by the Adeptus Astartes are generally fielded as Devastator and Devastator Centurion squads while the Primaris Marines are formed into Eliminator, Hellblaster, Supressor, and Aggressor fire support squads, which focus bonus on specialized weapons rather than the variety of weapons Devastators use.
!!!'''Devastators'''
their hit rolls.
!!!'''Hellblaster Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_devastators_0.org/pmwiki/pub/images/hellblasters.png]]
* PoisonedWeapon: The Mortis rounds used by Eliminators secrete a mutagenic toxin that
* {{EMP}}: Some Incursors are equipped with haywire mines, sophisticated mines that produce a sophisticated electromagnetic pulse when enemies pass over them, doing massive damage to enemy equipment and vehicles. In
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that project
* SniperRifle: The Mk.III Shrike-pattern bolt sniper rifles that Eliminators are equipped with incorporate some of the most advanced gun-sights in the Imperium, able to
[[/folder]]
[[folder:Fire Support Squads]]
Fire Support squads provide covering fire for
* TargetSpotter: Rather than make an attack himself, an Eliminator Sergeant can use his advanced scopes and auspexes to guide the shots of his battle-brothers,
!!!'''Devastators'''
!!!'''Hellblaster Squads'''
[[quoteright:350:https://static.tvtropes.
Changed line(s) 557,561 (click to see context) from:
->''"A Devastator's reach shall be without limit and his touch without mercy. Fire shall roar from his fingertips, but it shall consume him not. Thunder will roar when he calls, yet it will swallow him not. Let the Devastator squad be thy blazing wrath, bringing the light of the Emperor's justice to the darkest corners of the battlefield. Wherever he stands, that shall be his fortress of righteousness. He shall hold in his gift the fate of all who pass before his unblinking gaze. All shall fear him, and he shall fear no one."''
-->-- '''Roboute Guilliman''', from the ''Apocrypha of Skaros''
The primary Astartes fire support unit, Devastators specialise in providing long-ranged covering fire to their battle-brothers, as well as engaging enemy armoured vehicles and other priority targets. Service with a Chapter's Devastator squads is often the first position a regular Astartes will fill after promotion from the Scout Company, allowing the newly inducted warrior to gain battlefield experience without the risks of front-line combat. Devastator squads are typically equipped with a range of weapons, from regular bolters to high powered lascannons and plasma cannons, with the more lightly armed Astartes acting as spotters and close support for the more heavily armed brethren.
-->-- '''Roboute Guilliman''', from the ''Apocrypha of Skaros''
The primary Astartes fire support unit, Devastators specialise in providing long-ranged covering fire to their battle-brothers, as well as engaging enemy armoured vehicles and other priority targets. Service with a Chapter's Devastator squads is often the first position a regular Astartes will fill after promotion from the Scout Company, allowing the newly inducted warrior to gain battlefield experience without the risks of front-line combat. Devastator squads are typically equipped with a range of weapons, from regular bolters to high powered lascannons and plasma cannons, with the more lightly armed Astartes acting as spotters and close support for the more heavily armed brethren.
to:
-->-- '''Roboute Guilliman''', from the ''Apocrypha of Skaros''
The primary Astartes
Changed line(s) 563,575 (click to see context) from:
* TheBigGuy: While most Space Marines are of the same size, experienced Devastator Marines usually act as these due to being equipped with the biggest guns even by Astartes standards.
* {{BFG}}: Using these in battle is a Devastator Squad's main purpose. They commonly wield heavy bolters, lascannons, plasma cannons, multi-meltas, grav cannons, heavy flamers and missile launchers, long-ranged and powerful weapons which are utilized easily enough from an entrenched location but are not easily man-portable and would hamper the movement of a Tactical squad to tote around. In-game, this is reflected by such weapons having the Heavy stat, meaning that the bearer takes a -1 penalty to his Ballistic Skill if he moves before firing.
* LongRangeFighter: Devastator Marines are equipped with heavy weapons to act as long ranged battlefield support for their brethren.
%%'''Legion Destroyer Squads'''
%%During the times of the Great Crusade and Horus Heresy, there were times when enemy forces were too well-entrenched for conventional Astartes forces to dislodge. If the situation became dire enough that no tactic was too awful, then the Destroyer squads were deployed. These are specialist marines who use terrible alchemical, radioactive and incendiary weapons to cause mass casualties. The use of the Destroyer squads was seen as extremely dishonourable and a number of loyalist legions refused to use them. Of those that did, members of the Destroyer squads were often treated with disdain by their fellow marines. The aftermath of a Destroyer squad deployment can often render an area uninhabitable for centuries, as all that's left are toxic, irradiated craters.
%%----
%%* BlessedWithSuck: The Destroyers get unique weapons in the Astartes arsenal, including rad missiles and phosphex. Unfortunately, not even their power armor and enhanced physiology can prevent the toll that such toxic weapons will have on their bodies. Almost all Destroyer marines will be so riddled with cancers, that they have to replace large chunks of themselves with bionics.
%%* GodzillaThreshold: The Legion Astartes are no saints, but even so it takes a lot before the Space Marines are willing to cross the line and deploy the Destroyers.
!!!'''Eliminators'''
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/eliminator1.png]]
* {{BFG}}: Using these in battle is a Devastator Squad's main purpose. They commonly wield heavy bolters, lascannons, plasma cannons, multi-meltas, grav cannons, heavy flamers and missile launchers, long-ranged and powerful weapons which are utilized easily enough from an entrenched location but are not easily man-portable and would hamper the movement of a Tactical squad to tote around. In-game, this is reflected by such weapons having the Heavy stat, meaning that the bearer takes a -1 penalty to his Ballistic Skill if he moves before firing.
* LongRangeFighter: Devastator Marines are equipped with heavy weapons to act as long ranged battlefield support for their brethren.
%%'''Legion Destroyer Squads'''
%%During the times of the Great Crusade and Horus Heresy, there were times when enemy forces were too well-entrenched for conventional Astartes forces to dislodge. If the situation became dire enough that no tactic was too awful, then the Destroyer squads were deployed. These are specialist marines who use terrible alchemical, radioactive and incendiary weapons to cause mass casualties. The use of the Destroyer squads was seen as extremely dishonourable and a number of loyalist legions refused to use them. Of those that did, members of the Destroyer squads were often treated with disdain by their fellow marines. The aftermath of a Destroyer squad deployment can often render an area uninhabitable for centuries, as all that's left are toxic, irradiated craters.
%%----
%%* BlessedWithSuck: The Destroyers get unique weapons in the Astartes arsenal, including rad missiles and phosphex. Unfortunately, not even their power armor and enhanced physiology can prevent the toll that such toxic weapons will have on their bodies. Almost all Destroyer marines will be so riddled with cancers, that they have to replace large chunks of themselves with bionics.
%%* GodzillaThreshold: The Legion Astartes are no saints, but even so it takes a lot before the Space Marines are willing to cross the line and deploy the Destroyers.
!!!'''Eliminators'''
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/eliminator1.png]]
to:
* TheBigGuy: While most Space Marines {{Expy}}: Hellblasters are an updated version of the same size, experienced Devastator Marines usually act as these due to being equipped with single-armament Special Weapon squads used by the biggest guns even by Legiones Astartes standards.
* {{BFG}}: Using these in battle is a Devastator Squad's main purpose. They commonly wield heavy bolters, lascannons, plasma cannons, multi-meltas, grav cannons, heavy flamers and missile launchers, long-ranged and powerful weapons which are utilized easily enough from an entrenched location but are not easily man-portable and would hamper the movement of a Tactical squad to tote around. In-game, this is reflected by such weapons having the Heavy stat, meaning that the bearer takes a -1 penalty to his Ballistic Skill if he moves before firing.
* LongRangeFighter: Devastator Marines are equipped with heavy weapons to act as long ranged battlefield support for their brethren.
%%'''Legion Destroyer Squads'''
%%During the times ofduring the Great Crusade and the Horus Heresy, there were times when enemy forces were too well-entrenched for conventional Astartes forces to dislodge. If the situation became dire enough that no tactic was too awful, then the Destroyer squads were deployed. These Heresy.
* PlasmaCannon: Hellblasters arespecialist marines who use terrible alchemical, radioactive and incendiary weapons to cause mass casualties. The use of the Destroyer squads was seen as extremely dishonourable and a number of loyalist legions refused to use them. Of those that did, members of the Destroyer squads were often treated universally equipped with disdain plasma incinerators, a new and more powerful type of man-portable plasma weapon created by Archmagos Cawl. Each Hellblaster squad wields either the regular highly flexible plasma incinerator, the rapid-fire and manoeuvrable assault plasma incinerator or the longer ranged and more powerful heavy plasma incinerator. Squads of Hellblasters are also able to upgrade their fellow marines. bolt pistols for plasma pistols.
* TakingYouWithMe: Theaftermath of a Destroyer squad deployment can often render an area uninhabitable background material for centuries, as all that's left are toxic, irradiated craters.
%%----
%%* BlessedWithSuck: The Destroyers get unique weapons in the Astartes arsenal, including rad missiles and phosphex. Unfortunately, not even their power armor and enhanced physiology can prevent the toll that such toxic weapons will have on their bodies. Almost all Destroyer marines will be so riddled with cancers,Hellblasters mentions that they have are more than willing to replace large chunks of immolate themselves with bionics.
%%* GodzillaThreshold: The Legion Astartes are no saints, but even soby supercharging their plasma incinerators if it takes a lot before means they can bring down the Space Marines are willing to cross the line and deploy the Destroyers.
!!!'''Eliminators'''
[[quoteright:325:https://static.most dangerous foes threatening their battle-brothers.
!!!Suppressors
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eliminator1.org/pmwiki/pub/images/suppressor.png]]
* {{BFG}}: Using these in battle is a Devastator Squad's main purpose. They commonly wield heavy bolters, lascannons, plasma cannons, multi-meltas, grav cannons, heavy flamers and missile launchers, long-ranged and powerful weapons which are utilized easily enough from an entrenched location but are not easily man-portable and would hamper the movement of a Tactical squad to tote around. In-game, this is reflected by such weapons having the Heavy stat, meaning that the bearer takes a -1 penalty to his Ballistic Skill if he moves before firing.
* LongRangeFighter: Devastator Marines are equipped with heavy weapons to act as long ranged battlefield support for their brethren.
%%'''Legion Destroyer Squads'''
%%During the times of
* PlasmaCannon: Hellblasters are
* TakingYouWithMe: The
%%----
%%* BlessedWithSuck: The Destroyers get unique weapons in the Astartes arsenal, including rad missiles and phosphex. Unfortunately, not even their power armor and enhanced physiology can prevent the toll that such toxic weapons will have on their bodies. Almost all Destroyer marines will be so riddled with cancers,
%%* GodzillaThreshold: The Legion Astartes are no saints, but even so
!!!'''Eliminators'''
[[quoteright:325:https://static.
!!!Suppressors
[[quoteright:350:https://static.tvtropes.
Changed line(s) 577,578 (click to see context) from:
A fire support unit of the Primaris Vanguard formations, Eliminators are talented snipers who are able to take out almost any target. Armed with Mk.III Shrike-pattern bolt sniper rifles, Eliminators are equipped with various types of specialist ammunition for any situation. Whether it is targeting artillery crew or enemy commanders, Eliminators destroy their targets with pinpoint fire.
to:
A rapid response fire support unit of the Primaris most commonly utilized by Vanguard formations, Eliminators are talented snipers who are able formations. Suppressors use their grav chutes and jump packs to take out almost quickly position themselves to engage any target. Armed with Mk.III Shrike-pattern bolt sniper rifles, Eliminators are equipped with various types of specialist ammunition for any situation. Whether it is targeting artillery crew or enemy commanders, Eliminators destroy threat on the battlefield before laying down withering fire with their targets with pinpoint fire.
accelerator autocannons.
Changed line(s) 580,586 (click to see context) from:
* HomingProjectile: The Executioner rounds fired by the Eliminator’s bolt sniper rifles incorporate miniature cogitators and microscopic thrusters that allow them to change their trajectory to hit their target with near perfect accuracy. The 8th Edition rules represent this with a bonus to the Eliminator’s hit rolls and ignoring cover when using the Executioners.
* PoisonedWeapon: The Mortis rounds used by Eliminators secrete a mutagenic toxin that can reduce the flesh of any living creature to slush in a matter of moments. The 8th Edition rules represent this by giving Mortis rounds a chance of causing an additional [[UnblockableAttack mortal wound]].
