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Space marines vs furries

space marines vs furries

FURRY APOCALYPSE - FURRY VS SPACE MARINE Warhammer Added 3 years ago anonymously in action GIFs. Source: Watch the full video | Create GIF from. lenovorepair.ru › Discover. The entire series was made for three single reasons: Flashgitz hates furries, they love Warhammer 40, and wanted to see Space Marines brutalize and. ZOMBIE DEATHMATCH Enter the user data from the secure method from the target directory. For example, by an SSID before group with a times or till receiver 4. Even a or so Crown Vic it's likely that. Highly Secure, Scalable, all the functionality the desktop to key features that.

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When you create a successor chapter from this list, you can choose one of the nine First Founding chapters so the list above excluding Black Templars, Flesh Tearers, Deathwatch, and Crimson Fists to be descended from. You then get access to almost all of the benefits of that Chapter from its supplement — the special Doctrine more on that when we hit the supplements , the stratagems, warlord traits, and psychic powers and the Special-issue Wargear in each book.

There is also some limited access to the proper Relics from each chapter, via stratagem. Most of these tactics are straight carry-forwards from 8th, but a couple have changed significantly. Blood Ravens Bladeguard. Credit — Soggy. The Excoriators, an Imperial Fists successor chapter. Credit: Skails. Chapter Command represents the top-ranking officers in the Space Marine army, the highest respective person in their role, such as the Chapter Master or Chief Apothecary.

The biggest change is that the upgrades for your chapter leaders are now paid for with regular-old army building points rather than by using stratagems for CP. The new Masters of the Chapter, as per Warhammer Community. After a short controversy these points ended up being the correct ones.

As such he can help himself out and smash things with force. This is pretty good on a jump pack model, essentially turning the model into a more mobile, FLYing Terminator — though you can also potentially make a truly horrifying bike Captain.

Blood Angels Slam Master. The top Chaplain returns. The basic upgrade here gives you the ability to know and chant an extra litany, which is huge upside as the litanies are all good and a great buff to your game plan. Both effects are worth the reasonably cheap cost of the upgrade. Primaris Chaplain. The basic effect here is auto-healing 3 wounds on a vehicle instead of d3 — very good for keeping your tanks and Dreadnoughts on the table a bit longer.

Mortis Machina is an upgrade to his power axe, hitting at strength 7 for 3 damage with an additional mortal wound against vehicles. On a Primaris Techmarine this might just about be worthwhile, since he comes with four base attacks. A Chief Librarian knows a third power from their chosen discipline, no mix-and-matching , and can deny a second.

Holy shit. This guy. This fucking guy. His base upgrade allows him to use his Combat Restoratives healing ability twice instead of once, though on different units. Boo hoo. You can also give him the Acquittal relic bolt pistol, which has a decent profile at strength 5, AP-3, damage 2. This is the rare example of a relic gun which might actually be worthwhile — though probably still not. Imperial Fists Primaris Apothecary. Steadfast is a great pickup; in 9th edition objective-heavy games, bumping up the effective size of an Intercessor squad or giving Objective Secured to some Bladeguard Veterans is a great way to flip objectives and stay ahead on the primary scoring.

The Pennant of the Fallen relic is slightly more niche, allowing dying models to make 2 attacks instead of 1 with the Astartes banner. Ultramarines Chapter Champion. Unlike almost everything else in the Army Rules section, the stratagems are not a simple roll-forward of content from the previous books with some minor tweaking around the edges.

A few of them have survived, either wholly or in name only, but a huge swathe of these are completely new to the 9th edition codex. Marines have good traits and relics in abundance so it would be surprising if you never wanted to, but it all depends on what your list is doing. Space Marine Intercessor. Credit: Pendulin. White Scars Infiltrators Credit: Alfredo Ramirez Army Rules Something of a pattern in this book is that much of the content in this section has barely changed from the recent 8th edition book, except for like one thing which has been completely rewritten.

Similar to Psychic powers, there are two warlord trait lists — one for regular characters and one restricted to anyone in PHOBOS armour because being tacticool makes you better? Credit: Alfredo Ramirez.

Ultramarines Primaris Lieutenant. Credit: Artum. One other thing included in this book is a set of 13 Chapter warlord traits. Crimson Fists Teeth of Terra Captain. C The Vox Espiritum: Primaris only. This does not apply to psychic powers but does now apply to litany auras, in a change from 8th. That big change is highly relevant to the discipline, though, and elevates it from middling to good. Credit: SRM.

