#Repulsor Executioner
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Update, while the Repulsor Executioner and Stormraven Gunship were fairly easy to assemble, the Knight kicked my ass.

But at the end of the day, the Dynus Megazord and its pilot Zordonicus of House Eltar is assembled and magnetized.

I think I'm going to keep the carapace unglued cus that cockpit is too cool to keep hidden and I'm not leaving the hatch up.
(Shortly after that picture was taken a magnet popped off one of the shoulders, prompting me and Gf to pull off the magnets in the shoulders and arms, only to realize this would repulse the magnets on the elbows, forcing me and her to slightly disassemble the head and shoulders pads to pull magnets out and flip the magnets in the waist to get the correct polarity. Ugh.)
As for the other heavyweight armor in my army. The Executioner with alternate macro plasma incinerator.

And the Stormraven Gunship.




Keeping it off the base for now as I have plans for the "tactical rock" that houses the magnet for the flight stand.
Canopy is unglued for ease painting the cockpit. Swapped out the Techmarine helmet for a spare Suppressor helmet to make it more pilot appropriate (and cus I was getting low on hoplite helmets). Left the canopy unglued for the servator turret operator and magnetized the turret options, was initially going to just use the lascannons but I had left over smaller magnets.
And with that, my Iron Snakes army is complete. As fun as a second army could've been, I just don't have the space store them, but at the very least I can have a couple Kill Teams thanks to my Exaction Squads and and Space Marines.
#Warhammer 40k#Warhammer 40000#Space Marines#Iron Snakes#Repulsor Executioner#Stormraven Gunship#Imperial Knight Questoris
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Haven't been painting a lot this last week. However, I have been printing and converting thes Grey Knight reinforcements for my game next week. Made a repulsor into an executioner by adding a lasgun on the turret as well as a double barrel psycannon. Don't thinkit's legal, but it follows the rule of cool.
#Grey knight#inquisitor#eisenhorn#dread knight#gravbike#terminator#librarian#techmarine#pyscannon#primaris#repulsor#executioner#warhammer 40k#40k#warhammer 40000#tabletop#wargaming#conversion#3D printing
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More models for my Black Templars Crusade. High Marshal Helbrecht, Castellan, Assassins, Sword Brethren, and a Repulsor Executioner.
#andy poole#creativepoole#andrew poole#warhammer 40000#warhammer 40k#space marines#black templars#miniature painting#mini painting#miniatures#miniature#wargaming#tabletop#hobbies
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Repulsor Executioner done!
#warhammer#40k#warhammer 40k#miniatures#games workshop#space marines#warhammer community#howling griffons
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Testing forces for the next crusade









100-57 in the favor of the angels.
Had a Repulsor Executioner to put the fear of Sanguinius in enemy tanks, while The Sanguinary Guard and Death Company hung back to punish over-extending.
Few notes:
Jump Intercessors still suck for DPS, but they're fast, they do a bit of damage and they bait opponents into bad positions.
The Sternguard with a Sanguinary Priest are extremely versatile. A 5+++, already a really good gunline, and turning the CCW into a Astartes Chainsword on charge.
Bladeguard are able to do some insane shit with a Captain and Ancient tagged in. Especially using the LAG's [Sustain Hits 3] and Fights First enhancements. All used in a single round with the 2 melee buff strategems resulted in 10 AP-2 D3 attacks and a total of 18 Devestating Wounds done just by the Captain alone to Morven and her Paragons.
#warhammer 40k#warhammer#warhammer 40000#40k#wh 40k#imperium#40kart#space marines#adeptus astartes#heralds of the chalice#blood angels#blood angels sucessor#adepta sororitas#battle sisters#sisters of battle
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Working on painting and assembling an primaris repulsor executioner. I wanted a solid space marine anti-armor solution and I was recommended this or a gladiator lancer.
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honestly kinda hilarious that the repulsor can transport 14 marines and has that many guns on it, and then the executioner version has even more? tho less carry capacity, and its not rly even a tank its a transport? they have a whole tank platform too with the gladiators? its great
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This Destiny 2 Void Hunter Build Is Shredding Grandmasters
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Intro: Why This Void Hunter Setup Works So Well
Looking to carve through enemies and stay invisible almost the entire time? This Destiny 2 Void Hunter build featuring the Gwisin Vest is back on top—and it’s not just good, it’s Grandmaster Nightfall good. If you’re tired of getting steamrolled by champions and want something that blends offense, survivability, and fast ability cycling, this build might be exactly what you need.