* SniperRifle: The Mk.III Shrike-pattern bolt sniper rifles that Eliminators are equipped with incorporate some of the most advanced gun-sights in the Imperium, able to use auspex scans to see through solid matter, and has thermoscopic abilities so that they can target their enemies in any light condition. In-game, the 8th Edition rules represent the high accuracy of the bolt sniper rifle by giving them the ability to ignore the usual targeting restrictions when firing at Characters.
* TargetSpotter: Rather than make an attack himself, an Eliminator Sergeant can use his advanced scopes and auspexes to guide the shots of his battle-brothers, granting them a bonus on their hit rolls.
!!!'''Hellblaster Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellblasters.png]]
* PoisonedWeapon: The Mortis rounds used by Eliminators secrete a mutagenic toxin that can reduce the flesh of any living creature to slush in a matter of moments. The 8th Edition rules represent this by giving Mortis rounds a chance of causing an additional [[UnblockableAttack mortal wound]].
* SniperRifle: The Mk.III Shrike-pattern bolt sniper rifles that Eliminators are equipped with incorporate some of the most advanced gun-sights in the Imperium, able to use auspex scans to see through solid matter, and has thermoscopic abilities so that they can target their enemies in any light condition. In-game, the 8th Edition rules represent the high accuracy of the bolt sniper rifle by giving them the ability to ignore the usual targeting restrictions when firing at Characters.
* TargetSpotter: Rather than make an attack himself, an Eliminator Sergeant can use his advanced scopes and auspexes to guide the shots of his battle-brothers, granting them a bonus on their hit rolls.
!!!'''Hellblaster Squads'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellblasters.png]]
to:
* HomingProjectile: {{BFG}}: Suppresors wield the Accelerator Autocannon, a beast of a weapon that fires foot-long, armour-piercing shells capable of blasting apart heavy infantry and most vehicles. For reference, these are guns that tend to be mounted on '''''TANKS'''''.
* CompositeCharacter: They combine two Firstborn Marine units into one, having the aerial attack capabilities of Assault squads and the massive firepower of Devastator squads.
* JumpJetPack: TheExecutioner rounds fired Omnis Pattern armour worn by the Eliminator’s bolt sniper rifles incorporate miniature cogitators Suppressors incorporates both a grav-chute and microscopic thrusters a jump pack that allow them to change their trajectory to hit their target with near quickly deploy into the perfect accuracy. The 8th Edition rules represent this with a bonus firing position to the Eliminator’s hit rolls and ignoring cover when using the Executioners.
* PoisonedWeapon: The Mortis rounds used by Eliminators secrete a mutagenic toxin that can reduce the flesh of any living creature to slush in a matter of moments. The 8th Edition rules represent this by giving Mortis rounds a chance of causing an additional [[UnblockableAttack mortal wound]].
* SniperRifle: The Mk.III Shrike-pattern bolt sniper rifles that Eliminators are equipped with incorporate some ofmake the most advanced gun-sights in the Imperium, able to use auspex scans to see through solid matter, and has thermoscopic abilities so that they can target of their enemies in massive firepower.
* LightningBruiser: They have the speed of anylight condition. In-game, other jump-pack armed unit, with the 8th Edition rules represent the high accuracy firepower of the bolt sniper rifle by giving a Devastator.
* PinnedDown: They don't call themthe ability to ignore the usual targeting restrictions when firing at Characters.
* TargetSpotter: Rather than make an attack himself, an Eliminator Sergeant can use his advanced scopes and auspexes to guide the shots of his battle-brothers, granting themSuppressors for nothing. Their autocannons have a bonus on their hit rolls.
!!!'''Hellblaster Squads'''
[[quoteright:350:https://static.effect of understandably terrifying the enemy into cover, this is reflected in game by units targeted by Suppressors having penalties to shooting.
!!!Aggressors
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/hellblasters.org/pmwiki/pub/images/aggressors1.png]]
* CompositeCharacter: They combine two Firstborn Marine units into one, having the aerial attack capabilities of Assault squads and the massive firepower of Devastator squads.
* JumpJetPack: The
* PoisonedWeapon: The Mortis rounds used by Eliminators secrete a mutagenic toxin that can reduce the flesh of any living creature to slush in a matter of moments. The 8th Edition rules represent this by giving Mortis rounds a chance of causing an additional [[UnblockableAttack mortal wound]].
* SniperRifle: The Mk.III Shrike-pattern bolt sniper rifles that Eliminators are equipped with incorporate some of
* LightningBruiser: They have the speed of any
* PinnedDown: They don't call them
* TargetSpotter: Rather than make an attack himself, an Eliminator Sergeant can use his advanced scopes and auspexes to guide the shots of his battle-brothers, granting them
!!!'''Hellblaster Squads'''
[[quoteright:350:https://static.
!!!Aggressors
[[quoteright:300:https://static.tvtropes.
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Hellblasters are the most common fire support squad utilized by the Primaris Marines, providing mobile firepower in support of their battle-brothers assault. Equipped with some of the most advanced, man-portable plasma weapons produced by the Imperium, Hellblaster Squads incinerate their enemies with the power of a solar flare. As with all Imperial plasma weapons, the plasma incinerators used by Hellblasters are highly dangerous when used at full power, leading to many such squads gaining a reputation for martyrdom and self-sacrifice.
to:
-->-- '''Aggressor Zyphan Torl'''
Wearing armour that turns them into a veritable walking bunker, the Primaris
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* {{Expy}}: Hellblasters are an updated version of the single-armament Special Weapon squads used by the Legiones Astartes during the Great Crusade and the Horus Heresy.
* PlasmaCannon: Hellblasters are universally equipped with plasma incinerators, a new and more powerful type of man-portable plasma weapon created by Archmagos Cawl. Each Hellblaster squad wields either the regular highly flexible plasma incinerator, the rapid-fire and manoeuvrable assault plasma incinerator or the longer ranged and more powerful heavy plasma incinerator. Squads of Hellblasters are also able to upgrade their bolt pistols for plasma pistols.
* TakingYouWithMe: The background material for Hellblasters mentions that they are more than willing to immolate themselves by supercharging their plasma incinerators if it means they can bring down the most dangerous foes threatening their battle-brothers.
!!!Suppressors
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/suppressor.png]]
* PlasmaCannon: Hellblasters are universally equipped with plasma incinerators, a new and more powerful type of man-portable plasma weapon created by Archmagos Cawl. Each Hellblaster squad wields either the regular highly flexible plasma incinerator, the rapid-fire and manoeuvrable assault plasma incinerator or the longer ranged and more powerful heavy plasma incinerator. Squads of Hellblasters are also able to upgrade their bolt pistols for plasma pistols.
* TakingYouWithMe: The background material for Hellblasters mentions that they are more than willing to immolate themselves by supercharging their plasma incinerators if it means they can bring down the most dangerous foes threatening their battle-brothers.
!!!Suppressors
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/suppressor.png]]
to:
* {{Expy}}: Hellblasters ArmCannon: Their boltstorm gauntlets are an updated version of {{Power Fist}}s with belt-fed bolters mounted on them, making them look quite similar to the single-armament Special Weapon squads used by the Legiones Astartes during the Great Crusade and the Horus Heresy.
Gauntlets of Ultramar/Hand of Dominion.
*PlasmaCannon: Hellblasters are universally BackpackCannon: Aggressors equipped with plasma incinerators, a new and more powerful type of man-portable plasma weapon created by Archmagos Cawl. Each Hellblaster squad wields either the regular highly flexible plasma incinerator, the rapid-fire and manoeuvrable assault plasma incinerator or the longer ranged and more powerful heavy plasma incinerator. Squads of Hellblasters are boltstorm gauntlets can also able to upgrade mount fragstorm grenade launchers on their bolt pistols for plasma pistols.
backpacks.
*TakingYouWithMe: The background material for Hellblasters mentions CloseRangeCombatant: Aggressors are designed to plug up holes in battle lines and pour firepower into enemies that they are more than willing manage to immolate themselves by supercharging get too close.
* ShouldersOfDoom: Aggressors that take flamestorm gauntlets sport oversized pauldrons to better shield theirplasma incinerators if it means they can bring down the most dangerous foes threatening heads from their battle-brothers.
!!!Suppressors
weapons' fury.
[[/folder]]
[[folder:Multirole Squads]]
!!!'''Centurions'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/suppressor.org/pmwiki/pub/images/centurions.png]]
*
*
* ShouldersOfDoom: Aggressors that take flamestorm gauntlets sport oversized pauldrons to better shield their
!!!Suppressors
[[/folder]]
[[folder:Multirole Squads]]
!!!'''Centurions'''
[[quoteright:350:https://static.tvtropes.
Changed line(s) 598,599 (click to see context) from:
A rapid response fire support unit most commonly utilized by Vanguard formations. Suppressors use their grav chutes and jump packs to quickly position themselves to engage any enemy threat on the battlefield before laying down withering fire with their accelerator autocannons.
to:
->''"Hear me out. A rapid response Space Marine...inside...of a Space Marine!"''
-->-- '''Games Workshop CEO''', ''[[WebAnimation/FlashGitzAnimation Inside Games Workshop]]''
Developed from an STC design found in the wake of the Age of Apostasy, Centurion warsuits incorporate heavy ablative armour that provides an Astartes increased protection from enemy attacks, as well as firing aids and recoil dampeners that allow the wearer to fire heavy weapons on the move with increased accuracy. Due to their relative lack of speed, Centurion warsuits are typically fielded in close terrain and for siege warfare. Those who pilot Centurion warsuits are drawn from a Chapter’s Battle and Reserve Companies and can be equipped for either close support or fire supportunit most commonly utilized by Vanguard formations. Suppressors use their grav chutes and jump packs to quickly position themselves to engage any enemy threat depending on the battlefield before laying down withering fire with their accelerator autocannons.
specialisation of the pilot.
-->-- '''Games Workshop CEO''', ''[[WebAnimation/FlashGitzAnimation Inside Games Workshop]]''
Developed from an STC design found in the wake of the Age of Apostasy, Centurion warsuits incorporate heavy ablative armour that provides an Astartes increased protection from enemy attacks, as well as firing aids and recoil dampeners that allow the wearer to fire heavy weapons on the move with increased accuracy. Due to their relative lack of speed, Centurion warsuits are typically fielded in close terrain and for siege warfare. Those who pilot Centurion warsuits are drawn from a Chapter’s Battle and Reserve Companies and can be equipped for either close support or fire support
Changed line(s) 601,608 (click to see context) from:
* {{BFG}}: Suppresors wield the Accelerator Autocannon, a beast of a weapon that fires foot-long, armour-piercing shells capable of blasting apart heavy infantry and most vehicles. For reference, these are guns that tend to be mounted on '''''TANKS'''''.
* CompositeCharacter: They combine two Firstborn Marine units into one, having the aerial attack capabilities of Assault squads and the massive firepower of Devastator squads.
* JumpJetPack: The Omnis Pattern armour worn by Suppressors incorporates both a grav-chute and a jump pack that allow them to quickly deploy into the perfect firing position to make the most of their massive firepower.
* LightningBruiser: They have the speed of any other jump-pack armed unit, with the firepower of a Devastator.
* PinnedDown: They don't call them Suppressors for nothing. Their autocannons have a bonus effect of understandably terrifying the enemy into cover, this is reflected in game by units targeted by Suppressors having penalties to shooting.
!!!Aggressors
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/aggressors1.png]]
* CompositeCharacter: They combine two Firstborn Marine units into one, having the aerial attack capabilities of Assault squads and the massive firepower of Devastator squads.
* JumpJetPack: The Omnis Pattern armour worn by Suppressors incorporates both a grav-chute and a jump pack that allow them to quickly deploy into the perfect firing position to make the most of their massive firepower.
* LightningBruiser: They have the speed of any other jump-pack armed unit, with the firepower of a Devastator.
* PinnedDown: They don't call them Suppressors for nothing. Their autocannons have a bonus effect of understandably terrifying the enemy into cover, this is reflected in game by units targeted by Suppressors having penalties to shooting.
!!!Aggressors
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/aggressors1.png]]
to:
* {{BFG}}: Suppresors wield ArmCannon: The primary weapons wielded by Centurion Devastators are mounted on the Accelerator Autocannon, a beast underside of a weapon their forearms, keeping their hands free so that fires foot-long, armour-piercing shells capable they can still fight effectively despite carrying a pair of blasting apart [[{{BFG}} heavy weapons]].
