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Games Workshop - Warhammer 40,000 - Space Marines: Assault Intercessors

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Amazing Statlines – Intercession Squad marines have solid statlines and an extra wound over their Compendium counterparts. Like most marine operatives, their biggest advantage is that they come with 3 APL. On the other hand against elites take good advantage of your plasma pistol – if you can place it in such a way that it can shoot with the revenge shot that’s ideal, so you can do double damage. Also take advantage of the auxiliary grenade launcher – your plan here is to start the job with grenades and then finish things off with assault intercessors. Intercessors in the Gallowdark One of the best Warriors in the game. You always want these equipped with bolt rifles and whenever you put a bolt rifle on one you’ll give him a scope. With Lethal 5+, P1, and access to re-rolls you have a weapon that will absolutely have your enemies knowing fear. The armour will surely continue to evolve as more challenges present themselves to the Adeptus Astartes, but one thing is certain – its roots will continue to lie with the humble Intercessor.

Each warrior is armed with a heavy bolt pistol and an Astartes chainsword, and posed as though running forward at full tilt. One of the models is preparing to hurl a frag grenade at the enemy. Their armour and detailing matches the other Assault Intercessors in the range, allowing you to add to your squad without anything looking out of place. In the Gallowdark the intercessors shine more than many other teams thanks to having 3APL and being able to shoot or fight twice. This makes them real killing machines, able to charge kill someone in a doorway and then perform a hatchway fight. On the other hand when carrying Methodical they are able to perform the Guard on a 3+ which is a huge improvement over their Phobos brothers and one of the main reasons to always carry this chapter tactic. In competitive rosters the only assault intercessor sergeant taken is the plasma pistol and chainsword, as it gives access to another AP weapon, and against a lot of opponents a 4/5 chainsword hitting on 2+ on 5 dice is functionally about the same as power weapons. Wound 7/8/9 models will die just as fast. If you want to take a power weapon you are better taking it on an Intercessor Sergeant. Your non-Assault Intercessors have this ability, which lets them perform two Shoot actions each as long as one is conducted with a bolt weapon. This means you can bolter and grenade your enemies with your gunner. The Three Sacred Types of Bolter The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:

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A strong core of reliable and adaptable warriors that can lay down fire while advancing or holding terrain is an invaluable aid to any tactician. In the case of strike forces bolstered by Primaris battle-brothers, this role is filled by the Intercessor Squads.

Then there’s the Stalker bolt rifle, which burdens you with Heavy on a team where we want to be always on the move. So despite having AP1 it will pretty much never be taken into consideration. I would go pure Martial Zealotry as I’ll be taking these as Blood Angels with the Aggressive and Dueller traits, which would give me Rending if I charge, and if I parry with a crit, parry a critical and normal hit. This, combined with Assault Doctrine, let’s Assault Intercessors blender their way through anything roughly human sized taking not much more than chip damage in return. This armour would evolve over time to fit the steadily expanding scope of the new Space Marines battle doctrine, adding stealthy terror troops in slimmed-down Mk X Phobos armour while Intercessors took up new plasma weaponry to become fearsome Hellblasters . Roboute Guilliman’s adaptability flew in the face of the Imperium’s stagnant attitude towards innovation, and new Primaris formations sprang up with each new challenge the Adeptus Astartes had to face. Librarian ( Epistolary • Codicier • Lexicanum • Primaris Librarian • Vanguard Librarian) • Chaplain ( Reclusiarch • Primaris Chaplain • Judiciar) • Apothecary ( Primaris Apothecary • Helix Adept) • Techmarine ( Primaris Techmarine)You can decide to have a quieter turn 2, but normally the game will not allow it (i.e. you’ll put yourself in a hole you can’t dig out of), and if you only place 1-2 operatives in engage the enemy will most likely be able to finish them off with focused fire. However if you have 3-4 in engage it will become much more complicated for your opponent to accomplish that. The operative gains the Auspex Scan special action (1AP). Auspex Scan lets you select an enemy operative within 6” OR Visible, and that operative is not Obscured and cannot retain defense dice as a result of cover. This is great on operatives like the Gunner if they’re sat in a sniper nest and don’t need to move. You can’t use it if you’re within Engagement Range, but that’s a fairly obvious limitation. Really the main downside here is you’re paying EP for an item that should frankly be on one of the data-cards. B Combat Blade [1EP] Darren – Miniatures Design Lead: As far as the Terminators go, we had the original design by Jes Goodwin, and that was a big influence on the five new miniatures in the Leviathan boxed set . The job of designing the multi-build kit was then passed to me, so I had a lot to work from, and we had to think of all the things people would want – it always baffled us that the Sergeant couldn’t be armed with a power fist, for example. To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

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