We’ll cover the full setup—abilities, aspects, fragments, weapons, and mods—so you can get the most out of the Spectral Blades super and the sneaky synergy that Void Hunters are known for. Whether you're running Lost Sectors, Nightfalls, or just having fun in PvE content, this guide has you covered.
Super and Abilities Setup: Getting the Core Right
Here’s how to start your Void subclass setup for this Gwisin Vest build:
Super Ability: Spectral Blades This is the backbone of the entire build. Spectral Blades pairs perfectly with Gwisin Vest, extending your super duration with each kill. It also counts as melee and ability damage, which ties into multiple fragment effects.
Class Ability: Snare Bomb This is the go-to choice here. It’s a reliable way to debuff enemies and control space before diving into melee or super attacks.
Grenade: Vortex Grenade Vortex Grenades pull enemies in and deal consistent AoE damage. If you prefer another Void grenade, feel free to switch based on comfort, but Vortex is ideal for stacking damage and crowd control.
Aspects: Making the Invisibility Loop Work
On the Prowl Anytime you go invisible (including while using Spectral Blades), this aspect lets you mark a priority target. Defeating that target creates a smoke cloud. Enemies who walk into it become weakened. Allies gain invisibility. Plus, if you kill that marked target, you and nearby allies get boosts to reload speed, stability, and ability regen.
Trapper’s Ambush This lets you trigger a guaranteed invisibility by using your melee. It synergizes well with On the Prowl, because it ensures you can activate the debuff chain on demand. You could swap this with Vanishing Step or Stylish Executioner, but this combo is the most consistent for PvE.
Fragments: Boosting Survivability and Damage
This setup uses five Void Fragments that create strong synergy between your melee, invisibility, and super uptime. Each one adds a piece to the survivability and DPS puzzle.
Echo of Leeching Melee final blows trigger health regeneration. Since Spectral Blades counts as melee, this keeps your health topped off during your super.
Echo of Harvest Defeating weakened targets creates Orbs of Power and Void Breaches. Perfect for quickly regenerating your super and triggering Devour.
Echo of Expulsion Void ability kills cause enemies to explode. More AoE damage during super and grenade usage. It also helps with add clear in tight areas.
Echo of Starvation Picking up a Void Breach grants Devour. When paired with Harvest, you’re constantly healing from all the kills you’re getting.
Echo of Persistence Invisibility, Overshield, and Devour effects last longer. This means more time in stealth and more time healing—crucial for tougher content like Grandmasters.
Weapon Loadout: Flexible, but Void-Focused
While this build doesn’t require specific weapons, Void synergy helps a lot.
Primary: A Void SMG like Recluse or anything with Destabilizing Rounds. You’ll keep enemies weakened and get your Orbs rolling.
Special: A Trace Rifle is ideal for stunning Overload Champions in current rotations.
Heavy: Choose based on the activity. A Linear Fusion Rifle works well for Unstoppable Champions and high-burst boss damage.
If you have a Grenade Launcher with Demolitionist or Repulsor Brace, that’s also a great pick to fuel grenade regen or create Void overshields.
Armor Setup: Gwisin Vest Is the Star Here
At the center of this build is the Gwisin Vest, a Void Hunter exotic that synergizes directly with Spectral Blades. Its perk—Roving Assassin—refunds super energy after each kill made before going invisible again. When used with the right aspects and fragments, you’ll stretch your super longer than most enemies can handle.
Here’s a quick breakdown of how to set up your armor:
Exotic Chest Armor: Gwisin Vest Use it to extend your super. Every time you get a kill and go invisible, you’ll regain energy and keep the damage going. Prioritize survivability mods here, such as:
Concussive Dampener
Arc/Solar/Void Resistance depending on activity
Helmet Mods:
Void Siphon + Harmonic Siphons – Generate Orbs of Power from Void weapon kills
Ashes to Assets – Gain super energy from grenade kills (optional swap)
Arms Mods:
Resilience Mod to hit 100 Resilience
Impact Induction – Damaging with melee reduces grenade cooldown
Momentum Transfer – Grenade damage reduces melee cooldown
Harmonic Loader – Faster reloads for Void weapons
Leg Mods:
Void Weapon Surge – Boost Void weapon damage
Recuperation – Heal on Orb pickup
Cloak Mods:
Double Bomber – Reduces grenade cooldown when using class ability
Reaper – After using class ability, your next weapon kill drops an Orb of Power
Stat Priorities: Maximize Resilience and Ability Up-Time
Resilience: Aim for 100 – This gives a flat 30% damage resistance in PvE.
Discipline: Helps with grenade regeneration. Boost if you rely heavily on vortex grenades.
Strength: Useful for getting more Snare Bombs (for invis and weakening).