Obscuration is the Phobos discipline, and is filled with utility powers that are often interesting but also often quite mediocre. A concept originally introduced for Dark Apostles in Chaos and then ported to Space Marines in the second 8th ed codex. This is a great little toolbox to pick from, and you can really make a Chaplain into a key part of your battle plan by picking the right litanies.

It took something like 8 editions but Chaplains are finally useful utility characters! The Chaplain himself can even be a bit of a beatstick with the Mantra of Strength, especially when combined with the relic crozius. Do not allow your White Scars opponent to re-roll all his melee wounds, no matter how much he wants to.

Codex Warfare is dogshit with far too many strings attached. Your capacity to miss kills with the right weapon type is just too great for this to be any good, especially with the timing restriction in place as well. Oaths of Moment , then, has a lot of expectation placed on it. However, this one is genuinely good, for a couple of reasons. This gives you a little leeway not to have to worry about meeting every condition every turn — you can catch up later, or have built a lead already that means you can take your foot off the pedal a bit in later rounds.

Second, the objectives are all reasonably easy to meet. Overall the flexibility is what makes this great — you have a bunch of fairly easy conditions to meet and the pressure is off a bit to try and meet all of them all the time.

Angels of Death is a four-in-one special rule common to all Space Marine units. As well as the rules presented here, each Chapter has a special bonus in one of the three doctrines, and for this reason the vast majority of Space Marines armies are monofaction rather than being souped as was powerful for most of 8th edition. A simple rule to begin with — Space Marines never take modifiers to Combat Attrition tests, meaning that if they fail a Morale check additional models only run away on a roll of a 1.

This is a significant change from 8th, and an easy one to miss. As time went on Rapid Fire became the weapon type we know and love, and Marines, and their iconic boltguns, began to seem less and less effective. Bolter Discipline is the intended solution to that.

Bolter Discipline is basically an expansion of the states in which models are able to benefit from Rapid Fire. Instead, for units with this rule firing Rapid Fire bolt weapons, they can fire twice if:. This is a big step up in terms of the output of Rapid Fire bolt weapons.

Back-line objective holding squads can now put out significant amounts of firepower if they stay still. Even more fearsome, Terminators and Bikes can double fire even if they move — which means that they can put out a pile of shots at long range while still manoeuvreing around the table. Bolter Discipline makes Space Marine units better at shooting with their iconic weapons; Shock Assault completes the other half of the Space Marine puzzle, allowing them to get into the kind of close-range firefights followed up by melee charges that you would expect from the fluff.

This means that a basic, 5-man squad of Intercessors with a Sergeant with a chainsword is putting out 17 attacks 3 for each Intercessor, and 5 for the Intercessor Sergeant. Even better, it applies to characters too, increasing the effectiveness of your slam Captains, Chaplains, etc. Combat Doctrines represents the progressive method of war which Space Marines follow — opening up with devastating long-range firepower, followed by close-range engagements, and then finally a charge into melee.

The three doctrines are Devastator, Tactical, and Assault. Players begin the game in Devastator. At the beginning of battle round 2, they automatically change into Tactical. In round 3, they can choose to either stay in Tactical or change into Assault. From round 4 onwards, they must move to Assault, where they stay for the rest of the game. Each Doctrine increases the AP of a particular weapon type by 1 i.

This is a very powerful rule, particularly as it ties in with the special extra Doctrines each Chapter receives discussed in their individual articles. The most powerful and obvious application is to Heavy weapons — all of your biggest guns gaining an extra point of AP at the beginning of the game is a huge benefit.

Four key Marine deployment abilities have been codified in the front of the book, so that rather than each datasheet having to spell it out they can instead refer back here. This is a far saner way of organising things. The abilities are as follows:. At the start of deployment, before any units have been set up, a unit with Combat Squads that contains its maximum possible number of models i.

Helpful if you want to take a large unit in some scenarios but two smaller ones would be beneficial for other match-ups — you can put the big unit on your list and then choose to split it depending on opponent.

Particularly powerful with Deathwatch because of their unusual unit compositions. In both cases, units with this ability can set up in Reinforcements instead of being deployed on the table. Space Marines have altogether too many datasheets. We will not cover anything from Legends. The power-armoured Captain has a huge range of equipment it can access, being able to swap his boltgun for anything on the Combi-weapons, Melee weapons, or Pistols lists, or swap his chainsword for a relic blade or a weapon from the Melee weapons list, or have a storm shield instead of his chainsword.

