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To understand how many of the Legions became as they were, one must first understand Terra. Soaked in blood, ignorance and atrocity, Ancient Terra in the time before the rise of the Emperor was devoid of hope and existed in a state of darkness. The only order was that of tyrants: fleeting and tainted by madness and petty ambition.

The Emperor changed that -- first with His hosts forged from the techno-barbarian tribes who took up His banner, then with his army of gene-forged Thunder Warriors , then with the creation of the Legiones Astartes. With blood and fire he tamed Terra, bringing order and enlightenment where before there had been none.

It was this transformation that the VII Legion was made to protect. Often these would be those who exhibited the greatest capacity for endurance, both in mind and body.

Many were of a taciturn nature, slow to talk but quick to act. Imperial Fists Chapter Colour Scheme as displayed by Primaris Marine Brother Toradon, an Intercessor belonging to the 1st Squad of the 3rd Company, as denoted by the numeral on his right pauldron and the colour of his pauldrons' trim.

Why so many of such a wide pool of recruits should be similar is unclear. Certainly, the processes used to activate the VII Legion's gene-seed seem to have inflicted intense pain, and so perhaps it was a purposeful selection of stock suited to surviving the process.

It is also possible that a pattern of recruitment once formed perpetuated until it was tradition. No matter the reason, the grim nature of those recruited into the VII Legion was well-suited to their use. In war the VII Legion was concerned with conquest. While all of the Emperor's forces fought and died to expand the Imperium, many saw only part of the greater vision. Defeat the enemy, tear down his strongholds, break his beliefs and still you would have a land that could turn against the Imperium in the future, or provide other enemies with a weakness to strike at.

Victory was not enough, to conquer one had not only to defeat one's enemies, but to hold the fruits of that victory.

This philosophy underpinnned every action of the VII Legion. In attack they would pay any price in their own blood to secure victory, and once they had victory they would begin to consolidate what they had taken. This pattern can be seen time and again in the later conquest of Ancient Terra.

The iconography on his right pauldron shows his tactical designation as fire support. In the ice-wrapped pinnacles of Himalazia they lost three battalions to secure the defeat of the witchery of the Wind Caller clans, but the first Imperial bastions began to rise against the cold sky within solar days of that victory.

Across Terra the fruits of their fortress-craft gazed down on those who dwelt in the land around, a constant sign that the strength which had conquered them remained, rooted into the earth. In the first solar decade of their existence, the Imperial Fists raised six hundred citadels upon the lands of the conquered. It is said that the dead of the Legion lie still in the foundations of each, their skulls and blood mingling with the stone and mortar of their walls.

With these bastions pinning the conquered lands to the Imperium, order would spread amongst the people of these new domains.

The old ways would change, fall or be replaced by the new, and if they did not then the looming fortress would answer the question of what the response to rebellion would be. The VII Legion were more than builders and castellans. At their root they were the most direct expression of the Emperor's design of uniting humanity, for they were crusaders.

Fortresses solidified conquest, and the VII Legion sought conquest with a focused hunger. While fortresses and ordered domains sprang up in their wake, the VII Legion would never linger, but were always moving on, invading uncompliant domains and pushing the frontiers even as they reinforced what they had just taken. Massed shock assaults, using the full array of weaponry within the Legion, typified the VII Legion's approach to war.

Multiple battalions often took to the field en masse , breaking enemies with hammer blow force. On the plains of Kennestar, the 5 th Battalion of the VII Legion broke the lines of the Tyrancy with an arrowhead of fifty war machines. It is said that the dust cloud thrown up in their wake blotted out the sun. In the tunnels of Galabaz, they cracked the crust above the buried city and dropped into the exposed tunnels beneath while the explosions were still echoing across the mountains.

But always, in the wake of the destruction they wrought, they replaced what they had broken with something stronger. It was from these early conquests that the VII Legion acquired its name. When many looked on the lands taken by the VII Legion, they said that it was as if "the hand of the Emperor had descended and gripped with an unbreakable fist.

The description of the service done by the VII Legion must have pleased the Emperor, for He personally decreed that they would be known from then on as the "Imperial Fists" and bestowed on them the right to bear the Laurels of Victory as part of their heraldry. Dutiful and taciturn as ever, it is said that the renamed Imperial Fists accepted their honours in humble silence.