* ChestBlaster: Both types of Centurion Armor have weapons built into their chests for even more attacking power. Hurricane bolters are a standard option, but Assault Centurions can opt for grenade launchers to take care of enemy infantry andmost vehicles. For reference, these are guns that tend to be mounted on '''''TANKS'''''.
* CompositeCharacter: They combine two Firstborn Marine units into one, having the aerial attack capabilities of Assault squads and the massive firepower ofDevastator squads.
Centurions can take missile launchers for a longer range attack.
*JumpJetPack: The Omnis Pattern armour worn by Suppressors incorporates both MetaMecha: Centurion armor is essentially a grav-chute huge, unwieldy suit of PowerArmor wrapped around the pilot's normal PowerArmor and a jump pack loaded down with either terrifying amounts of firepower or tank- and building-shredding drills with built-in flamethrowers or meltaguns.
* MightyGlacier: Devastator Centurions are deployed for missions thatallow them require Space Marines to quickly deploy into the perfect firing position to make the most bring exceptional levels of their massive firepower.
* LightningBruiser: They have the speed of any other jump-pack armed unit, withfirepower, such as siege warfare or bringing the firepower of a Devastator.
* PinnedDown: They don't call them Suppressors for nothing.tank into confined quarters. Their autocannons have a bonus effect only real weakness is their lack of understandably terrifying the speed, and they are easily outpaced by fast-moving foes. Thus, they are primarily employed to besiege defended enemy positions or to defend their own fortifications, or used as mobile firebases to strengthen the advancing battle line.
* SiegeEngines: Centurions are brutal specialist weapons tactically deployed as line breakers and besiegers, where haste is less important than durability.
* ThisIsADrill: Assault Centurions have large grinding drills on their arms to tear intocover, this is reflected in game by units targeted by Suppressors having penalties to shooting.
!!!Aggressors
[[quoteright:300:https://static.enemy fortifications.
!!!'''Scouts'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aggressors1.org/pmwiki/pub/images/newscouts.png]]
* ChestBlaster: Both types of Centurion Armor have weapons built into their chests for even more attacking power. Hurricane bolters are a standard option, but Assault Centurions can opt for grenade launchers to take care of enemy infantry and
* CompositeCharacter: They combine two Firstborn Marine units into one, having the aerial attack capabilities of Assault squads and the massive firepower of
*
* MightyGlacier: Devastator Centurions are deployed for missions that
* LightningBruiser: They have the speed of any other jump-pack armed unit, with
* PinnedDown: They don't call them Suppressors for nothing.
* SiegeEngines: Centurions are brutal specialist weapons tactically deployed as line breakers and besiegers, where haste is less important than durability.
* ThisIsADrill: Assault Centurions have large grinding drills on their arms to tear into
!!!Aggressors
[[quoteright:300:https://static.
!!!'''Scouts'''
[[quoteright:350:https://static.tvtropes.
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->''"Burn the heretic from his lair. Put the torch to his foul idols, and cast all that he treasures into the flames. Only then, when he realises the true cost of his perfidy, grant unto him the oblivion he deserves."''
-->-- '''Aggressor Zyphan Torl'''
Wearing armour that turns them into a veritable walking bunker, the Primaris heavy infantry known as Aggressors specialise in unleashing overwhelming firepower at short range. Their heavy, but mobile, Gravis armour and their ability to fire on the move make Aggressors particularly effective when operating in dense terrain such as urban environments and trench warfare.
-->-- '''Aggressor Zyphan Torl'''
Wearing armour that turns them into a veritable walking bunker, the Primaris heavy infantry known as Aggressors specialise in unleashing overwhelming firepower at short range. Their heavy, but mobile, Gravis armour and their ability to fire on the move make Aggressors particularly effective when operating in dense terrain such as urban environments and trench warfare.
to:
-->--
Wearing armour that turns them into
Once an initiate has reached a
As Scouts do not have the full complement of enhanced organs (most specifically the Black Carapace that allows an Astartes to interface with their trademark power armour), they wear lighter carapace armour, and often wield less powerful weaponry, geared more towards stealth than strength. On the battlefield, Scouts are typically fielded as infiltrators and assassins, gathering intelligence, sabotaging enemy positions, sniping leaders, and generally causing as much chaos and disruption as possible. Once a Scout has proven themselves worthy, they will be implanted with the remaining Astartes organs and join the ranks of the Chapter as a fully-fledged warrior.
Changed line(s) 616,619 (click to see context) from:
* ArmCannon: Their boltstorm gauntlets are {{Power Fist}}s with belt-fed bolters mounted on them, making them look quite similar to the Gauntlets of Ultramar/Hand of Dominion.
* BackpackCannon: Aggressors equipped with boltstorm gauntlets can also mount fragstorm grenade launchers on their backpacks.
* CloseRangeCombatant: Aggressors are designed to plug up holes in battle lines and pour firepower into enemies that manage to get too close.
* ShouldersOfDoom: Aggressors that take flamestorm gauntlets sport oversized pauldrons to better shield their heads from their weapons' fury.
* BackpackCannon: Aggressors equipped with boltstorm gauntlets can also mount fragstorm grenade launchers on their backpacks.
* CloseRangeCombatant: Aggressors are designed to plug up holes in battle lines and pour firepower into enemies that manage to get too close.
* ShouldersOfDoom: Aggressors that take flamestorm gauntlets sport oversized pauldrons to better shield their heads from their weapons' fury.
to:
* ArmCannon: Their boltstorm gauntlets BadassNormal: Scouts are {{Power Fist}}s with belt-fed bolters this in comparison to Astartes, as they haven't received the full regimen of organs that creates a Marine, and their Scout-type carapace armor isn't as strong as normal power armor. Still, they are deadly opponents and can more than hold their own in combat. Averted by some Chapters on principle and other chapters by circumstance. The Space Wolves only put their experienced veterans into the scouts, whilst other chapters pragmatically deploy their most talented marines into the scout companies to train a dedicated covert force.
* BoobyTrap: Space Marine Scouts mounted onthem, making them look quite similar to the Gauntlets of Ultramar/Hand of Dominion.
* BackpackCannon: Aggressorsbikes are often equipped with boltstorm gauntlets can also mount fragstorm grenade launchers on cluster mines, advanced anti-personnel explosives that the Scouts deploy behind enemy lines to disrupt movement and to cover their backpacks.
* CloseRangeCombatant: Aggressorsretreat. In some editions of the game, these mines allowed a Scout Bike squad to booby trap terrain pieces, turning them into dangerous terrain that had a chance of wounding enemy models that moved through them. In 8th Edition, however, Cluster Mines are designed a Space Marine Stratagem that has a chance of causing [[UnblockableAttack mortal wounds]] when a Scout Bike squad Falls Back.
* ColdSniper: Scouts are the only ones who get armed with a SniperRifle for long distance strikes against enemy commanders and other important targets. For a full fledged Brother toplug up holes in do this would be considered dishonorable.
* CombatPragmatist: Scouts are responsible for the Chapter's covert operations.
* JackOfAllTrades: Scouts perform all sorts of battlelines and pour firepower into enemies that manage to get too close.
support but they're not as flexible as Tactical marines, as good in close combat as Assault marines or as precise with heavy weapons as Devastators.
*ShouldersOfDoom: Aggressors that take flamestorm gauntlets sport oversized pauldrons to better shield OvershadowedByAwesome: Scouts could give Delta Force or Seal Team Six a run for their heads from money. Alas, it is their weapons' fury.armored brothers that get all the press.
* ShotgunsAreJustBetter: Some Scouts are equipped with Astartes shotguns, sometimes known as Astartes assault or combat shotguns, that are more powerful than the shotguns used by other Imperial forces[[note]]represented in 8th Edition by a higher Strength characteristic than Astra Militarum shotguns[[/note]]. The high rate of fire and the ability to fire on the move make these short-ranged weapons highly useful to Scout squads operating in dense terrain.
* StealthExpert: Scouts frequently wear an InvisibilityCloak made of a material called cameoline which mimics the surroundings.
* BoobyTrap: Space Marine Scouts mounted on
* BackpackCannon: Aggressors
* CloseRangeCombatant: Aggressors
* ColdSniper: Scouts are the only ones who get armed with a SniperRifle for long distance strikes against enemy commanders and other important targets. For a full fledged Brother to
* CombatPragmatist: Scouts are responsible for the Chapter's covert operations.
* JackOfAllTrades: Scouts perform all sorts of battle
*
* ShotgunsAreJustBetter: Some Scouts are equipped with Astartes shotguns, sometimes known as Astartes assault or combat shotguns, that are more powerful than the shotguns used by other Imperial forces[[note]]represented in 8th Edition by a higher Strength characteristic than Astra Militarum shotguns[[/note]]. The high rate of fire and the ability to fire on the move make these short-ranged weapons highly useful to Scout squads operating in dense terrain.
* StealthExpert: Scouts frequently wear an InvisibilityCloak made of a material called cameoline which mimics the surroundings.
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[[folder:Multirole Squads]]
!!!'''Centurions'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/centurions.png]]
!!!'''Centurions'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/centurions.png]]
to:
!!!'''Centurions'''
[[quoteright:350:https://static.
[[folder:Terminators]]
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:349:Top: White Scars Terminator with storm bolter and cyclone missile launcher.\\
Bottom: Blood Angels Assault Terminator with thunder hammer and storm shield.]]
Changed line(s) 627,631 (click to see context) from:
->''"Hear me out. A Space Marine...inside...of a Space Marine!"''
-->-- '''Games Workshop CEO''', ''[[WebAnimation/FlashGitzAnimation Inside Games Workshop]]''
Developed from an STC design found in the wake of the Age of Apostasy, Centurion warsuits incorporate heavy ablative armour that provides an Astartes increased protection from enemy attacks, as well as firing aids and recoil dampeners that allow the wearer to fire heavy weapons on the move with increased accuracy. Due to their relative lack of speed, Centurion warsuits are typically fielded in close terrain and for siege warfare. Those who pilot Centurion warsuits are drawn from a Chapter’s Battle and Reserve Companies and can be equipped for either close support or fire support depending on the specialisation of the pilot.
-->-- '''Games Workshop CEO''', ''[[WebAnimation/FlashGitzAnimation Inside Games Workshop]]''
Developed from an STC design found in the wake of the Age of Apostasy, Centurion warsuits incorporate heavy ablative armour that provides an Astartes increased protection from enemy attacks, as well as firing aids and recoil dampeners that allow the wearer to fire heavy weapons on the move with increased accuracy. Due to their relative lack of speed, Centurion warsuits are typically fielded in close terrain and for siege warfare. Those who pilot Centurion warsuits are drawn from a Chapter’s Battle and Reserve Companies and can be equipped for either close support or fire support depending on the specialisation of the pilot.
to:
-->--
Developed
Those promoted to the honoured 1st Company of a Chapter have proven themselves worthy of being armed with some of the
Deleted line(s) 633,672 (click to see context) :
* ArmCannon: The primary weapons wielded by Centurion Devastators are mounted on the underside of their forearms, keeping their hands free so that they can still fight effectively despite carrying a pair of [[{{BFG}} heavy weapons]].
* ChestBlaster: Both types of Centurion Armor have weapons built into their chests for even more attacking power. Hurricane bolters are a standard option, but Assault Centurions can opt for grenade launchers to take care of enemy infantry and Devastator Centurions can take missile launchers for a longer range attack.
* MetaMecha: Centurion armor is essentially a huge, unwieldy suit of PowerArmor wrapped around the pilot's normal PowerArmor and loaded down with either terrifying amounts of firepower or tank- and building-shredding drills with built-in flamethrowers or meltaguns.
* MightyGlacier: Devastator Centurions are deployed for missions that require Space Marines to bring exceptional levels of firepower, such as siege warfare or bringing the firepower of a tank into confined quarters. Their only real weakness is their lack of speed, and they are easily outpaced by fast-moving foes. Thus, they are primarily employed to besiege defended enemy positions or to defend their own fortifications, or used as mobile firebases to strengthen the advancing battle line.
* SiegeEngines: Centurions are brutal specialist weapons tactically deployed as line breakers and besiegers, where haste is less important than durability.
* ThisIsADrill: Assault Centurions have large grinding drills on their arms to tear into enemy fortifications.