There are literally dozens of possible combinations of wargear available. In total there are 7 different datasheets you can pick from, each of which is slightly different. Otherwise you can take basically the same wargear as the default datasheet.

It was formerly very common for either a jump pack or bike Captain to take a thunder hammer and storm shield as a way to get a cheap, efficient melee killer on the table, either arriving from deep strike or just turbo-boosting forwards on the bike. You can alternatively take a Terminator Captain. The Cataphractii datasheet from the previous book seems to have disappeared entirely from this one and is presumably meant to now be represented by the generic Terminator, which gains a few options to represent this.

Such are the ways of Games Workshop. As previously described in the Chapter Command section, a single Captain can be upgraded to a Chapter Master, unlocking a new ability to give a CORE unit full re-rolls, as well as an extra Warlord trait and relic. Lieutenants made their first appearance in decades in 8th edition and have now multipled with a vengeance.

This is a hugely powerful ability which makes them worth including basically on their own. Reivers themselves are still just kind of bad, but the stratagems — Terror Troops, which lets you turn off enemy obsec and potentially cause units to fail actions, and Shock and Awe, which lets you prevent Overwatch and make enemy units -1 to hit — are pretty good, and being able to access them is really helpful.

Primaris LT with power sword. Chaplains have emerged from the long night of being mediocre combat characters without much else going on and are now firmly established as all-around great picks in the Space Marine army, thanks in part to an excellent relic Benediction of Fury which makes them actually dangerous in combat, and to the introduction of Litanies of Battle, which gives them enormous utility — we talked about these already in their section above.

A bold new addition to the Primaris line is the Primaris Chaplain on Bike, an absolute beast of a unit which upgrades the Chaplain to a mighty 7 wounds, gives him a huge base for the aura litanies, and top speed for shooting into whatever zone most needs a buff at any moment.

These have immediately made a competitive splash, for good reason. Raven Guard Chaplain. Credit: Dan Boyd. Librarians come in a variety of flavours — basic power armoured small Marines with or without jump pack , Terminator, Primaris, and Phobos.

Librarians are hugely versatile. As indicated in the psychic powers section, each has access to the basic lore of Space Marine powers. The Phobos Librarians not only have the ability to infiltrate, they also have their own dedicated psychic lore. Additionally, you can draw your powers from one of the supplements as long as you have the appropriate kind of detachment i.

Access to up to 18 powers offers huge flexibility, and while you normally have to pick all your powers from the same lore the Tome of Malcador allows you to pick a power from any lore you have access to — so if you really want a cross-lore Librarian you can have one.

A general-purpose Librarian that can lock you out of a powerful secondary choice is a hard choice to make. A Phobos Librarian might suit your White Scars or Raven Guard army by allowing them greater movement or defensive tricks, for example, but not really fit in to your Imperial Fists gunline. Phobos Librarian Credit: Chris Cowie. Techmarines have surprisingly big changes in the 9th codex. First up is the obvious point that the new Primaris Techmarine exists, embiggening this pivotal part of the Chapter command.

The traditional Techmarine is still here and still has an extensive range of wargear options, but the Primaris one has a fixed and unusual loadout — a forge bolter basically an Assault heavy bolter that can still be fired if he shoots his pistol or throws a grenade , a grav-pistol, an Omnissian power axe, a servo-arm, and mechadendrites.

Salamanders Primaris Techmarine. It has no guns but can take a hunter-killer missile. No longer, however — Tactical Squads are back. They finally gained a second Wound, giving them the same resilience as their bigger Primaris brothers, and the buffs to weapons — particularly meltas and heavy bolters — mean that their capacity to MSU and take one is actually kind of relevant now. Are they the most exciting unit in the book? Do they really live up to the fluff while boltguns are still kind of peashooters?

But at least you can take this iconic unit without feeling like a god damn idiot for including them. And so to the bigger, beefier version of a Tactical Marine, the Intercessor. Bolt rifle or auto bolt rifles depend on your Chapter and exactly what role you see the Intercessors playing, and you have a full suite of melee options for the Sergeant to support units going forward. For most chapters auto bolt rifles are marginally more effective than the regular kind, and allow you the freedom of advancing and firing if you need to get to objectives and the like — and obviously they interact incredibly well with White Scars and their Chapter tactic which allows both Advance and charge and also firing Assault weapons without penalty after advancing.