Recovery or Intellect: Choose based on how quickly you want super or health regen.
This stat layout ensures you’re always recovering health, regaining abilities, and dishing out damage consistently, even in high-end PvE.
Combat Walkthrough: Using the Build in Action
To see how this Void Hunter build really shines, let’s break down a typical encounter—like a Legend or Master Lost Sector with Barrier and Overload Champions.
Start of Encounter:
Begin by using Trapper’s Ambush to go invisible and set up a smoke bomb near a group of enemies.
The smoke weakens them while also triggering On the Prowl, marking a priority target.
Drop a Vortex Grenade on the cluster. This will weaken and potentially kill the smaller adds.
Mid-Fight Flow:
Use your Void SMG with Destabilizing Rounds to weaken enemies and generate Orbs of Power.
If things get overwhelming, pop your Spectral Blades super. With Echo of Leeching, you’ll regenerate health with every kill.
Keep moving and chain kills. As long as you go invisible after each kill, Gwisin Vest refunds your super energy.
Handling Champions:
Overload Champions: Use your Trace Rifle to stun them. Then finish them off with your SMG or heavy weapon.
Barrier Champions: Use Volatile Rounds or Void grenades to stop their healing before finishing them off.
Finishing Off the Room:
Use your dodge to trigger Reaper, then follow up with a weapon kill to generate another Orb of Power.
This keeps the Devour and ability cycle flowing through Echo of Starvation and Echo of Harvest.
End of Encounter:
By the time you're done clearing, you’ll likely have your super back or nearly ready.
The invisibility chains, AoE damage, and orb generation make it very difficult to die while mowing through enemies.
Final Thoughts: Strengths and Weaknesses of the Build
This build isn’t just fun—it’s reliable in nearly every PvE setting. Here’s a breakdown of where it excels and what to watch out for.
What It Does Well:
Excellent survivability thanks to invisibility, Devour, and health regen
Super uptime is insane—Spectral Blades is available frequently
Great for solo and group play, with support utility from invisibility clouds
Fast ability cooldowns keep things moving constantly
What to Watch For:
Flying enemies (like some bosses or airborne champions) can be harder to hit with Spectral Blades
Limited ranged damage unless your heavy is built for it
You need to maintain invisibility chains to get full Gwisin Vest benefits
Conclusion: One of the Best PvE Void Hunter Builds Right Now
If you're looking for a Destiny 2 Void Hunter build that balances survivability, super uptime, and overall fun, this Gwisin Vest setup is one of the strongest in the current PvE meta. Whether you’re farming Legend Lost Sectors, running Nightfalls, or tackling Grandmaster-level content, the Spectral Blades synergy with invisibility, weakening effects, and Orbs of Power is tough to beat.
By chaining abilities and generating constant Orbs, you’ll keep Devour, invisibility, and buffs active throughout most encounters. It’s easy to build around, extremely customizable, and perfect for both solo and team play.
FAQs About This Void Hunter Gwisin Vest Build
Q: Is Gwisin Vest still good in the current Destiny 2 meta? A: Yes. It's excellent in PvE thanks to its synergy with Spectral Blades, allowing extended super duration and invisibility chaining.
Q: Can this build handle champions in Nightfalls? A: Absolutely. Use Trace Rifles for Overloads and Volatile Rounds or grenades for Barriers. Linear Fusion Rifles or heavy GLs help with Unstoppables.
Q: Do I need specific weapons for this build? A: Not strictly. Any Void weapon works, especially ones with perks like Destabilizing Rounds, Repulsor Brace, or Demolitionist for grenade and survivability synergy.
Q: Is this viable in solo content? A: Very. With invisibility, Devour, and super healing, you can survive and control most situations easily—even soloing Legend Lost Sectors.
Q: Which stat should I max out first? A: Resilience. Get to 100 for damage resistance, then focus on Discipline or Strength depending on your grenade/melee preference.
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Warhammer 40k Battle Report: Black Templar vs Adeptus Custodes, 1000 pt casual game (The Emperor's Champion Has This 1 Weird Trick - Custodes Hate Him!)
This was my first game as Black Templar (my new army for 2025), changing it up from my usual Adepta Sororitas army (it's not because they're currently bad, I promise). This game was against my friend who only plays Custodes, so I was pretty used to most of the aspects of his army & knew that combat would be an uphill battle.