!!!'''Scouts'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/newscouts.png]]
%%
->''"Forget all your preconceptions of war, of battle-lines clashing in the churned ground. Your mission is to attack before the foe even realises that the war has begun, to strike hard at those vital weaknesses that all armies possess, but that no commander will admit to. Under my tutelage you will learn how to seek out such fragilities and smite them with every weapon at your disposal. Master these duties and I will have nothing more to teach, and you will truly be a Space Marine."''
-->-- '''Sergeant Torias Telion''', Ultramarines 10th Company
Once an initiate has reached a certain point in their biological development and martial training, he will become a Scout and join his elder battle-brothers on campaign to gain real combat experience and master his enhanced physiology. The ''Codex Astartes'' stipulates that the 10th Company of a chapter be a dedicated Scout Company, and it is here that a Chapter's Scouts are organised, armed, and trained by sergeant instructors under the command of the Master of the Recruits.
As Scouts do not have the full complement of enhanced organs (most specifically the Black Carapace that allows an Astartes to interface with their trademark power armour), they wear lighter carapace armour, and often wield less powerful weaponry, geared more towards stealth than strength. On the battlefield, Scouts are typically fielded as infiltrators and assassins, gathering intelligence, sabotaging enemy positions, sniping leaders, and generally causing as much chaos and disruption as possible. Once a Scout has proven themselves worthy, they will be implanted with the remaining Astartes organs and join the ranks of the Chapter as a fully-fledged warrior.
----
* BadassNormal: Scouts are this in comparison to Astartes, as they haven't received the full regimen of organs that creates a Marine, and their Scout-type carapace armor isn't as strong as normal power armor. Still, they are deadly opponents and can more than hold their own in combat. Averted by some Chapters on principle and other chapters by circumstance. The Space Wolves only put their experienced veterans into the scouts, whilst other chapters pragmatically deploy their most talented marines into the scout companies to train a dedicated covert force.
* BoobyTrap: Space Marine Scouts mounted on bikes are often equipped with cluster mines, advanced anti-personnel explosives that the Scouts deploy behind enemy lines to disrupt movement and to cover their retreat. In some editions of the game, these mines allowed a Scout Bike squad to booby trap terrain pieces, turning them into dangerous terrain that had a chance of wounding enemy models that moved through them. In 8th Edition, however, Cluster Mines are a Space Marine Stratagem that has a chance of causing [[UnblockableAttack mortal wounds]] when a Scout Bike squad Falls Back.
* ColdSniper: Scouts are the only ones who get armed with a SniperRifle for long distance strikes against enemy commanders and other important targets. For a full fledged Brother to do this would be considered dishonorable.
* CombatPragmatist: Scouts are responsible for the Chapter's covert operations.
* JackOfAllTrades: Scouts perform all sorts of battle support but they're not as flexible as Tactical marines, as good in close combat as Assault marines or as precise with heavy weapons as Devastators.
* OvershadowedByAwesome: Scouts could give Delta Force or Seal Team Six a run for their money. Alas, it is their armored brothers that get all the press.
* ShotgunsAreJustBetter: Some Scouts are equipped with Astartes shotguns, sometimes known as Astartes assault or combat shotguns, that are more powerful than the shotguns used by other Imperial forces[[note]]represented in 8th Edition by a higher Strength characteristic than Astra Militarum shotguns[[/note]]. The high rate of fire and the ability to fire on the move make these short-ranged weapons highly useful to Scout squads operating in dense terrain.
* StealthExpert: Scouts frequently wear an InvisibilityCloak made of a material called cameoline which mimics the surroundings.
[[/folder]]
!!!Veterans
[[folder:Terminators]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/newtermies2.png]]
[[caption-width-right:349:Top: White Scars Terminator with storm bolter and cyclone missile launcher.\\
Bottom: Blood Angels Assault Terminator with thunder hammer and storm shield.]]
%%
->''"Within dark and forgotten places hide the enemies of the Emperor. You have been chosen to enter such places and, protected by the best armour the Adeptus Mechanicus can provide, cleanse it. Take with you weapons, a valiant heart and the Emperor's blessing, and engage the enemy where it makes its lair. Acknowledge death as it approaches, but do not succumb to its touch, for your purpose is great. You have proved yourselves to be worthy of the status you now hold. Every one of you standing here, all of whom have declared allegiance to the Emperor and take his will as your guide, have shown courage and have been rewarded for it. Those that stand before me, I charge you now, go forth and vanquish the foe."''
-->-- Extract from the ''Pax Terminatum''
Those promoted to the honoured 1st Company of a Chapter have proven themselves worthy of being armed with some of the most powerful equipment available to the Astartes and the rare and powerful suits of Tactical Dreadnought armour, more commonly known as Terminator armour, is one of the most iconic of these. Considered to some of the best personal armour available to the forces of humanity, Terminator armour is capable of shrugging off all but the most devastating of attacks and wield powerful weapons that even a regular Astartes would struggle to lift with incredible ease. While the Indomitus pattern is the most commonly seen form of Terminator armour other, even rare and more powerful, patterns are sometimes worn by a Chapter's greatest warriors.
----
* ChestBlaster: Both types of Centurion Armor have weapons built into their chests for even more attacking power. Hurricane bolters are a standard option, but Assault Centurions can opt for grenade launchers to take care of enemy infantry and Devastator Centurions can take missile launchers for a longer range attack.
* MetaMecha: Centurion armor is essentially a huge, unwieldy suit of PowerArmor wrapped around the pilot's normal PowerArmor and loaded down with either terrifying amounts of firepower or tank- and building-shredding drills with built-in flamethrowers or meltaguns.
* MightyGlacier: Devastator Centurions are deployed for missions that require Space Marines to bring exceptional levels of firepower, such as siege warfare or bringing the firepower of a tank into confined quarters. Their only real weakness is their lack of speed, and they are easily outpaced by fast-moving foes. Thus, they are primarily employed to besiege defended enemy positions or to defend their own fortifications, or used as mobile firebases to strengthen the advancing battle line.
* SiegeEngines: Centurions are brutal specialist weapons tactically deployed as line breakers and besiegers, where haste is less important than durability.
* ThisIsADrill: Assault Centurions have large grinding drills on their arms to tear into enemy fortifications.
!!!'''Scouts'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/newscouts.png]]
%%
->''"Forget all your preconceptions of war, of battle-lines clashing in the churned ground. Your mission is to attack before the foe even realises that the war has begun, to strike hard at those vital weaknesses that all armies possess, but that no commander will admit to. Under my tutelage you will learn how to seek out such fragilities and smite them with every weapon at your disposal. Master these duties and I will have nothing more to teach, and you will truly be a Space Marine."''
-->-- '''Sergeant Torias Telion''', Ultramarines 10th Company
Once an initiate has reached a certain point in their biological development and martial training, he will become a Scout and join his elder battle-brothers on campaign to gain real combat experience and master his enhanced physiology. The ''Codex Astartes'' stipulates that the 10th Company of a chapter be a dedicated Scout Company, and it is here that a Chapter's Scouts are organised, armed, and trained by sergeant instructors under the command of the Master of the Recruits.
As Scouts do not have the full complement of enhanced organs (most specifically the Black Carapace that allows an Astartes to interface with their trademark power armour), they wear lighter carapace armour, and often wield less powerful weaponry, geared more towards stealth than strength. On the battlefield, Scouts are typically fielded as infiltrators and assassins, gathering intelligence, sabotaging enemy positions, sniping leaders, and generally causing as much chaos and disruption as possible. Once a Scout has proven themselves worthy, they will be implanted with the remaining Astartes organs and join the ranks of the Chapter as a fully-fledged warrior.
----
* BadassNormal: Scouts are this in comparison to Astartes, as they haven't received the full regimen of organs that creates a Marine, and their Scout-type carapace armor isn't as strong as normal power armor. Still, they are deadly opponents and can more than hold their own in combat. Averted by some Chapters on principle and other chapters by circumstance. The Space Wolves only put their experienced veterans into the scouts, whilst other chapters pragmatically deploy their most talented marines into the scout companies to train a dedicated covert force.
* BoobyTrap: Space Marine Scouts mounted on bikes are often equipped with cluster mines, advanced anti-personnel explosives that the Scouts deploy behind enemy lines to disrupt movement and to cover their retreat. In some editions of the game, these mines allowed a Scout Bike squad to booby trap terrain pieces, turning them into dangerous terrain that had a chance of wounding enemy models that moved through them. In 8th Edition, however, Cluster Mines are a Space Marine Stratagem that has a chance of causing [[UnblockableAttack mortal wounds]] when a Scout Bike squad Falls Back.
* ColdSniper: Scouts are the only ones who get armed with a SniperRifle for long distance strikes against enemy commanders and other important targets. For a full fledged Brother to do this would be considered dishonorable.
* CombatPragmatist: Scouts are responsible for the Chapter's covert operations.
* JackOfAllTrades: Scouts perform all sorts of battle support but they're not as flexible as Tactical marines, as good in close combat as Assault marines or as precise with heavy weapons as Devastators.
* OvershadowedByAwesome: Scouts could give Delta Force or Seal Team Six a run for their money. Alas, it is their armored brothers that get all the press.
* ShotgunsAreJustBetter: Some Scouts are equipped with Astartes shotguns, sometimes known as Astartes assault or combat shotguns, that are more powerful than the shotguns used by other Imperial forces[[note]]represented in 8th Edition by a higher Strength characteristic than Astra Militarum shotguns[[/note]]. The high rate of fire and the ability to fire on the move make these short-ranged weapons highly useful to Scout squads operating in dense terrain.
* StealthExpert: Scouts frequently wear an InvisibilityCloak made of a material called cameoline which mimics the surroundings.
[[/folder]]
!!!Veterans
[[folder:Terminators]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/newtermies2.png]]
[[caption-width-right:349:Top: White Scars Terminator with storm bolter and cyclone missile launcher.\\
Bottom: Blood Angels Assault Terminator with thunder hammer and storm shield.]]
%%
->''"Within dark and forgotten places hide the enemies of the Emperor. You have been chosen to enter such places and, protected by the best armour the Adeptus Mechanicus can provide, cleanse it. Take with you weapons, a valiant heart and the Emperor's blessing, and engage the enemy where it makes its lair. Acknowledge death as it approaches, but do not succumb to its touch, for your purpose is great. You have proved yourselves to be worthy of the status you now hold. Every one of you standing here, all of whom have declared allegiance to the Emperor and take his will as your guide, have shown courage and have been rewarded for it. Those that stand before me, I charge you now, go forth and vanquish the foe."''
-->-- Extract from the ''Pax Terminatum''
Those promoted to the honoured 1st Company of a Chapter have proven themselves worthy of being armed with some of the most powerful equipment available to the Astartes and the rare and powerful suits of Tactical Dreadnought armour, more commonly known as Terminator armour, is one of the most iconic of these. Considered to some of the best personal armour available to the forces of humanity, Terminator armour is capable of shrugging off all but the most devastating of attacks and wield powerful weapons that even a regular Astartes would struggle to lift with incredible ease. While the Indomitus pattern is the most commonly seen form of Terminator armour other, even rare and more powerful, patterns are sometimes worn by a Chapter's greatest warriors.
----
Changed line(s) 768,770 (click to see context) from:
[[folder:Firstborn Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/transports_4.png]]
[[caption-width-right:350:Top: Rhino. Bottom: Land Raider
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/transports_4.png]]
[[caption-width-right:350:Top: Rhino. Bottom: Land Raider
to:
[[folder:Firstborn Transports]]
[[quoteright:350:https://static.Close Support Vehicles]]
!!'''Bikes'''
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/transports_4.png]]
[[caption-width-right:350:Top: Rhino. Bottom: Land Raiderorg/pmwiki/pub/images/ultrabiker.png]]
[[quoteright:350:https://static.
!!'''Bikes'''
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:Top: Rhino. Bottom: Land Raider
Changed line(s) 772,775 (click to see context) from:
The Firstborn Marines' primary transport is the Rhino, an ancient machine whose history dates back to mankind's first expansion into the galaxy. In the current era, the Mars-pattern Rhino serves not only as a personnel transport, but as the base chassis for many other tanks.\\
\\
The Land Raider is the most powerful armored personnel carrier in the arsenal of the Firstborn. Packing enormous firepower and heavy armor, it can both take and deal enormous punishment, and it can be set up with various weapon loadouts for both long- and close-ranged firefights.