Primarchs are transcendent beings, holding a portion of the sublime and unknowable in their nature. All the qualities which seem strong in a warrior of a Legion exist more strongly, more deeply and with greater subtlety in a Primarch. Though spun from the seed of humanity the Primarchs are not human. This nature often seems to enhance and focus the qualities gifted to a Legion by their gene-seed. So it is that at the moment at which Primarch and Legion unite, there is often a point at which a Legion's character may seem to shift.

In the case of the Imperial Fists, the discovery of their Primarch, and the planet which had raised him, only strengthened the character the Imperial Fists had shown since their creation. When the 20 genetically-engineered nascent Primarchs were stolen from the Emperor's labs on Terra by the Ruinous Powers and cast into the Warp , they were scattered throughout the galaxy upon different worlds, which would come to shape the nature of each Primarch and later their individual Legions created from their genome.

Inwit was, and is, a world of death and cold. Its star is old and withered, bleeding the last of its heat as cold, red light. Tidally locked against its dying star, perpetual darkness soaks one side of the planet, faded sunlight the other. Crevasse mazes, frozen mountain ranges and plains of frost dunes cover the planet's dark side -- this is the "Splintered Land," the beast-stalked wilderness which shapes the bodies and beliefs of the human population that clings to life here.

Under the ice crust, thick seas flow in sluggish tides and pale and sightless creatures swim the waters, hunting by vibration and a preternatural taste for blood.

Far above this desolation, great and ancient space stations and shipyards look down on the cold-shrouded worlds through perpetual auroras -- created in a lost past, these citadels of the void have looked down on Inwit since before any records or tales of the present era can recall.

Whilst on the planet, the light side of Inwit offers little more comfort than the dark, being a land of drift-crusted saline seas and sparse bare rock under the unblinking gaze of the red sun.

There is little of value on Inwit; its seas are buried or lifeless, its mountain bare of riches and its native species vicious. There is, however, one thing that this harsh world produces that led it to conquer a star cluster and endure as an island empire of order in the Age of Strife : its people. Though they are barbaric, they are far from unsophisticated. The warriors of Inwit are raised to endure and survive. The world that bears them teaches them to never relent and that the price of weakness is death, for them and the rest of their kin.

Death comes in many forms on Inwit; in the ice storms that can freeze and cover a man in seconds, at the claws of the predators that roam the Splintered Land, and in the lapse in concentration that allows the cold to penetrate the warmth-seals of a hold. These factors make a certain kind of people: strong, grim and dedicated to the survival of the whole rather than the individual. Much of the world's population is nomadic, moving between the subterranean ice hives to trade in weapons, fuel and technology.

Conflict between the roaming clans is common and young warriors learn how to defend against their clan's enemies as early as they learn how to endure the death touch of Inwit's merciless chill. They know how to learn, have an innate sense of an object's functional value and, most importantly, they have the strength to conquer those who possess knowledge they do not. Long ago, before the coming of the Emperor was even a dream on night-shrouded Terra, the people of Inwit began to create their own realm in the stars.

On every world they took, they assimilated, realigned and reinforced. With each conquest their culture and learning grew, but Inwit itself remained unchanged even as it became the centre of a stellar empire.

The ice hives and clan disputes remained and while their world birthed starships and ringed its orbits with weapon stations, its rulers kept to the old ways, the ways that had created their strength, the warlords and matriarchs who commanded armies amongst the stars still living lives little easier than their vassals.

So it was, and so it is now. It was as part of this burgeoning empire that Rogal Dorn grew to manhood, and then to rule its domains as emperor of the Inwit Cluster. Much of his early years remains unknown, or at least little talked about. What is known is that from the cold and darkness of Inwit the boy, named Rogal by his adoped kin, rose to lead the House of Dorn or the Ice Caste and then to the rule of the entire Inwit Cluster. The patriarch of the clan that raised Dorn became an adoptive grandfather to him, and taught him much of tactics, strategy, and diplomacy.

Even after he discovered he was not blood-related to his "grandfather," Dorn held his memory in high value; he kept a fur-edged robe that had belonged to the man and slept with it on his bed every night. His qualities married perfectly with those of Inwit, and he pushed their empire further than any other, ordered and trained its armies, and fashioned spacecraft the like of which had not been seen before.