My list consisted of the following: 10x Crusaders led by Emperor's Champion, another 10x Crusaders led by a Marshal, 5x Intercessors, 1x Redemptor Dreadnought with a macro plasma incinerator & onslaught gatling cannon, and a Repulsor Executioner with a heavy laser destroyer. For my Templar Vows I selected the 6+++ Feel No Pain one (I'm not sure that this was the right call since it didn't seem to hit very often, I'd like to run it back sometime taking Lethal Hits since that is a decent damage boost into Custodes' high Toughness characteristic)
Custodes list was: 4 Wardens led by a Blade Champion, another 4 Wardens without a character, 2 Allarus Terminators on the board, another 2 Allarus Terminators in Deep Strike, and a Caladius Grav Tank. After the match, my opponent wished that he had brought a battleline unit (probably Vigilators) to either hold his home objective more cheaply or to make it sticky while the unit performs secondaries or moves into the midboard.
Our deployment was Dawn of War (close deployments), our Mission Rule was Raise Banners (1 victory point if a Battleline unit is controlling an objective at the end of your turn) and our Primary Mission was Purge The Foe (the kill enemy units one).
My game plan going into the match was to pair my Executioner into his Grav Tank if possible, otherwise to throw wounds into whichever infantry it could see. Dreadnought would be matched into infantry as fire support for a turn, then maybe charging after a 2nd turn of shooting- the macro plasma's supercharge profile is a great profile into most Custodes infantry doing 3 Wounds on any shots that go through their invulnerable armor save, and I didn't want to pass that up. The intercessors would babysit the home objective turn 1, then move up the board to a No Man's Land objective while trying to force some random wounds through with their Heavy Bolt Rifles or a lucky Grenade Launcher shot. Didn't have a fleshed out plan for the Crusader Squads, other than the one led by the Marshal spamming the Grenade stratagem for free (due to the Marshal's datasheet ability). I knew killing an entire Custodes unit is tough, but thought I may be able to clean a unit with a good charge & abilities on the Crusaders, especially after softening them up in the shooting phase.
We deployed basically on the line, agreeing that a bloodbath sounded like good sport. My opponent won the roll-off to go first.


My opponent spent his first turn nudging forward with most of his units well hidden behind ruins. Didn't leave anything open to be shot at, so there wasn't much for me to do on my turn. I nudged forward as well; however, I had drawn the Recover Assets secondary mission, and thought that my Executioner could advance onto the far side No Man's Land objective where it would have partial cover behind ruins, survive for a turn, and perhaps be in position to take some shots while remaining stationary for a +1 to hit bonus on the Heavy Laser Destroyer.

Unfortunately this proved to be hubris. My opponent moved his Caladius Grav Tank forward onto an objective marker & into position to fire upon my Executioner & immediately destroyed it with a combination of Sustained & Lethal Hits on its main gun. This meant that not only would I not score Recover Assets, but would be stuck with the card during Turn 2 before I could discard it.
To make things worse, 2 Allarus Terminators came in from Deep Strike on the leftmost edge of the board, fired upon the Crusader Squad led by The Emperor's Champion, and killed 4 neophytes & an initiate in shooting. They proceeded to successfully charge the squad, slew the remaining Crusaders, and inflicted 2 Wounds upon TEC. In retaliation, TEC singlehandedly slew both of the Allarus on the fightback, which I was very chuffed about as it would mean I would gain some VP from the primary mission & he would not score his Assassination card.
In the midboard, his 4 Wardens + Blade Champion advanced & charged into my Crusader Squad led by the Marshal (no shooting as they were well-hidden behind the central ruin). I activated the Fight On Death stratagem since its cost was reduced by the Marshal's ability & I didn't know if the unit would survive any further turns. The Wardens managed to kill 4 Crusader initiates, the Fight on Death did nothing useful, and the fight back was not fantastic - only 1 Warden was slain. His Blade Champion inflicted 3 wounds to my Marshal due to his precision ability, which probably would have been more effective attacking into the rest of the squad.
My priority on my side of Turn 2 was to get the wounded Crusader Squad to some sort of safety (or else they would not survive the fight phase), minimizing the chance of my opponent killing the wounded TEC on his next turn (he was holding onto the Assassinate card, another motivation for getting my Marshal away from combat).
To achieve this, I first retreated TEC toward the middle of my backfield, where his Wardens would have to move up, potentially exposing themselves in a firing lane that my Redemptor Dread could target on the next turn. Meanwhile, I made a Fall Back move on the Crusader Squad, moving them on the right side of their ruin, making space for the Dread to move around the corner & get a charge in.
Since my Intercessors made my home objective sticky, I moved them up & between the Warden unit & my Crusaders, acting as a barrier for the Crusaders in case the Wardens lived to next turn. They used Grenade & fired their heavy bolt rifles at the Wardens, killing one of them. The Dread fired next, picking up another 2 & damaging the Blade Champion. The Dread made its charge & I used the Tank Shock stratagem to finish off the BC. Things felt like they were starting to stabilize, though I thought the game could still be precarious with my opponent still having 4 Wardens, the Calladius, and another 2 Terminators to deal with whereas many of my units were looking frail in comparison. However, I slew enough units to gain the "kill more" primary condition & picked up 4 points on the No Prisoners secondary.