\\
The Land Raider is the most powerful armored personnel carrier in the arsenal of the Firstborn. Packing enormous firepower and heavy armor, it can both take and deal enormous punishment, and it can be set up with various weapon loadouts for both long- and close-ranged firefights.
to:
The Firstborn Marines' primary transport is Astartes deploy squads of bike mounted Marines for fast-attack operations, using speed, manoeuvrability and the Rhino, an ancient machine whose history dates back element of surprise to mankind's first expansion into engage enemy formations before withdrawing while foe is still reeling from their sudden assault. All Marines receive training in the galaxy. In use of the current era, the Mars-pattern Rhino serves not only as a personnel transport, but as the base chassis for many other tanks.\\
\\
The Land Raider is the mostrugged and powerful armored personnel carrier in Space Marine Bike during their time as a Scout and, even after becoming a full battle-brother, Assault Marines and the arsenal entirety of a Codex Chapter's 6th Reserve Company continue to train for mounted combat so that they can be fielded as Bike squads should the Firstborn. Packing enormous need arise. When a greater degree of firepower and is required, Bike squads will often be accompanied by Attack Bikes, specially modified, two-person Bikes that mount a formidable heavy armor, it can both take and deal enormous punishment, and it can be set up with various weapon loadouts for both long- and close-ranged firefights.
in addition to the traditional twin bolters that all Space Marine Bikes are armed with.
\\
The Land Raider is the most
Changed line(s) 777,787 (click to see context) from:
* AwesomePersonnelCarrier:
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to their next ass-whipping session since 1987.
** The Land Raider, overlapping with TankGoodness. The highest vehicle armor in the game, weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, a "machine spirit" that can assist with shooting or take over for the driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Firstborn Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks with a 2+ armor save.
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
[[/folder]]
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/repulsor.png]]
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to their next ass-whipping session since 1987.
** The Land Raider, overlapping with TankGoodness. The highest vehicle armor in the game, weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, a "machine spirit" that can assist with shooting or take over for the driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Firstborn Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks with a 2+ armor save.
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
[[/folder]]
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/repulsor.png]]
to:
* AwesomePersonnelCarrier:
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride toBadassBiker: Space Marine Bikes are just as overbuilt and tough as their next ass-whipping session since 1987.
** The Land Raider, overlappingriders, described as navigating concrete walls by [[DynamicEntry crashing through them]].
* CarFu: Space Marine Bikers are known to use the speed, weight and momentum of their heavily reinforced mounts to pulp the flesh of their enemy when they assault their foe. In some editions this is represented by the Biker gaining a special attack on the turn that they charge.
* CoolSidecar: Attack Bikes are Space Marine Bikes fitted withTankGoodness. The highest vehicle armor in the game, a sturdy sidecar that sports a heavy weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, such as a "machine spirit" that can assist with shooting or take over for the driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Firstborn Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a stormheavy bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's multi-melta, turning the only transport with the ability to gain back wounds.
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks withBike into a 2+ armor save.
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
[[/folder]]
[[folder:Repulsor Armoured Transports]]
capable mobile weapons platform.
!!'''Land Speeders'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/repulsor.org/pmwiki/pub/images/wslandspeeder.png]]
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to
** The Land Raider, overlapping
* CarFu: Space Marine Bikers are known to use the speed, weight and momentum of their heavily reinforced mounts to pulp the flesh of their enemy when they assault their foe. In some editions this is represented by the Biker gaining a special attack on the turn that they charge.
* CoolSidecar: Attack Bikes are Space Marine Bikes fitted with
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Firstborn Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks with
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
[[/folder]]
[[folder:Repulsor Armoured Transports]]
!!'''Land Speeders'''
[[quoteright:350:https://static.tvtropes.
Changed line(s) 789,793 (click to see context) from:
->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
to:
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial
Changed line(s) 795,800 (click to see context) from:
* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
to:
* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: WithFragileSpeedster: While the proper loadout, it can put out four lascannon shots per turn, combined with all Land Speeder has the other firepower it can take.
highest speed of any Astartes vehicle that isn't an aircraft they also have the lowest Toughness and Wounds characteristics of the Space Marine vehicle pool.
* HoverTank:The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to Speeders are the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amountmost common form of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of itsarmoured anti-grav field. In vehicle utilised by the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge Chapters of the Adeptus Astartes. The grav-drives of a Land Speeder aren't powerful enough for high altitude operations but is pancaked instead.
they are capable of lifting the vehicle over most terrain and obstacles while still retaining a high degree of manoeuvrability.
* TargetSpotter:The light Repulsor variants known as Impulsors are Land Speeders often equipped act as spotters for Whirlwinds and other artillery units, using their speed and manoeuvrability to scout out enemy positions before relaying their positions to their allies. During 7th Edition this was represented by the Suppression Force Formation that teamed a Land Speeder with orbital comms arrays a pair of Whirlwinds, while 8th Edition has the Datalink Telemetry Stratagem that allow them increases the accuracy of Whirlwinds firing at targets visible to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.nearby Land Speeder.
* BeamSpam: With
* HoverTank:
* MoreDakka: Can be configured to have an egregious amount
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its
* TargetSpotter:
Added DiffLines:
[[folder:Firstborn Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/transports_4.png]]
[[caption-width-right:350:Top: Rhino. Bottom: Land Raider
%%
The Firstborn Marines' primary transport is the Rhino, an ancient machine whose history dates back to mankind's first expansion into the galaxy. In the current era, the Mars-pattern Rhino serves not only as a personnel transport, but as the base chassis for many other tanks.\\
\\
The Land Raider is the most powerful armored personnel carrier in the arsenal of the Firstborn. Packing enormous firepower and heavy armor, it can both take and deal enormous punishment, and it can be set up with various weapon loadouts for both long- and close-ranged firefights.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/transports_4.png]]
[[caption-width-right:350:Top: Rhino. Bottom: Land Raider
%%
The Firstborn Marines' primary transport is the Rhino, an ancient machine whose history dates back to mankind's first expansion into the galaxy. In the current era, the Mars-pattern Rhino serves not only as a personnel transport, but as the base chassis for many other tanks.\\
\\
The Land Raider is the most powerful armored personnel carrier in the arsenal of the Firstborn. Packing enormous firepower and heavy armor, it can both take and deal enormous punishment, and it can be set up with various weapon loadouts for both long- and close-ranged firefights.
Added DiffLines:
* AwesomePersonnelCarrier:
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to their next ass-whipping session since 1987.
** The Land Raider, overlapping with TankGoodness. The highest vehicle armor in the game, weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, a "machine spirit" that can assist with shooting or take over for the driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Firstborn Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks with a 2+ armor save.
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
[[/folder]]
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/repulsor.png]]
%%
->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
----
* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
[[/folder]]
----
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to their next ass-whipping session since 1987.
** The Land Raider, overlapping with TankGoodness. The highest vehicle armor in the game, weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, a "machine spirit" that can assist with shooting or take over for the driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Firstborn Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks with a 2+ armor save.
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
[[/folder]]
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/repulsor.png]]
%%
->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
----
* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
[[/folder]]
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Deleted line(s) 51,53 (click to see context) :
* AwesomePersonnelCarrier:
** The Land Raider, overlapping with TankGoodness. The highest vehicle armor in the game, weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, a "machine spirit" that can assist with shooting or take over for the driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to their next ass-whipping session since 1987.
** The Land Raider, overlapping with TankGoodness. The highest vehicle armor in the game, weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, a "machine spirit" that can assist with shooting or take over for the driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
** The Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to their next ass-whipping session since 1987.
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* BoringButPractical:
** The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
** The Predator, the main line battle tank used by the Adeptus Astartes, may lack the massively powerful weaponry or special rules that the armoured vehicles of other factions receive, but it's a relatively cost-effective way of including multiple heavy weapons such as [[AntiArmor lascannons]] and [[AntiInfantry heavy bolters]] into an army. During a game they are so unremarkable that an inexperienced opponent will often ignore them in favor of something more immediately or [[DrawAggro apparently]] threatening, something that savvy players will use to get the most out of their Predators.
** The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
** The Predator, the main line battle tank used by the Adeptus Astartes, may lack the massively powerful weaponry or special rules that the armoured vehicles of other factions receive, but it's a relatively cost-effective way of including multiple heavy weapons such as [[AntiArmor lascannons]] and [[AntiInfantry heavy bolters]] into an army. During a game they are so unremarkable that an inexperienced opponent will often ignore them in favor of something more immediately or [[DrawAggro apparently]] threatening, something that savvy players will use to get the most out of their Predators.
to:
* BoringButPractical:
** The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
**BoringButPractical: The Predator, the main line battle tank used by the Adeptus Astartes, may lack the massively powerful weaponry or special rules that the armoured vehicles of other factions receive, but it's a relatively cost-effective way of including multiple heavy weapons such as [[AntiArmor lascannons]] and [[AntiInfantry heavy bolters]] into an army. During a game they are so unremarkable that an inexperienced opponent will often ignore them in favor of something more immediately or [[DrawAggro apparently]] threatening, something that savvy players will use to get the most out of their Predators.
** The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its design is so well-made and practical that all of the Astartes' tanks aside from the Land Raider are variants on its design. In-game, the Rhino's weapon options are limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with the ability to gain back wounds.
**
Deleted line(s) 163 (click to see context) :
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks with a 2+ armor save.
Deleted line(s) 200 (click to see context) :
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
Deleted line(s) 223 (click to see context) :
* TankGoodness: The [[AwesomePersonnelCarrier Land Raider]] again, eclipsing the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
Changed line(s) 776,777 (click to see context) from:
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_199120101192_primarisrepulsor01.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_199120101192_primarisrepulsor01.png]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:Top: Rhino. Bottom: Land Raider
Changed line(s) 779,783 (click to see context) from:
->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
to:
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
\\
The Land Raider is the most powerful armored personnel carrier in the arsenal of the
Changed line(s) 785,790 (click to see context) from:
* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
to:
* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank:AwesomePersonnelCarrier:
** TheRepulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down Rhino: Giving your 10-man squads of superhuman armoured badasses a taxi ride to the point that it plods along at about the same speed as a their next ass-whipping session since 1987.
** The Land Raider,its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combinedoverlapping with devastating anti-tank capabilities.
* SquashedFlat:TankGoodness. The fate of ''anything'' highest vehicle armor in the path of a Repulsor due game, weapon options that can obliterate tanks or reduce infantry to ashes or chunky salsa, a "machine spirit" that can assist with shooting or take over for the strength driver, ''and'' it can still carry a squad of Terminators into the thick of combat.
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and itsanti-grav field. In design is so well-made and practical that all of the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light RepulsorFirstborn Astartes' tanks aside from the Land Raider are variants known as Impulsors on its design. In-game, the Rhino's weapon options are often equipped limited to a storm bolter or hunter-seeker missile, but it can carry up to 10 standard Marines, and it's the only transport with orbital comms arrays that allow them the ability to feed targeting data to orbiting gain back wounds.
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartesspacecraft so that they can unleash have in their armories. In-game, all Land Raider variants have 16 wounds and are the only Astartes tanks with a devastating [[OrbitalBombardment orbital barrage]] once per game.2+ armor save.
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank:
** The
** The Land Raider,
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined
* SquashedFlat:
* BoringButPractical: The ubiquitous Rhino personnel carrier. It's not particularly well-armed or -armored, but it's based on a tractor template that can run off almost anything, including wood or corpses, and its
* TargetSpotter: The light Repulsor
* TheJuggernaut: Land Raiders are exceptionally tough and are the hardiest tanks the Astartes
* SapientTank: A Land Raider's machine spirit is powerful and advanced enough to be able to take control of the tank if necessary, although its overall function is limited.
* TankGoodness: The Land Raider eclipses the Predator dedicated battle tank, which tends to look a little underpowered when compared to the Imperial Guard's vehicle pool.
Added DiffLines:
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/repulsor.png]]
%%
->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/repulsor.png]]
%%
->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
Added DiffLines:
* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
[[/folder]]
----
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
[[/folder]]
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Is there an issue? Send a MessageReason:
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* AntiMagic: The Reliquary of Gathalamor[[note]]originally introduced in the ''Imperium Nihilus: Vigilus Defiant'' campaign book and later added to the second 8th Edition ''Codex: Space Marines''[[/note]] is a relic of the Indomitus Crusade that Primaris Characters can take. Containing the mortal remains of a powerful Sister of Silence, the Reliquary still retains some of the power of the martyred anti-psyker Blank and is able to prevent nearby enemy psykers from using their abilities.
* AuraVision: The Soul Sight Obscuration PsychicPower allows a Primaris Vanguard Librarian to share his ability to see souls with his comrades, allowing them to pick out their targets no matter how they try to hide, making them far easier to hit with ranged attacks.