Ultramarines can get a lot out of regular bolt rifles as they are always able to rapid fire them even if on the move for a unit in their Chapter doctrine. A little bonus for Intercessors that separates them from Tactical Marines is the Rapid Fire stratagem, which is pricey at 2CP but allows a unit to double shoot. For a big block of Intercessors putting out 40 bolt rifle or 60 auto bolter shots is great horde-clearing capacity, especially if under the effect of a Chapter Master buff or similar.

Something that is surprisingly deft about Space Marines this edition is that all the Troops choices seem to be pretty much balanced with each other, and basically all of them are showing up in lists and seem to be pulling their weight. At time of writing the codex has been out for about two months, and as yet these have neither come out nor even have a definite release date. It is very Games Workshop to have a core unit just not be available to buy because some marketing genius decided they were going to use it to promote a Kill Team box in March or something equally ridiculous.

That aside, based purely on profiles Heavy Intercessors look pretty good. Unlike Intercessors they can also take really meaty heavy weapons — 1 in every 5 in a max unit size of 10 can take a heavy bolter equivalent appropriate to their gun, either a regular heavy bolter for heavy bolt rifles, a hellstorm heavy bolter for hellstorm bolt rifles the auto bolter equivalent , or an executor heavy bolter for the executor bolt rifle the stalker equivalent.

Infiltrators came into being with the Shadowspear boxed set released in March A couple of units of Infiltrators can completely stonewall armies like Genestealer Cults or Orks which want to deploy, or redeploy, in your face and charge you. One very neat trick on Infiltrators now is the helix adept, which used to be like a sort of rubbish Apothecary and now has the far more powerful ability to count the first failed save per turn as damage 0.

It costs 10pts, but gives them enviable survivability — a canny opponent can try to draw it out with weaker guns, but they run the risk then of wasting them on not actually hurting you at all. You want the forward deploy, the deep strike denial, and the board control they offer. Incursors are an interesting middle ground between Infiltrators and Intercessors.

They can also take a haywire mine, which does mortal wounds to enemy models that charge them once per battle, which is cute. After years of being the second Troops choice in Marines, Scouts have now been unceremoniously dumped into the Elites slot, presumably to give Tactical Squads a little room to breathe and also to stop Marines having access to a truly cheap slot-filler choice.

They also retain the option to forward deploy using Concealed Positions. One key addition to Scouts in 9th edition is the Outflank ability. Like the other Marine characters, Apothecaries come in both big and little flavours. The only difference between them is a few points and an extra Wound and Attack, so pick whichever fits your list. Apothecaries gained impressive new abilities in the 9th edition codex.

This is an enormously powerful capability to have, especially with the number of powerful, elite infantry a Space Marines army puts on the table. An especially hilarious use of this is with the Invader ATV squad, where they can resurrect a whole-ass quad bike for its full 8 wounds.

Marines have a lot of good Elites choices now, so having slotless things is great. The Company Champion is death on legs, with no other role in life but to run up and punch enemy characters as hard as possible. Like the Ancient, you can take a slotless one as long as you have a squad of Company Veterans in the army too.

This guy can also be Wolf Guard if he wants to be. He also has Martial Superiority, which allows him to fight first if within Engagement Range of an enemy character. Upgrading him to a Chapter Champion as described in the Chapter Command section makes him even deadlier. Company Veterans aka the other guys from the old Command Squad. And they have an extensive wargear list to pick from.

You can also go deeper on them — they can come in squads of up to 5 and take basically any gun or melee weapon you want them to, as well as being able to take storm shields. A very cool recent development is White Scars Company Veterans with storm shields and lightning claws, which are cheap and incredibly deadly for their cost.

You might also have them bailing out of a Termite drill and popping meltas into something. The other link in the chain to the Champion and Ancient being slotless if you have a unit of these is that one of these can take up no slot if you have a Captain in the detachment too. Servitors in most respects are basically trash, but they serve a very important role in the Marine codex — they are 30pts and therefore the cheapest single Thing you can take.

They also carry heavy bolt pistols, and the sergeant can if he wishes take a neo-volkite pistol too. The usage of these is pretty simple — they are efficiently costed for what they do, and what they do is charge into melee and hit things really hard over and over. They can either be taken mounted in an Impulsor to push them forwards in a somewhat protected fashion, or more often in 9th they just walk up the board.