Do not look to us for hope. We are not the kind children of this new age. We are the rocks of its foundation. If you wish hope then look to what we make. If you wish kindness then look to those who will come after us. Forty standard years after his grandfather's death, the outlying Imperial starships of the Great Crusade finally reached the Ice Hives of Inwit. When the true Emperor was reunited with Rogal Dorn, He regained not only a lost son, but the strength of a star-spanning society already forged into a tool of war.

Dorn greeted the Emperor at the helm of the enormous starship constructed during the Dark Age of Technology called the Phalanx that he had discovered within Inwit's region of space. Dorn became the seventh of the twenty Primarchs who had been found by their father. The Emperor welcomed Dorn as his long-lost son, and returned the Phalanx to his care, transforming it into the mobile fortress-monastery of the VII Space Marine Legion that was also turned over by the Emperor to Dorn to lead, since all of its Astartes had been created using Dorn's own genetic template.

Dorn himself was fiercely loyal to the Emperor from the first moment that they met on the bridge of the Phalanx , and he never once sought any favour from his father. Dorn embodied the human quest for truth, and could never tell a lie, even if it would have aided his cause.

Because of this quality, Dorn's statue stands as one of only four ever erected on Macragge , next to that of Roboute Guilliman , Primarch of the Ultramarines. Dorn commanded the VII Legion and its expeditionary fleets with peerless devotion and military genius. It was said that he possessed one of the finest military minds amongst the Primarchs, ordered and disciplined but still inclined to flashes of zeal and inspiration.

His record of achievements for the Imperium during the Great Crusade were innumerable, and indeed the Warmaster Horus thought of the esteemed Dorn and the Imperial Fists so highly that he reckoned if the Fists, noted masters of defence, were to hold a fortress against he and his Luna Wolves , noted masters of assault, the resultant conflict would spiral into a never-ending stalemate.

Dorn was possessed of a single-minded energy tempered by a reserved and stoic nature. Many have remarked on the dour and emotionless disposition of both this Primarch and his Legion, but such an assessment misses much.

Reserved, but terrifying in anger, Dorn was both cautious and calculating, and capable of pursuing an end with relentless energy. While he would rarely show emotion, when he did it was capable of shaking the ground or darkening the sun.

During the near-disastrous resurgence of the Xahelican breed in the Adonis Cluster, Dorn's cold rage was said to have held the battlements as much as the arms of those standing upon them. His admonishment of the reinforcements at Castoris is said to have echoed from the fire-touched sky to the still burning sea.

Dorn was also capable of brooding and letting matters eat at him beneath his stone-cast demeanour. For as much as he was a warrior of absolute loyalty, he was also an idealist -- the reasons why he fought were as important to him as the outcome of his efforts. During the time of the Great Crusade few ever saw this quality in Dorn, for there was little cause, though those who knew him well could perhaps see hints of it in his near-fatal confrontation with Konrad Curze of the Night Lords Legion in the Cheraut System and his brief schism with Ferrus Manus of the Iron Hands Legion after one particularly brutal campaign.

It is only immediately following the horrific events of the Horus Heresy, with so much lost never to be rebuilt, and blood still staining the birth of the Imperium which survived, that history could see that perhaps even in perfect loyalty there can be a flaw. At the moment that the Imperial Fists were united with Rogal Dorn, however, the shadow of eternal treachery still waited far in the future. Few integrations of Primarch and Legion were as swift or as complete as that between Rogal Dorn and the Imperial Fists.

The ideals of the Imperium, and the purpose of the Great Crusade fitted with Dorn's outlook and drive, and the warriors of the Imperial Fists were exemplars not only of everything that he had built in the Inwit Cluster, but everything he had dreamed of for its future. From the first moment Dorm met his gene-sons, he demanded of them everything that he would ask of himself.

It is said that when he met Legion Master Matthias and Veteran contingents of the Imperial Fists he said nothing, maintaining his silence even when they had knelt and pledged him fealty. Only when he had observed them in battle did he break his silence and speak to them directly. He said that they had much to do, and more to learn. To Matthias he gave a single word of thanks for his service, and named him High Castellan of the Inwit Cluster. Such an honour was also a deep duty, for the next order he gave was to raise thirty regiments of new Imperial Fists from the Inwit System.