* AuraVision: The Soul Sight Obscuration PsychicPower allows a Primaris Vanguard Librarian to share his ability to see souls with his comrades, allowing them to pick out their targets no matter how they try to hide, making them far easier to hit with ranged attacks.
* BackFromTheBrink: The dissemination of the Primaris Marines has saved a number of heavily depleted Chapters from extinction. The Black Consuls, the Crimson Fists and the Scythes of the Emperor have all been brought back to almost full strength by the addition of Primaris Marines to their rosters.
* ConvenientlyUnverifiableCoverStory: Guilliman explicitly forbade Cawl from using geneseed from the traitor or lost legions to create Primaris Marines. Cawl insists that every new Primaris-only Chapter came from loyalist geneseed, complete with records supposedly linking them to loyalist Primarchs, but it seems far more likely that they are traitor stock, particularly the Sons of the Phoenix and the Covenant of Fire.
Changed line(s) 92 (click to see context) from:
* CripplingOverspecialization: Sometimes Scouts, Assault Marines or Devastators find themselves unable to transition to other roles and thus stay in that roles for their entire career.
to:
* CripplingOverspecialization: CripplingOverspecialization:
** Sometimes Scouts, Assault Marines or Devastators find themselves unable to transition to other roles and thus stay in that roles for their entirecareer.career.
** Unlike regular Astartes, who are strong generalists in combat and able to adequately fulfill tasks outside their specialization with little difficulty, Primaris Marines are extremely niche soldiers. On the tabletop, this means they end up functioning similarly to the Aeldari's Aspect Warriors--dedicated specialists that are superbly effective in their element and nearly useless outside it.
** Sometimes Scouts, Assault Marines or Devastators find themselves unable to transition to other roles and thus stay in that roles for their entire
** Unlike regular Astartes, who are strong generalists in combat and able to adequately fulfill tasks outside their specialization with little difficulty, Primaris Marines are extremely niche soldiers. On the tabletop, this means they end up functioning similarly to the Aeldari's Aspect Warriors--dedicated specialists that are superbly effective in their element and nearly useless outside it.
* DeadlyUpgrade: It's possible to convert a regular Astartes into a Primaris, as was the case with Marneus Calgar. However, the process is insanely agonizing ''even by Astartes standards'' and has a low rate of success or survival. Calgar actually ''did'' die on the operating table, but fortunately for him the Belisarian Furnace jumpstarted his hearts.
* EliteMooks: They are superior to regular Astartes in almost every respect, but lack numbers so they've been distributed among the Chapters as this.
* FishOutOfTemporalWater: The first generation of Primaris were created nearly eight thousand years ago and kept on ice until Gulliman returned to order their deployment. The Imperium they found on waking is near unrecognizable. Some of them even met Rogal Dorn.
* GameplayAndStorySegregation: Primaris Marines can only take Repulsors and Thunderhawk Gunships as transports, but not Mastodons (which are even bigger than Repulsors and can even carry Centurions and Primarchs, who are clearly bigger and bulkier than Primaris) or Thunderhawk Transporters. Even then, a Thunderhawk cannot transport both Firstborn and Primaris Marines at the same time. The reason for these restrictions has never been explained.
* GodzillaThreshold: To create the Primaris Marines, Cawl had to tamper with Astartes gene-seed. While many Chapter Masters overlook this in light of the Primaris Marines being a sorely needed asset, others view the Primaris with suspicion and hostility, believing that the Emperor's work should not have been interfered with. However, even Guilliman -- the guy who commissioned the project in the first place -- balked at Cawl's proposal [[spoiler:to create Primaris Marines using gene-seed from the ''Traitor Legions.'' He suspects Cawl did it it anyway.]]
Changed line(s) 122 (click to see context) from:
* HandCannon: The standard-issue Space Marine sidearm is the bolt pistol, which is essentially a boltgun with a shorter range.
to:
* HandCannon: The standard-issue Space Marine sidearm is the bolt pistol, which is essentially a boltgun with a shorter range. Primaris Marines also use bolt pistols, but they are far larger and bulkier than those used by regular Astartes and have an appropriately superior stat line.
* HoverTank: The Astraeus super-heavy tank is a massive anti-grav armoured vehicle that blends the technology developed by Archmagos Cawl for the Repulsor armoured transport with highly restricted STC information recovered during the Perun Cross Incident. The anti-grav repulsor plates that hold it aloft provide the Astraeus' powerful but temperamental weapon systems with an incredibly stable firing platform, allowing the massive armoured vehicle to pour massive amounts of firepower into the enemy as it advances.
* HumanPopsicle: Many of the Primaris Marines were recruited in the aftermath of the Horus Heresy and kept in stasis until Guilliman's return almost ten millennia later. The Fulminators Primaris Chapter in particular are noted as having been founded while the campaigns of the Scouring were still underway, meaning that they technically predate the Second Founding, even if they gained no actual battle experience until reawakened in the 41st Millennium.
* HumanPopsicle: Many of the Primaris Marines were recruited in the aftermath of the Horus Heresy and kept in stasis until Guilliman's return almost ten millennia later. The Fulminators Primaris Chapter in particular are noted as having been founded while the campaigns of the Scouring were still underway, meaning that they technically predate the Second Founding, even if they gained no actual battle experience until reawakened in the 41st Millennium.
* InvisibilityCloak: Ghostweave Cloak is a Vanguard Relic that was created with mystic rites and incorporates data-spirits that produce a field of techno-spiritual dissonance that conceals the wearer from both physical and mechanical detection. To represent the difficulty in targeting a warrior wearing the Ghostweave Cloak, the 8th Edition rules make it harder to wound them.
* KnightlySwordAndShield: In keeping with their knightly visual theme, Bladeguard Veterans are the only Primaris unit equipped with a master-crafted power sword and storm shield as standard weapon choice.
* MightyGlacier: Gravis armour is the heaviest pattern of Mark X power armour worn by Primaris Marines. Incorporating extra armour plates that are much thicker than those used on other patterns of Mark X armour, Gravis armour is incredibly durable, typically granting them higher Toughness and Wounds characteristics, but reducing their Movement stat (unless equipped with [[JumpJetPack jump packs]]).
* MindProbe: The Mind Raid Obscuration psychic power allows a Primaris Vanguard Librarian to rip military intelligence from a foe's mind during the heat of battle, giving them a chance to gain extra Command points during a game. The telepathic probe is quite violent, however, and also [[UnblockableAttack causes damage to the victim's mind]].
* MoreDakka: The incredibly rare Bellicos bolt rifles were created by a now lost Forge world and possess a tremendous rate of fire that does nothing to reduce the lethality of each weapon's powerful ammunition. The 8th Edition rules for the Bellicos bolt rifle represents this with a very high rate of fire and Strength characteristic for such a weapon.
* MindProbe: The Mind Raid Obscuration psychic power allows a Primaris Vanguard Librarian to rip military intelligence from a foe's mind during the heat of battle, giving them a chance to gain extra Command points during a game. The telepathic probe is quite violent, however, and also [[UnblockableAttack causes damage to the victim's mind]].
* MoreDakka: The incredibly rare Bellicos bolt rifles were created by a now lost Forge world and possess a tremendous rate of fire that does nothing to reduce the lethality of each weapon's powerful ammunition. The 8th Edition rules for the Bellicos bolt rifle represents this with a very high rate of fire and Strength characteristic for such a weapon.
* RookieRedRanger: {{Zigzagged|Trope}}. Due to the advanced processes and genetic modifications required for their creation, Primaris Marines have to be produced from the ground up, not merely trained and equipped. This means that new Primaris Marines have little in the way of overall combat experience when compared to regular Astartes, relying on their superior physical abilities and equipment to make up for their shortcomings. Many of the first wave of Primaris Marines however are veterans of the Horus Heresy, [[HumanPopsicle having been in stasis for millennia]] and therefore have significantly more experience.
* StealthExpert: Primaris Marines deployed as Vanguard units specialise in infiltration, armed reconnaissance and sabotage, operating unsupported, behind enemy lines for extended periods. Equipped with silenced and specialised equipment, the 8th Edition of the game gives Vanguard units, such as Reavers, Infiltrators and Incursors, abilities revolving around special deployment, concealment and misdirection to represent this speciality.
Changed line(s) 197 (click to see context) from:
* SuperiorSuccessor: They're a distinct improvement to the [[FlawedPrototype Thunder Warriors]], the Emperor's original mass-produced super-soldiers. The Thunder Warriors were a powerful force of superhuman warriors, but the Emperor designed them hastily as he needed pure muscle to serve as a blunt instrument to batter down the tech-barbarians of Terra. They were easy to produce and exceptionally powerful, but terribly flawed brutes prone to physical and psychological defects that were crippling, and often lethal. The Space Marines, however, were designed with far more care as their purpose was to face a much more complicated and longer-term task in the Great Crusade. They're physically weaker than their predecessors, but capable of excelling in almost any human pursuit on and off the battlefield.
to:
* SuperiorSuccessor: SuperiorSuccessor:
** They're a distinct improvement to the [[FlawedPrototype Thunder Warriors]], the Emperor's original mass-produced super-soldiers. The Thunder Warriors were a powerful force of superhuman warriors, but the Emperor designed them hastily as he needed pure muscle to serve as a blunt instrument to batter down the tech-barbarians of Terra. They were easy to produce and exceptionally powerful, but terribly flawed brutes prone to physical and psychological defects that were crippling, and often lethal. The Space Marines, however, were designed with far more care as their purpose was to face a much more complicated and longer-term task in the Great Crusade. They're physically weaker than their predecessors, but capable of excelling in almost any human pursuit on and off the battlefield.
** Guilliman intended for the Primaris Marines to surpass the Firstborn, and Cawl delivered: they're stronger, faster and larger than regular Astartes. They're still no match to Custodes however, and the greatest warriors among the Firstborn marines (like Gabriel Seth) have shown that they can beat the Primaris' greater strength with hard-won experience instead.
** They're a distinct improvement to the [[FlawedPrototype Thunder Warriors]], the Emperor's original mass-produced super-soldiers. The Thunder Warriors were a powerful force of superhuman warriors, but the Emperor designed them hastily as he needed pure muscle to serve as a blunt instrument to batter down the tech-barbarians of Terra. They were easy to produce and exceptionally powerful, but terribly flawed brutes prone to physical and psychological defects that were crippling, and often lethal. The Space Marines, however, were designed with far more care as their purpose was to face a much more complicated and longer-term task in the Great Crusade. They're physically weaker than their predecessors, but capable of excelling in almost any human pursuit on and off the battlefield.
** Guilliman intended for the Primaris Marines to surpass the Firstborn, and Cawl delivered: they're stronger, faster and larger than regular Astartes. They're still no match to Custodes however, and the greatest warriors among the Firstborn marines (like Gabriel Seth) have shown that they can beat the Primaris' greater strength with hard-won experience instead.
* ThemeNaming: The names of Primaris unit types all end with -or (or, rarely, -er), and quite a few of them start with an "I".
** As the more powerful successor to regular Astartes, the biology of the Primaris Marines is even more incredible than that of their predecessors, including a further three enhanced implants: the Sinew Coils[[note]]the Steel Within[[/note]], coiled metal cables that enhance strength and durability; the Magnificat[[note]]the Amplifier[[/note]] that amplifies growth and the functions of the other extra organs; and the Belisarian Furnace[[note]]the Revitaliser[[/note]] that dumps chemicals into a Primaris Marine's body that act as stimulants and that jump-start repair of bone, muscle and other tissues.
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* SkullForAHead: To add to their sinister nature, and increase the psychological impact of their assaults, the helmets of the Reiver's Mk.X armour are designed to resemble skulls.
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* SkullForAHead: To add to their sinister nature, nature and increase the psychological impact of their assaults, the helmets of the Reiver's Mk.Mk. X armour are designed to resemble skulls.
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* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscent of the traitorous VIII Legion, the Night Lords. The Night Lords' entire modus operandi is demoralization and infrastructure collapse through terror, brutality, rapid attacks and ambushes. Their jump packs also harken to the Night Lords' specialization in assault (later [[EvilCounterpart raptor]]) squads, and vox-amplified screams have long been the favored tool of all Night Lords at the start of battle. Aesthetically, skull-painted helms are one of the most common affectations of the eighth Legion even before the Horus Heresy, though the VIII will also use real flesh and bone when they can get some.