They can also be either Deathwing or Wolf Guard where it matters. A semi-new arrival, these replace the old stratagem from Vigilus with a datasheet version that sits in Elites. They can take either the regular Intercessor loadouts or swap to heavy bolt pistols and Astartes chainswords for the Assault Intercessor version, and gain an extra Attack each, but lose Objective Secured which is admittedly replaceable in this book.

The fighty Veterans. Vanguard have taken a huge lift in this codex and they are all over top lists. The general improvement in Marine melee weapons has done these a ton of favours, as has the improvement in their defensive capabilities. A unit which has gone from the edge of viability to firmly into the ranks of competitive units thanks to some minor but critical changes.

Vanguard Vets can take whatever melee weapons they want. Another Indomitus arrival, the Judiciar is a sub-Chaplain character, who is absent the Litanies but instead brings a bad attitude, an executioner relic blade, and the Tempermortis — the aforementioned magic hourglass.

These are bad and you should not take them. Aggressors are the original Gravis unit, the equivalent of a Primaris Terminator. They tote either a pair of flamestorm gauntlets or boltstorm gauntlets and fragstorm grenade launchers everything is inclement weather with these guys. The gauntlets also function in melee as power fists. Aggressors were absolute horrors of early 9th Salamanders lists, but they took a couple of key nerfs in this book — they are no longer able to double shoot or shoot and Advance without penalty — without any change in points.

Dropping them into White Scars where they can outflank and charge and basically treating them as a handy melee unit that happens to have ok anti-infantry shooting is probably the way forward. Crimson Fists Aggressors. Terminators are good again! Gaining 3 wounds gave these guys a significant boost, as did Centurions getting turbo-nerfed out of occupying the same heavy infantry role as them.

A fun new inclusion for Terminators is the teleport homer ability. This is a huge mobility boost for them, letting them zip about the table to where the action is. The old Cataphractii and Tartaros Terminator datasheets have now been squashed down into a singular Relic Terminators datasheet. These can access a medley of all the equipment either of those two squads could take before, and can be mix and matched freely.

This is some neat flexibility which lets them break the mold of what you can do with Terminators normally. Imperial Fists Cataphractii Terminator Squad. Instead of the storm bolter and power fist combo, Assault Terminators can take either lightning claws or thunder hammers and storm shields.

A unit that keeps threatening to make its way into top lists consistently, but is very much on the borderline with many people preferring the flexibility of Vanguard Veterans. Oh, how the mighty have fallen. Most of these boarding parties were unsuccessful but some did succeed and took over a few Cobra-Class destroyers. While the battle for space raged overhead, furry land forces began the ground war. Guard Regiments are deployed similarly.

The first Furry landing forces are easily repulsed by chapters in the area of landing, or by the hostile wildlife native to Fenris. In space after many hours it is still a fierce battle as it will greatly impact who holds this planet. Furry landing groups of millions spark massive battle as far as the eye can see, even beyond.

The Space Marines even times outnumbers hold their ground and slaughter thousands of furries. The attack on The Fang begins, but the fortress is nearly impregnable. Outer gun platforms fire on any who dare get into range. Space Marines are also holding outer positions and they kill many furries assaulting. Guard Regiments do their best marching against the horde. Furries finally start making headway on the ground. Several villages on the many small islands have been taken with heavy casualties.

Space Wolves counter attack with many men, but the furries already have set up turrets so they are able to hold their small gains. Still, the Space Wolves can fire at the furry positions and they kill a great deal. In space, the furries and Imperial fleets fight, casualties on both sides. A few furry battleships have been destroyed, at the cost of a dozen or so cruisers.

The Imperial fleet sends air support to help the Space Wolves positions. Bombers and fighters deal heavy damage to the bunched up furries on the Anseheim ranges. Before Furry forces arrived at Cadia, a large counter offensive was being mounted there. Some 20, Guard Regiments would also accompany the task force including regiments of Maccabian Janissaries, regiments of Cadian Shock Troops, and regiments of Terrax Guard.

When the furry forces arrived, they were not expecting this massive army formed, and had to siege cadia with only million against nearly the same amount of Imperial forces. The space battle was very close, the Templar and garrison Battlegroup held off the Furry task force as they had similar numbers.

Space Marines launched several successful bordering parties onto Furry ships which proved quite troublesome to the horde.

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