End of turn 2 score was Custodes 8 - Templar 17 although I was feeling in a tough spot looking forward to another 3 turns of brutality & thought Custodes might be able to make up ground quickly on Primary.


Turn 3 proved to be pretty quiet. My opponent moved his Wardens forward into the leftmost ruin in order to fire upon my TEC which only had 3 Wounds left. Somehow he managed to survive with 1 Wound remaining, a tough break for my opponent who was still holding onto the Assassinate secondary mission (and decided to keep holding it).
His Calladius had line of sight on my Dreadnought due to his arm poking out from behind a wall, but due to a combination of cover & Armor of Contempt, he only managed to deal 4 Wounds to it (another tough break as his other card was Bring it Down). However he still controlled 2 objective markers and it would be difficult for me to get an advantage with my remaining units.
I got a lucky draw on my secondaries, an easy 5 points between Defend Stronghold & Secure No Man's Land. I advanced my Crusader Squad onto the rightmost objective to accomplish SNML, centralized my Intercessors to maybe get onto one of the NML objectives on Turn 4 if need be, assuming the Crusaders would die on their point next turn. I retreated my Dreadnought behind the ruin to avoid any further shots from the Calladius which could easily kill it on a good roll (his Overwatch with the Calladius whiffed, eating up a Command Point on his end). Nothing else to do at that point.
End of turn 3 score was Custodes 16 - Templar 27


Turn 4 was yet another tough break for my opponent. His Wardens chose not to pursue my TEC, moving toward the midboard onto the middle objective & trusted in their shooting to finish the job. It did not, against all odds. TEC continued to survive on 1 Wound, parked deep in the back field too far to be charged.
His 2 Allarus Terminators (which had been parked on his home objective) were redeployed toward the rightmost side of the board to assault my Crusader Squad holding that objective. Between their shooting & the Calladius's guns, they eliminated all of the remaining initiates & neophytes, leaving the Sword Brother on 1 Wound & the Marshal on 2 Wounds. However, the Terminators failed their charge roll even with a Command Reroll, meaning I would have them free to do secondary missions on my turn if needed & my opponent would still not be scoring his Assassination card against either of my characters.
On Turn 4 my priority was tackling his remaining Warden squad in the midboard as I had enough damage & Objective Control to maybe eliminate a couple of Wardens, gain control of the objective, & prevent him from making up any ground on Primary mission points. I drew Assassination (a guaranteed 5 points as his only character model had already been destroyed) and Area Denial - probably the main incentive for me to destroy his squad holding the midboard objective.
Since I knew my unexpectedly resilient TEC would almost certainly not survive another round either way (and he had already earned his keep to say the least), I moved him forward into charge range against the enemy - he would have to make an unlikely 11" charge to get to the unit, but it was still a chance to put some needed damage into that Warden clump & there's no real harm in having the option open at that point.
My Intercessor squad moved forward to the center lane, used the Grenade stratagem to inflict a couple mortal wounds upon the Wardens, then fired their heavy bolt rifles, finishing off one Warden & wounding another.
My Redemptor Dread moved back into the ruin (dodging more Overwatch shots from the enemy Calladius), and added his ordnance into the central Warden squad, removing all but 1 remaining model on the point. At this point my opponent conceded, feeling he wouldn't be able to make up enough primary & secondary with his remaining units to catch up to my lead. I rolled a charge just to see if the Redemptor would have failed & potentially changed the game outcome, but the roll succeeded easily & a combination of Tank Shock plus his fist weapon would probably have mopped the objective clean.
Final game score: Custodes 30 - Templar 59

I have been hearing for quite a long time how much squishier Sisters are than Marines - yet I still felt almost equally squishy. Perhaps they are just equally bullied by Custodes high statlines, especially without invulnerable saves or dice manipulation to rely on. Or perhaps I badly placed my units in vulnerable positions. I was hoping that the 6+++ FNP would feel more impactful - it probably saved a couple marines over the course of the game & maybe was the reason why TEC never fell, so perhaps I am undervaluing it a bit. Lethal Hits is still an enticing alternative that I'm interested in trying in future games against Custodes or another friend's Tyrannid Big Bug army.