** In contrast, Primaris Reivers use terror and the element of surprise simply for the tactical advantage in battle, where the Night Lords delight in terror and use surprise to avoid the rigors and dangers of open combat. In fact, Night Lords will use psychologia warfare, torture and attrition even if it is far quicker and much easier to defeat the enemy with force, and will never enter a fair fight unless completely unavoidable, as they are sadistic and (comparatively) cowardly. In short, the Night Lords' genetic predisposition, Legion philosophy and native culture all amount to a simple specialization of warfare for the Reivers, who are otherwise as noble and courageous as any loyalist Astartes.
** In contrast, Primaris Reivers use terror and the element of surprise simply for the tactical advantage in battle, where the Night Lords delight in terror and use surprise to avoid the rigors and dangers of open combat. In fact, Night Lords will use psychologia warfare, torture and attrition even if it is far quicker and much easier to defeat the enemy with force, and will never enter a fair fight unless completely unavoidable, as they are sadistic and (comparatively) cowardly. In short, the Night Lords' genetic predisposition, Legion philosophy and native culture all amount to a simple specialization of warfare for the Reivers, who are otherwise as noble and courageous as any loyalist Astartes.
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* SuspiciouslySimilarSubstitute: It has not gone unnoticed by players and fans that their tactics are uncannily reminiscent of the traitorous VIII Legion, the Night Lords. The Night Lords' entire modus operandi is demoralization and infrastructure collapse through terror, brutality, rapid attacks and ambushes. Their jump packs also harken to the Night Lords' specialization in assault (later [[EvilCounterpart raptor]]) squads, and vox-amplified screams have long been the favored tool of all Night Lords at the start of battle. Aesthetically, skull-painted helms are one of the most common affectations of the eighth Legion even before the Horus Heresy, though the VIII will also use real flesh and bone when they can get some. \n** In contrast, That said, Primaris Reivers use terror and the element of surprise simply for the tactical advantage in battle, where the Night Lords delight in terror and use surprise to avoid the rigors and dangers of open combat. In fact, Night Lords will use psychologia psychological warfare, torture and attrition even if it is far quicker and much easier to defeat the enemy with force, and will never enter a fair fight unless it's completely unavoidable, as they are sadistic and (comparatively) cowardly. In short, the Night Lords' genetic predisposition, Legion philosophy and native culture all amount to a simple specialization of warfare for the Reivers, who are otherwise as noble and courageous as any loyalist Astartes.
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* CompositeCharacter: They can be seen as a combination between an Assault and a Devastator marine of the Firstborn.
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* CompositeCharacter: They can be seen as a combination between an combine two Firstborn Marine units into one, having the aerial attack capabilities of Assault squads and a the massive firepower of Devastator marine of the Firstborn.squads.
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** The ''Leviathan'' box set for the 10th edition rules features a Ballistus Dreadnought, a variant of the Redemptor Dreadnought that is focused on ranged firepower and is equipped with twin lascannons, a Ballistus missile launcher, and twin-linked storm bolters.
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** Redemptor Dreadnoughts can be configured to lay down a terrifying amount of firepower, with two miniguns, two Storm Bolters, and an anti-aircraft missile launcher. The ''Leviathan'' box set for the 10th edition rules features a Ballistus Dreadnought, a variant of the Redemptor Dreadnought that is focused on ranged firepower and is equipped with twin lascannons, a Ballistus missile launcher, and twin-linked storm bolters.
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!!Vehicles
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_199120101192_primarisrepulsor01.png]]
%%
->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
[[folder:Repulsor Armoured Transports]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_199120101192_primarisrepulsor01.png]]
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->''"Barricades, is it? And reserves doubtless lurking in the ruins behind, poised to ambush. Send in the Repulsors, and leave nothing but rubble and dust"''
-->-- Captain Aphael of the Blood Angels at the Siege of Kardalla
The primary armoured personal carrier used by Primaris Marines, the Repulsor armoured transport is a huge grav-tank that combines brute force with the ability to traverse any terrain. Following the same "heavily-armed and armoured multi-purpose vehicle" design philosophy as the Land Raider, the Repulsor is able to unleash a storm of heavy fire from multiple weapon systems while safely carrying its cargo of Primaris Marines into the heart of the enemy battle line. As with many Imperial vehicles, there are variants of the Repulsor that fulfill different battlefield roles, such as the Repulsor Executioner heavy transports and the light Impulsor reconnaissance transport.
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* AwesomePersonnelCarrier: It can carry ten normally-armored Primaris Marines into battle, or five in Gravis armor.
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
[[/folder]]
----
* BeamSpam: With the proper loadout, it can put out four lascannon shots per turn, combined with all the other firepower it can take.
* HoverTank: The Repulsor uses the same anti-gravitic generator systems as Land Speeders. However, its bulk and armaments weigh it down to the point that it plods along at about the same speed as a Land Raider, its anti-gravitic field keeping it just above the ground while crushing flat everything in its path.
* MoreDakka: Can be configured to have an egregious amount of anti-personnel firepower, or just a huge amount combined with devastating anti-tank capabilities.
* SquashedFlat: The fate of ''anything'' in the path of a Repulsor due to the strength of its anti-grav field. In the ''Dark Imperium'' novel, an Iron Warrior tries to jump underneath one to plant an explosive charge but is pancaked instead.
* TargetSpotter: The light Repulsor variants known as Impulsors are often equipped with orbital comms arrays that allow them to feed targeting data to orbiting Astartes spacecraft so that they can unleash a devastating [[OrbitalBombardment orbital barrage]] once per game.
[[/folder]]
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* GoodIsNotNice: Remember, even the "good" chapters are ultimately working for the xenocidal fascist state that is the Imperium at large. To quote Blood Ravens Devastator Sargent Avitus (one of aforementioned "good guys"), "We are the Emperor's angels of death, not his angels of mercy."
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* GoodIsNotNice: Remember, even the "good" chapters are ultimately working for the xenocidal fascist state that is the Imperium at large. To quote Blood Ravens Devastator Sargent Avitus (one of the aforementioned "good guys"), "We are the Emperor's angels of death, not his angels of mercy."
* HistoricalInJoke: Space Marine Chapters have suspiciously similar organization to British line infantry battalions of the Napoleonic War--10 Companies, with an elite 1st company and a 10th company of skirmishers.
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%%Please see the discussion page for the following examples.
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%% Please see the discussion page for the following
%%
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%%** Similarly to the Tactical Squad, Normal Terminator Squads are this to just about every other variation of Terminators available to Space Marines. They had the perk of being able to wield heavy weapons on the move and had absurdly high armor saves when first introduced, but you could often buy more non-terminator units for the same cost as a fully kitted out squad; the fact that every terminator had to pay for the armor, power fist and storm bolter meant you felt every single casualty, and terminators are not completely invincible. Melee Terminators initially outshined them since being stuck in to combat meant they actually got more mileage out of their insane armor and bonus attack than normal terminators. Then the variant terminator squads were released. Cataphractii Terminators were even slower, but came with a higher Invulnerable save making them much less squishy than their normal kind. Tartaros Terminators had the ''exact same stats'' but were faster than normal Terminators at the expense of moving and shooting (but all their weapons are assault weapon anyways, making this point moot). And both could mix and match weapons within the squad, meaning you could take a cheaper loadout on the "buffer wounds" members in the squad. The only perks left to normal terminators is that they still have access to weapons that the others don't, so in very niche cases they come out on top, but those are very rare now.
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%%** Similarly to the Tactical Squad, Normal normal Terminator Squads are this to just about every other variation of Terminators available to Space Marines. They had the perk of being able to wield heavy weapons on the move and had absurdly high armor saves when first introduced, but you could often buy more non-terminator units for the same cost as a fully kitted out squad; the fact that every terminator had to pay for the armor, power fist and storm bolter meant you felt every single casualty, and terminators are not completely invincible. Melee Terminators initially outshined them since being stuck in to combat meant they actually got more mileage out of their insane armor and bonus attack than normal terminators. Then the variant terminator squads were released. Cataphractii Terminators were even slower, but came with a higher Invulnerable save making them much less squishy than their normal kind. Tartaros Terminators had the ''exact same stats'' but were faster than normal Terminators at the expense of moving and shooting (but all their weapons are assault weapon anyways, making this point moot). And both could mix and match weapons within the squad, meaning you could take a cheaper loadout on the "buffer wounds" members in the squad. The only perks left to normal terminators is that they still have access to weapons that the others don't, so in very niche cases they come out on top, but those are very rare now.
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* {{Thunderbird}}: Invoked with several SpaceMarine ships like the iconic Thunderhawk, a powerful transport/ground attack craft (and variants like the Stormbird, Storm Eagle, etcetera) and the Stormraven, a LightningBruiser fighter.
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* {{Thunderbird}}: Invoked with several SpaceMarine ships like the iconic Thunderhawk, a powerful transport/ground attack craft (and variants like the Stormbird, Storm Eagle, etcetera) et cetera) and the Stormraven, a LightningBruiser fighter.
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After his return, Roboute Guilliman's rewritten Codex Astartes added the rank of Lieutenant to the Astartes Order of Battle. Each Company includes a pair of Lieutenants, each of whom take command of a Demi-Company so that the Captain can concentrate on overseeing the entire battlefield.
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After his return, Roboute Guilliman's rewritten Codex Astartes ''Codex Astartes'' added the rank of Lieutenant to the Astartes Order of Battle. Each Company includes a pair of Lieutenants, each of whom take command of a Demi-Company so that the Captain can concentrate on overseeing the entire battlefield.
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* AwesomeButImpractical: Originally, Terminator armor was meant to replace the regular kind as the legions’ main battle plate due to its better armor, firepower, and usefulness in the shock-and-awe tactics the Space Marines favor. This didn’t happen, due to Terminator armor being very heavy and unwieldy, extremely maintenance-intensive and expensive to make, and vulnerable against Marines in regular, more nimble armor.
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* AwesomeButImpractical: Originally, Terminator armor was meant to replace the regular kind as the legions’ legions' main battle plate due to its better armor, firepower, and usefulness in the shock-and-awe tactics the Space Marines favor. This didn’t didn't happen, due to Terminator armor being very heavy and unwieldy, extremely maintenance-intensive and expensive to make, and vulnerable against Marines in regular, more nimble armor.
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** The Ironclad Dreadnought is essentially a walking {{Siege Engine|s}}. Designed for close quarters combat and breaching attacks, it has exceptionally heavy armor and is usually fitted with some combination of a chainfist, power fist, or seismic hammer. Its projectile weaponry is also mostly designed for closer fighting than other Dreadnoughts.
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** The Ironclad Dreadnought is essentially a walking {{Siege Engine|s}}. Designed for close quarters combat and breaching attacks, it has exceptionally heavy armor and is usually fitted with some combination of a chainfist, power fist, or seismic hammer.hammer, along with either a meltagun or heavy flamer. Its projectile weaponry is also mostly designed for closer fighting than other Dreadnoughts.
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** Above other Dreadnought variants is the Leviathan Dreadnought. Much bigger and stronger than any other Dreadnought pattern, this artifact of LostTechnology was made on Terra instead of Mars and were designed to have force fields and tremendous amounts of firepower, including guns unique to them. However, they are rarely used as their systems take a dangerously high toll on the entombed Astartes' mind and body, spurring them to horrible violence and driving them to the brink of insanity, if not beyond. A Space Marine can live for centuries normally and are virtually immortal inside a standard Dreadnought, but only have a lifespan of a few years if they're encased in a Leviathan.
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** Above other Dreadnought variants is the Leviathan Dreadnought. Much bigger and stronger than any other Dreadnought pattern, this artifact of LostTechnology was made on Terra instead of Mars and were designed to have force fields and tremendous amounts of firepower, including guns unique to them. However, they are rarely used as their systems take a dangerously high toll on the entombed Astartes' mind and body, spurring them to horrible violence and driving them to the brink of insanity, if not beyond. A Space Marine can live for centuries normally and are is virtually immortal inside a standard Dreadnought, but only have has a lifespan of a few years if they're encased in a Leviathan.
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'''[[Characters/Warhammer40000XenoRaces Xeno Races]]:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]
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'''[[Characters/Warhammer40000XenoRaces Xeno Races]]:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]
Tyranids]] ([[Characters/Warhammer40000GenestealerCults Genestealer Cults]])]]-]]]
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[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/dreadstransparent.png]]
[[caption-width-right:349:Top: A Castaferrum pattern Dreadnought with twin lascannons and missile launcher.\\
Bottom: A Redemptor Dreadnought with plasma incinerator and Redemptor fist with gatling cannon.]]