Without waiting or looking back, Rogal Dorn and his sons plunged back into the stars. Over the next sixteen solar decades, the Imperial Fists fought in the burning edge of the Great Crusade. Relentlessly they pushed from war zone to war zone, were honoured by each of their brother Legions, and rose high in the estimation of many. They drove ever on, without pause or respite. Just as on Terra they fortified and built to secure what they conquered, but just as before they did not linger to rule their conquests.

While a castellan with a household of Astartes warriors might remain to maintain its defences, they did not administer, or draw up and enforce laws, for they were warriors of the Imperium, not its masters, and they existed to serve in war and die for its survival.

What they did take from all the lands they conquered were recruits. A famous example would be the Imperial Compliance action of Necromunda where the Imperial Fists won a major victory against the Orks on the ash wastes of the Hive World.

The Hive Lords consented to recruits being drawn from their population in gratitude. A fortress-chapel was duly consecrated but the Imperial Fists were there as esteemed guests, not masters.

Rogal Dorn asked no special rights on the worlds where the Imperial Fists recruited. Some Primarchs, such as the increasingly mercurial Perturabo , took every opportunity to garrison a world for their Legions and claim its tithes.

Dorn is famously recorded as saying, "I want recruits not vassals," and was always satisfied to keep his Legion as a military unit with none of the civil or political responsibilities that came with governing a Legion homeworld.

During the Great Crusade , the Imperial Fists acted as the strategic reserve of the Emperor's forces due to their ability to rapidly redeploy to battlefields aboard Phalanx. They made use of detailed planning and as such were soon found to be supreme urban fighters and siege specialists.

After several campaigns and thousands of conquered worlds being brought into the Imperium, the Emperor returned to Terra for a time to build a capital from which He could run His new empire. He took the Imperial Fists with Him, set them up as His praetorians and charged Dorn with the construction of the Imperial Palace , something that did not go unnoticed by the other Primarchs. Perturabo flew into a rage upon hearing that Dorn thought the Imperial Palace would be proof against an assault by even such mighty siege-masters as the Iron Warriors and he unleashed a torrent of vitriol and accusations against his brother Primarch so unfounded that the onlookers from his own Legion were dumbstruck.

After this outburst was reported to Dorn, the two Primarchs rarely spoke, neither Legion serving in the same campaign again. Primarch Perturabo of the Iron Warriors Legion. Similarity encourages understanding, or at least some would claim so. In the case of Rogal Dorn and Perturabo , Primarch of the Iron Warriors Legion , this sentiment not only falls but shatters under the weight of reality. For rarely could there be said to be two beings on the surface who more resembled each other, yet were separated by a greater chasm.

Both were reserved to the point of taciturn, both unyielding, both sublime artisans of war who prized indomitability and endurance; there was much that would suggest that they should see the world with one set of eyes, that perhaps they should be closer than any others. That bitterest loathing could arise between two such closely matched kin seems incredible, but it was a reality, some say from the first moment of their meeting. The exact roots and cause of their enmity cannot be known to any save Rogal Dorn and Perturabo, but if one looks closely there appears a pattern both of behaviour and incidents which may offer a clue.

Often it seems as though the pair's similarities were the cause of discord rather than understanding. Both were stubborn and more so when challenged, both spoke rarely, and brooded much behind their stone and iron masks. So it was that the silence of one would aggravate the other, the blunt honesty of one roused the other to anger, and the intractability of both ensured that once a dispute was begun neither would yield. That there were differences between the two cannot be denied, and often these differences may have been the cause of disputes even if they were not the underlying cause.

While both Rogal Dorn and Perturabo often favoured siege craft in war, they often differed in its execution. While both were pragmatic, Perturabo often displayed a brutal directness in waging war, applying overwhelming force or sustaining horrific casualties. While Dorn would never baulk at paying such a price for victory, he rarely accepted large numbers of casualties except through necessity.

Dorn was an undoubted idealist above all else, Perturabo a pragmatist first and foremost. On such cracked foundations the decades of the Great Crusade heaped pleasures, honours, disparities and mischance, and from the result history reaped an enmity which would take both Primarchs and their Legions to the brink of destruction.