I was a bit disappointed with my round 1 deployment & movement, allowing 2 of my units to get destroyed (the Executioner & 1 Crusader squad) & another 1 to be half-destroyed. Perhaps in the future I will be more patient unless I am going 1st and can maybe get a Turn 2 fights-first charge into Custodes & soften them up before they fight back. Especially with the Executioner - it would have been best to hide it another turn & get a chance to take out some infantry at the very least, rather than being 210 points that got vaporized for free.
Although I wasn't excited about Intercessors going into the game (as they are not as specifically Templar-flavored as the Crusaders & the character models), they felt like an overperformer for their point cost, if not maybe MVP next to the Dreadnought. TEC surviving was bananas, and he deserves a lot of credit for "denying" the Assassination card for so long & keeping my opponent from drawing other cards that he could have scored for Victory Points.
I'm looking forward to more games with Templar in the future, especially as I get more of it built & painted, and maybe will be writing up more battle reports whenever a fun narrative emerges out of a game like it did in this one. Due to the tale of today's Emperor's Champion, he may end up with a reputation for being more of a problem unit than he really is & will draw overcommitments from my opponent in future games. Or perhaps he will never shine as gloriously as he did today - all part of the excitement you get with 40k!
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Warhammer 40,000 Balance Changes for December 11, 2024: Codex Space Marines
And finally we come to it. The one you all, or statistically most of you, have been waiting for.
I'm not going to repeat myself here. We know what's wrong with Space Marines. The only question is how is GW going to fix them. We know their getting a buff to Oath of Moment, but that will just help Ultramarines. The other chapters need much more!
While Armour of Contempt may have been nerfed, Ultramarines are still sitting pretty. Codex Compliant Chapters now get +1 to Wound from Oath of Moment. This in arguably better than old Oath in many cases, plus it stacks with any rules that grant re-roll Wounds. But this is only the beginning.
Before we get to the good stuff, Fire Discipline gets a much need nerf. It no longer grants 5+ crits, and instead lets you re-roll your Advance rolls in Dev Doctrine. And while they might not have any 3” Deep Strike strats, Inceptors have gotten the same treatment as Aquilons.
Now let's start with the small buffs. The Captain in Gravis Armour gets an additional damage for their master-crafted heavy bolt rifle. Heavy Intercessors also get an additional damage to their rifles, and their heavy bolters now hit on 3s. I think Heavy Intercessors are legit good now. Infernus Marines now get AP-1 on their pyreblasters, and enemy units hit are at -1 to their Battle-shock test.
Intercessors get a whole new ability! If you focus your fire, you now get +2 Attacks for your bolt rifles. GW really wants you to take Intercessors!
Outriders have had their flat 6�� advance ability replaced with +1 to Strength and Damage on the charge.
Reivers now have a -1 to Battle-shock rolled into Fearsome Assault, and Terror Troops now reduces the OC of enemy units within 3” by 1.
The Predator Annihilator gets the full re-roll Damage that traitor Predators got. Repulsor Executioners have been brought up to a Transport capacity of 7 like we saw for Black Templars. Sternguard have had their Oath of Moment rule changed to a flat re-roll Wounds. So they now get old Oath of Moment and +1 to Wound! Finally Combat Knives also get the buff we saw in Black Templars, with all of them getting AP-1.
And that's all the buffs . . .
To generic Codex Space Marines . . .
Time for the Chapter specific buffs!
Each Chapter specific character, other than Ultramarines, gets an army wide OC buff, usually to OC2, to non-character models in a specific unit while that unit is not Battle-shocked. For Darnyth Lysander, all Terminators and Assault Terminators get it. Pedro Kantor gets the new and improved Sternguard. Fieross gets to further buff Heavy Intercessors, with their new heavy bolt rifles, to OC3. Kayvaan Shrike gets it for Jump Pack Intercessors. Vulkan He'stan gets it for Infernus Squads. And Kor'sarro Khan gets it for Outriders and at OC3.
Not to be outdone, the Ultramarines sneak a buff of their own in there too. Guilliman now gets to select two of his Primarch abilities instead of one.
I'll let you decide what Chapter got buffed the most.
And I've got to say, I'm disappointed. I went through and capped all the different abilities, trying not to read them, and setup sections in this post for each Chapter's buff. I think a lot of us were hoping, even expecting, that the characters would get relevant buffs that represent their Chapter's fighting style. Instead, one type of unit just has better OC. Not only is that bland, but in no way does it compete with Ultramarines. While Codex Marines just got a huge glow up, for anyone that doesn't like blue this a huge let down.
There's also a small update to the Codex errata that splits keywords for the Company Heroes. Now, only the Ancient has the Ancient keyword. So if he dies, the unit loses it.
However while it's been mostly good news for Codex Marines, the MFM changes that.