[[caption-width-right:349:Top: A Castaferrum pattern Dreadnought with twin lascannons and missile launcher.\\
Bottom: A Redemptor Dreadnought with plasma incinerator and Redemptor fist with gatling cannon.]]
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[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/dreadstransparent.org/pmwiki/pub/images/dreadstransparent_2.png]]
[[caption-width-right:349:Top:A Castaferrum Castraferrum pattern Dreadnought with twin lascannons and missile launcher.\\
Bottom:A Redemptor Dreadnought with plasma incinerator and Redemptor fist with gatling cannon.]]
[[caption-width-right:349:Top:
Bottom:
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%%
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[[caption-width-right:349:"While the enemies of the Emperor still draw breath, there can be no peace."]]
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[[caption-width-right:349:"While the enemies of the Emperor still draw breath, breath,\\
there can be no peace."]]
there can be no peace."]]
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[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/baldwin3_1687.jpg]]
[[caption-width-right:344:"While the enemies of the Emperor still draw breath, there can be no peace."]]
[[caption-width-right:344:"While the enemies of the Emperor still draw breath, there can be no peace."]]
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%% Image selected per Image Pickin thread: https://tvtropes.org/pmwiki/posts.php?discussion=16952591430.94274900
%% Please don't change or remove without starting a new thread.
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[[quoteright:349:https://static.tvtropes.
[[caption-width-right:344:"While
[[caption-width-right:349:"While the enemies of the Emperor still draw breath, there can be no peace."]]
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[[caption-width-right:350:Top: Ultramarines Primaris Captain in Gravis armor\\
Bottom: Dark Angels Lieutenant]]
%%
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* AuthorityEqualsAsskicking: The leaders of Space Marine companies and typically their best fighters, and the Chapter Masters are usually the best fighters in their entire chapter, with some exceptions.
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* AuthorityEqualsAsskicking: AsskickingLeadsToLeadership: The leaders of Space Marine companies and are typically their best fighters, and the Chapter Masters are usually the best fighters in their entire chapter, with some exceptions.
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[[caption-width-right:300:Top: Firstborn Vanguard Veteran\\
Bottom: Primaris Sternguard Veteran]]
%%
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* ContinuityNod: Two of the bare heads from the Sternguard Veterans ([[https://www.games-workshop.com/resources/catalog/product/600x620/99120101133_Sternguard05.jpg specifically these]] [[http://i.imgur.com/MIdyJJ6.jpg two]]) are clearly based on Captain Titus and Sergeant Sidonus from the ''VideoGame/Warhammer40000SpaceMarine'' video game.
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* ContinuityNod: Two of the bare heads from the Sternguard Veterans ([[https://www.[[https://www.games-workshop.com/resources/catalog/product/600x620/99120101133_Sternguard05.jpg specifically these]] Two]] [[http://i.imgur.com/MIdyJJ6.jpg two]]) of]] the bare heads from the original Sternguard Veterans models are clearly based on Captain Titus and Sergeant Sidonus from the ''VideoGame/Warhammer40000SpaceMarine'' video game.
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[[caption-width-right:349:Top: A Castaferrum pattern Dreadnought with twin lascannons and a missile launcher.\\
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[[caption-width-right:349:Top: A Castaferrum pattern Dreadnought with twin lascannons and a missile launcher.\\
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/newtermies.png]]
[[caption-width-right:350:Top: White Scars Terminator with storm bolter and cyclone missile launcher.\\
Bottom: Blood Angels Assault Terminator with dual lightning claws.]]
[[caption-width-right:350:Top: White Scars Terminator with storm bolter and cyclone missile launcher.\\
Bottom: Blood Angels Assault Terminator with dual lightning claws.]]
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Bottom: Blood Angels Assault Terminator with
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/termiestransparent.png]]
[[caption-width-right:350:Top: Ultramarines Terminator with power fist and storm bolter.\\
[[caption-width-right:350:Top: Ultramarines Terminator with power fist and storm bolter.\\
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/termiestransparent.org/pmwiki/pub/images/newtermies.png]]
[[caption-width-right:350:Top:Ultramarines White Scars Terminator with power fist and storm bolter.bolter and cyclone missile launcher.\\
[[caption-width-right:350:Top:
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%%
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whoops, didn't mean to get rid of that
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The release of the game's 8th edition rules came with a huge change in the lore of the Astartes, revealing that in the bloody aftermath of the Literature/HorusHeresy, Roboute Guilliman charged the Archmagos Bellisaurius Cawl with the creation of a new legion of soldiers to defend the Imperium in its next darkest hour. From that moment forth, Cawl worked upon the improvement of the Astartes, attempting to refine both their enhanced biology and their equipment. Obsessively working on his mission for the next ten millennia, the opening of the Great Rift and Guilliman's resurrection saw the Archmagos finally unleash his creations upon a shattered galaxy. The Ultima Founding, as it is known, saw Cawl's new breed of Astartes, the Primaris Space Marines, reinforce the existing Chapters, as well as the creation of a large number of new Chapters made up entirely of Primaris Marines. Guilliman was also forced to rewrite his magnum opus, the ''Codex Astartes'', to reflect the new threats of the dark new era that the Imperium now found itself in. Primaris Marines are stronger, faster and larger than their brethren, with gene-seed enhancements not possessed by "firstborn" Astartes, and they are equipped with some of the most advanced armour and weaponry available to the Imperium.
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The release of the game's 8th edition rules came with a huge change in the lore of the Astartes, revealing that in the bloody aftermath of the Literature/HorusHeresy, Roboute Guilliman charged the Archmagos Bellisaurius Cawl with the creation of a new legion of soldiers to defend the Imperium in its next darkest hour. From that moment forth, Cawl worked upon the improvement of the Astartes, attempting to refine both their enhanced biology and their equipment. Obsessively working on his mission for the next ten millennia, the opening of the Great Rift and Guilliman's resurrection saw the Archmagos finally unleash his creations upon a shattered galaxy. The Ultima Founding, as it is known, saw Cawl's new breed of Astartes, the Primaris Space Marines, reinforce the existing Chapters, as well as the creation of a large number of new Chapters made up entirely of Primaris Marines. Guilliman was also forced to rewrite his magnum opus, the ''Codex Astartes'', to reflect the new threats of the dark new era that the Imperium now found itself in. Primaris Marines are stronger, faster and larger than their brethren, with gene-seed enhancements not possessed by "firstborn" "Firstborn" Astartes, and they are equipped with some of the most advanced armour and weaponry available to the Imperium.
Imperium. Originally, considerable friction existed between the new Primaris marines and the established chapters, who saw these newcomers as unwanted replacements with little knowledge of their regimental cultures. Experimental procedures were attempted to convert Firstborn marines into Primaris, but the procedure needed to introduce the three additional organs of the Primaris into a mature Marine proved difficult and excruciating, and all volunteers died on the operating table until Marneus Calgar, the Chapter Master of the Ultramarines, became the first to successfully cross the Rubicon Primaris. Over time, however, the procedure would become increasingly safe and reliable; by the early 42nd Millennium, it had become unusual for high-ranking Firstborn not to cross the Rubicon, and the Primaris began to slowly but steadily replace their predecessors.
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moderator restored to earlier version
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[[caption-width-right:344:"While the enemies of the Emperor still draw breath, there can be no peace."]]
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[[caption-width-right:350:"While the enemies of the Emperor still draw breath, there can be no peace."]]
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adding material from the Primaris page
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The release of the game's 8th edition rules came with a huge change in the lore of the Astartes, revealing that in the bloody aftermath of the Literature/HorusHeresy, Roboute Guilliman charged the Archmagos Bellisaurius Cawl with the creation of a new legion of soldiers to defend the Imperium in its next darkest hour. From that moment forth, Cawl worked upon the improvement of the Astartes, attempting to refine both their enhanced biology and their equipment. Obsessively working on his mission for the next ten millennia, the opening of the Great Rift and Guilliman's resurrection saw the Archmagos finally unleash his creations upon a shattered galaxy. The Ultima Founding, as it is known, saw Cawl's new breed of Astartes, the Primaris Space Marines, reinforce the existing Chapters, as well as the creation of a large number of new Chapters made up entirely of Primaris Marines. Guilliman was also forced to rewrite his magnum opus, the ''Codex Astartes'', to reflect the new threats of the dark new era that the Imperium now found itself in. Primaris Marines are stronger, faster and larger than their brethren, with gene-seed enhancements not possessed by "firstborn" Astartes, and they are equipped with some of the most advanced armour and weaponry available to the Imperium.
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The release of the game's 8th edition rules came with a huge change in the lore of the Astartes, revealing that in the bloody aftermath of the Literature/HorusHeresy, Roboute Guilliman charged the Archmagos Bellisaurius Cawl with the creation of a new legion of soldiers to defend the Imperium in its next darkest hour. From that moment forth, Cawl worked upon the improvement of the Astartes, attempting to refine both their enhanced biology and their equipment. Obsessively working on his mission for the next ten millennia, the opening of the Great Rift and Guilliman's resurrection saw the Archmagos finally unleash his creations upon a shattered galaxy. The Ultima Founding, as it is known, saw Cawl's new breed of Astartes, the Primaris Space Marines, reinforce the existing Chapters, as well as the creation of a large number of new Chapters made up entirely of Primaris Marines. Guilliman was also forced to rewrite his magnum opus, the ''Codex Astartes'', to reflect the new threats of the dark new era that the Imperium now found itself in. Primaris Marines are stronger, faster and larger than their brethren, with gene-seed enhancements not possessed by "firstborn" Astartes, and they are equipped with some of the most advanced armour and weaponry available to the Imperium.
Imperium. Originally, considerable friction existed between the new Primaris marines and the established chapters, referred to as the Firstborn, who saw these newcomers as unwanted replacements with little knowledge of their regimental cultures. Experimental procedures were attempted to convert Firstborn marines into Primaris, but the procedure needed to introduce the three additional organs of the Primaris into a mature Marine proved difficult and excruciating, and all volunteers died on the operating table until Marneus Calgar, the Chapter Master of the Ultramarines, became the first to successfully cross the Rubicon Primaris. Over time, however, the procedure would become increasingly safe and reliable; by the early 42nd Millennium, it had become unusual for high-ranking Firstborn not to cross the Rubicon, and the Primaris began to slowly but steadily replace their predecessors.
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** Both the Leviathan and Redemptor patterns have guns built into its torso to make these two the WalkingArsenal of the bunch.
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** Both the Leviathan and Redemptor patterns have guns built into its torso their torsos to make these two the WalkingArsenal of the bunch.
* CloseRangeCombatant: Two Dreadnought designs are intended to specialize in melee combat.
** The Ironclad Dreadnought is essentially a walking {{Siege Engine|s}}. Designed for close quarters combat and breaching attacks, it has exceptionally heavy armor and is usually fitted with some combination of a chainfist, power fist, or seismic hammer. Its projectile weaponry is also mostly designed for closer fighting than other Dreadnoughts.
** The Brutalis Dreadnought is a Redemptor variant that, along with its various hardpoint-mounted guns, is armed with either paired Brutalis Fists or Brutalis Talons and is intended to wade into enemy troops and lay them low with overwhelming force.
** The Ironclad Dreadnought is essentially a walking {{Siege Engine|s}}. Designed for close quarters combat and breaching attacks, it has exceptionally heavy armor and is usually fitted with some combination of a chainfist, power fist, or seismic hammer. Its projectile weaponry is also mostly designed for closer fighting than other Dreadnoughts.
** The Brutalis Dreadnought is a Redemptor variant that, along with its various hardpoint-mounted guns, is armed with either paired Brutalis Fists or Brutalis Talons and is intended to wade into enemy troops and lay them low with overwhelming force.
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* SiegeEngines: Ironclad Dreadnoughts are designed for close quarters combat and breaching attacks, with exceptionally heavy armor and striking weapons used to smash enemy fortifications and tanks. Their projectile weaponry is also mostly designed for closer fighting than other Dreadnoughts.
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* ArmCannon: Their boltstorm gauntlets are {{Power Fist}}s with belt-fed bolters mounted on them. Which look quite similar to the Gauntlets of Ultramar/Hand of Dominion.
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* ArmCannon: Their boltstorm gauntlets are {{Power Fist}}s with belt-fed bolters mounted on them. Which them, making them look quite similar to the Gauntlets of Ultramar/Hand of Dominion.
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