The greatest of the nascent Imperium's victories during the Great Crusade came in the form of the defeat of the largest Ork Empire ever encountered in the late 30 th Millennium. The capital world of this Greenskin stellar empire, and the site of the final assault by the Space Marine Legions , lay in the central Ullanor System of the galaxy's Ullanor Sector. The crusade included the deployment of , Space Marines , 8,, Imperial Army troops, and thousands of Imperial starships and their support personnel.

The Ullanor Crusade marked the high point of the Great Crusade's vast effort to reunite the scattered colony worlds of humanity. The Orks of Ullanor represented the largest concentration of Greenskins ever defeated by the military forces of the Imperium of Man before the Third War for Armageddon began during the late 41 st Millennium.

Following the defeat of the Orks of Ullanor, the Emperor of Mankind returned to Terra to begin work on His vast project to open up the Aeldari Webway for Mankind's use. In the aftermath of the Ullanor Crusade, Horus was granted the newly-created title of " Warmaster ", the commander-in-chief of all the Emperor's armies. The Imperial Warmaster possessed command authority over all of the other Primarchs and every expeditionary fleet of the Great Crusade.

Following his promotion to the exalted rank of Warmaster, Horus had solicited the opinions and advice of all his brother Primarchs on the subject since the honour had been bestowed upon him.

Being named Warmaster set him abruptly apart from them, and raised him up above his brothers, and there had been some stifled objections and discontent, especially from those Primarchs who felt the title should have been theirs. The Primarchs were as prone to sibling rivalry and petty competition as any group of brothers. Guided by the shrewd political hand, it was likely, of his Equerry Maloghurst , Horus had courted his brothers, stilling fears, calming doubts, reaffirming pacts and generally securing their cooperation.

He wanted none to feel slighted, or overlooked. He wanted none to think they were no longer listened to. Some, like Sanguinius , Lorgar and Fulgrim , had acclaimed Horus' election from the outset.

Others, like Angron and Perturabo , had raged biliously at the new order, and it had taken masterful diplomacy on the Warmaster's part to placate their choler and jealousy. A few, like Leman Russ and Lion El'Jonson , had been cynically resolved, unsurprised by the turn of events. But others, like Roboute Guilliman , Jaghatai Khan and Rogal Dorn had simply taken it in their stride, accepting the Emperor's decree as the right and obvious choice.

Horus had ever been the brightest, the first and the favourite. They did not doubt his fitness for the role, for none of the Primarchs had ever matched Horus' achievements, nor the intimacy of his bond with the Emperor.

It was to these solid, resolved brothers that Horus turned in particular for counsel. Dorn and Guilliman both embodied the staunchest and most dedicated Imperial qualities, commanding their Legions' expeditions with peerless devotion and military genius. Horus desired their approval as a young man might seek the quiescence of older, more accomplished brothers. Following his promotion, Dorn had come to the 63 rd Expeditionary Fleet at Horus' behest, so that the two of them might discuss in detail the obligations and remit of the role of Warmaster.

Rogal Dorn possessed perhaps the finest military mind of all the Primarchs. It was as ordered and disciplined as Roboute Guilliman's, as courageous as the Lion's, yet still supple enough to allow for the flash of inspiration, the flash of battle zeal that had won the likes of Leman Russ and the Khan so many victory wreaths.

Phone or email. Don't remember me. In addition to what we can now say for sure are the four standard pieces of Special-Issue Wargear, the Imperial Fists and their successors have four unique items. As seems to be common, the unique bolt ammo is underwhelming; however some of the others are competitive with the genuine Relics of the Fists as options to take in a list. The Imperial Fists and the Crimson Fists each have their own unique set of warlord traits, with the Imperial Fists having six and the Crimson Fists having three.

There is an additional trait for each chapter gated behind Specialist Detachments, and the Field Commander stratagem can be used to have as many as three separate characters with warlord traits. Unlike the Imperial Fists specialist detachment, the Crimson Fists trait is unique, so can be used in addition to the traits in the supplement — as long as you take the Liberator Strike Force.

Imperial Fist psychic powers are a bit weird, in that several powers seem to encourage an army that fights in close, something at odds with the doctrine bonus to heavy weapons and lack of a way to mitigate the movement penalty. Once again we also have a power that gets bonuses for targeting buildings. Legacy of Dorn encourages high volume heavy weapons — heavy bolters, assault cannons, onslaught gatling cannons, autocannons, and the like.