Let's start with the good news. Inceptors go down 10 points for 3 models. That's a good buff on a relevant unit.
Unfortunately the rest is all bad news.
Heavy Intercessor Squad: +3 pts/model Infernus Squad: +2 pts/model Marneus Calgar: +15 pts Reiver Squad: +1 pts/model Roboute Guilliman: +60 pts Scout Squad: +1 pts/model Sternguard Veteran Squad: +2 pts/model Uriel Ventris: +20 pts
Alright. I'm probably going to get some flack for this, but this is all fine. The reason these units got a lot of buffs in the first place was trying to make them competitive with their Divergent cousins. Now that Oath of Moment is doing the work, bringing these units back in line with their Datasheets is fine. Well, except for Reivers and Sternguard. I don't know what's going on there. Their buffs aren't enough to justify any nerfs.
What's more interesting is if any of this hits said Divergent Chapters. Black Templars and Dark Angels occasionally use Heavy Intercessors, so they won't like that. And everyone uses Scouts. So arguably this is a harder nerf to those Chapters.
Not only do I think Space Marines are fine, but I actually think they're in a pretty good spot. They've always been good, just overshadowed. Now they get to cast the shadow.
#live blogging#liveblogging#live blog#liveblog#warhammer 40000#warhammer 40k#warhammer#wh40k#games workshop#warhammercommunity#warhammer40k#not so live blog#competitive 40k#wh40000#wh 40k#40k balance dataslate#40k#balance dataslate#space marines#adeptus astartes
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WH40K Homebrew Space Marine Chapter: Stormwolves — September 2024 Update


(Yes, I know it's the First of October)
It's been about a month since the Agents of the Imperium Codex was published by Games Workshop. In late September, they issued their PDF of FAQs and Errata for the book. That means time for me to update the army list for my Homebrew Chapter (last posted about here). I will detail these updates under the cut.
I've also been working in Hero Forge on creating some more supporting characters, taking advantage of their new kitbashing feature.
For example, here's my take on a Voidmaster to lead a Voidsmen-At-Arms unit, as viewed through the lens of the "1st Selene Contingent" Rogue Trader's elite guard concept I'd come up with for my homebrew. I particularly like how the artificer-built mastercrafted shotgun turned out on this.
I feel the shotgun looks the part better than the one carried by the official GW mini for the equivalent character:

And here's a better look at the Hero Forge Kitbash-built Laspistol at her hip.
As for the new Errata document, unfortunately, it did not make the Corvus Blackstar a dedicated transport as it should have been. Also, it didn't even fix the obvious error that lets the Imperial Rhino transport any other model from the Imperial Agent Army Roster, not just the intended infantry, letting you stick other vehicles inside like a Russian Nesting Doll.
What the errata did change involves the limited number of units you can take when using Imperial Agents in other armies. There are different categories of units: Character/Retinue/Requisition, and you're very limited in how many of each that you can ally in to another force.
However, there were two Retinue Units that under the rules as originally published, didn't count against the limit if they were attached as Bodyguard to certain Character Units. This got changed so that you don't have to attach them any more.
This was nice, because I preferred to have my Rogue Trader attached to an Imperial Navy Breachers Bodyguard instead of just the free Voidsmen-At-Arms. But my previous Army List was already maxed out on Retinue Units, even with the Freebie.
So, Instead of using Deathwatch Kill Team (formerly Deathwatch Veterans pre-codex) to represent my "Control" command squad, I switched to using Sternguard to free up a Retinue Unit slot. This was an idea I'd considered before, but rejected since the current statblock is supposed to be for Primaris Sternguard and Control is supposed to be Firstborn.
However, Sternguard Marines existed years before GW introduced the Primaris, and they say if you have the older models just use the best statblock that fits, so I decided to just roll with it as is.
Sure, the current Sternguard statblock has a keyword that prevents them from riding in Rhinos and Razorbacks, but I'd taken their Rhino away in a previous army list revision anyway. Gave them a Repulsor Executioner instead. And switching to Sternguard let me give them as many Combi-Weapons as I wanted again, bringing them back to my original vision.
I also finally got a chance to look over the new update to the Boarding Actions Rules. While the Space Marines got three different Boarding Patrol options, I was disappointed that Phobos Armor was restricted to just one Patrol, and you couldn't just mix it with the other types.
But I found a loophole. The Boarding Strike Patrol list didn't prevent you from taking Phobos Armored characters. So I snuck one in.
I was also a bit disappointed to find that unlike the seemingly more freeform Boarding Actions rules from the beginning of 10E last year, the new rules expect you to stick to all Chapter specific restrictions if you include marines from any particular Chapter. This meant I could no longer put Apothecaries into a Space Wolves Boarding Patrol. But it wasn't worth it to even try anyways, as they took all the useful bits off the Apothecary when you use them in a Boarding Actions game.
Even with the changes, it's a fun way to get a more Space Wolf flavored version of my Stormwolves homebrew chapter, to contrast with the Imperial Agent Allies version.
I've also been exploring another facet of my Stormwolves, the fact that a company of them is supposed to be assigned as support for a Rogue Trader's fleet.
While I could have represented this with one of the Detachments from the Imperial Agents Codex (and still might), I realized that there were a lot of suitable units from the Imperial Guard Index and Legends Sheets, that would make good rules proxies for an army of Void Troopers serving under my Rogue Trader character.
Picked a lot of 4+ Armor Save Units comparable to the void armored troops from Imperial Agents (and a handful of 5+ to round out the list). Since I was shooting for a 1K list for this, I could only ally in one Unit of Marines, but overall, I'm happy with the list.
#WH40K#40K 10E#Homebrew#Space Marines#Deathwatch#Agents of the Imperium#Space Wolves#Warhammer 40K#Warhammer 40000#Hero Forge#Digital Kitbashing
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Weather is decent enough...
I should prime my minis...
But what if they turn out bad and I have too strip them again? What if it's still too hot and humid? What if I have to wait for months before the weather to cool down again? What if by then it's too cold and moist to prime? What if...
Brain, reminding of Nicholas Cage's Ghost Rider:
.....
*grabs minis, mask, primer, and gloves*
*shakes can for like 3 minutes*
*goes outside*
Primed second Leviathan Dreadnought and it's guns, primed first Leviathan Dreadnought's claw that I missed, primed barrel and turret weapons for Repulsor Executioner, partially primed chasis of Repulsor Executioner tank before primer runs dry.
*sets minis to dry*
Grabs Daemon Prince and second can, shakes for a few minutes, reprimes Daemon Prince.
All minis look cleanly coated, sans Tank chasis which is just lightly coated.
Thank you Nick Cage's Johnny Blaze... you can't live in fear. Now I just need a new can of primer, maybe two. Give the tank a full coat and then do gunship and knight.
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The last two weeks have been pretty busy hobby wise! Got my Bladeguard squad finished just in time to need a second set of 3 for what I like to call the Marneus Clowncar. The Sergeant in the center was painted 2 years ago and it's nice to have a direct comparison to see how I've improved and what I still need to work on.
On top of them I also got some work on the Infiltrators so I nearly have a squad of 10 (although they're only at Battle Ready standards). I also got the entire Titanicus starter box put together, so I'm hoping to get a test game in with my wife before she goes on her trip this weekend.
Next on the itinerary is to get more work on the Infiltrators and I think I want to get some progress in on the Repulsor Executioner for my Sons of Salix now that I've found a 40k playgroup in my city.
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Got my second league game with the iron storm in.
Lost pretty bad (90 to 60) , but learned a lot about lines of sight and positioning. Also got to play against Tau, which is a first for me this edition.
Here are my reflections from game 2:
Vindicators aren't very tough, actually, and probably are better on the back line.
Space Marine vehicles not having invulnerable saves makes them pretty fragile in general.
Had an excess of CP this game, might not run Azrael every time.
The repulsor executioner is a great target for the "fire back" stratagem because it has so many wounds.
Successfully used my scouts to infiltrate and keep my opponent's infiltrators back off my lines.
The invictors are fragile and don't hit very hard ; will drop them.
Rail Guns are still phenomenal at killing tanks
Reaper under performed this game- didn't have great targets against this army.
Repulsor executioner performed really well even without the tech marine, but I'll probably bring a TM next time anyway.
#warhammer#40k#warhammer 40k#miniatures#games workshop#space marines#warhammer community#howling griffons#other chapters#loyalist astartes#tau#warhammer tau
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Crusade Prepp





Some list testing ahead of the next Crusade. Ran the LAG Bladeguard build which I think will be a good basis for the start of the roster.
But what I am unsure of is the Repulsor Executioner. It's a hefty chunk of points with a lot of firepower, but unless I'm dueling the Deathguard's landraiders or the Militarum's motorpool, I think it's just a bit much. It's way to difficult to counter as well with it's laser cannon range.
#warhammer 40k#warhammer#warhammer 40000#40k#wh 40k#imperium#40kart#space marines#adeptus astartes#traitor legions#traitor astartes#world eaters#khorne
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Finished up terminator # 4 and 5. Moving on to getting my new primaris repulsor executioner assembled and painted. The pile of grey never ends with this hobby, does it?
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