Siege Masters and Bolter Drill encourage the use of bolt weapons, with the heavy bolter and stalker bolt rifle some of the only weapons that fit into both categories. This ends up with the Imperial Fists in an interesting position where they may not want to remain in Devastator Doctrine all game, unlike many other Space Marine armies that want to sit in their bonused doctrine.

Start the game out in Devastator and stay there while vehicles get chewed up, but switch over to Tactical or even all the way to Assault as the game progresses and heavy targets are harder to find. Army List - Click to Expand. The primary detachment is Indomitus Crusaders, so the Primaris Lieutenant can take the Greyshield trait, allowing both Siege Masters and No Matter the Odds to be used by the entire detachment, so every 6 to-hit turns into three hits, and one unit can use Bolter Drill as well so each 6 turns into 4 hits.

Assuming that the Siegebreaker Cohort version of the Indomitable trait remains available, this army has wounds that will nearly always be in cover and immune to morale, a tough ask to push through.

The supplement also shores up some of our concerns about the list at LGT, Tank Hunters on a unit helping push those three damage hits into a Knight, and Close-Range Bolter Fire giving each Intercessor squad some potential two damage hits if they end up stuck in combat though it will sacrifice the third damage and additional AP.

Previously, he was taking the Indomitable warlord trait out of Vigilus. With it going away, we think that Hand of Dorn is the best single warlord trait to take here, though taking Architect of War and using Sentinel of Terra to grab Hand of Dorn as a second trait is better — at worst you end up breaking even on CP. While Space Marine battalions can get expensive due to troop costs, Imperial Fists take full advantage of them with all the bolt rifles getting extra shots.

Our first battalion has two squads of Infiltrators, and one big block of regular bolt rifle Intercessors. How we use these three units will depend a ton on our matchup, as they can be effective in multiple ways. If our opponent lacks a deep strike threat the Infiltrators pivot effortlessly into claiming objectives and in ITC possibly kicking Recon scoring off on the first turn. Our ten man Intercessor block can be upgraded to Veterans, giving them an extremely scary 5 thunder hammer and 36 regular attacks to accompany their bolter fire, a threat to any bigger blocks of light units.

Two Invictors also give us additional dangerous distraction away from our centurions, tying up front line units, and literally flamethrowering planes out of the sky. Our second battalion has three more squads of Infiltrators, this time with stalker bolt rifles. With Bolter Drill they can easily be hitting times on their shots, dropping 24 mortal wounds from Seismic Devastation onto a target even before rerolls. While expensive at almost points, this is one of the few times that it makes sense to take one.

It can be garrisoned by one squad and an unlimited number of characters, letting us drastically reduce how many drops we have and protect all our characters from snipers on the first turn.

Finally, it compensates for the short range of Centurions. Units that thought they deployed well away from the Centurions may not be quite so safe anymore. If we can get it at least toe-in, and the ruin is big enough to obscure at least half of it, the bastion ends up getting a cover save.

Our other choice of psychic power is going to be Fortify , which will keep our Centurions around as long as possible. Tor Garadon is very cool, and a beast in combat, but as our main source of damage is using entirely bolt weapons the extra rerolls end up giving us more hits as soon as any hit modifiers are involved, and are only very slightly worse without hit modifiers.

Having both the Chapter Master and Lieutenant rerolls combined into one gives us the option of taking two chaplains, so we take one with Recitation of Focus and one with Catechism of Fire. Seismic Devastation operates on modified wound rolls, rather than unmodified, making both Catechism of Fire and Tank Hunters key benefits when taking on knights or other extremely tough targets.

Strengths Lists like this are going to perform well playing against other lists that have just one or two primary sources of damage. Competitive Innovations in Kill Team: December Competitive Innovations in 9th: December Duels. Warlord Wednesdays: Legio Focus Updates. Competitive Innovations in 9th: Liminal State. Competitive Innovations in 9th: Last Orders pt. Halo Infinite: The Foundations of a Franchise.

Vanguard Tactics Terrain, Reviewed. Goonhammer is Selling Out! Welcome to the New Goonhammer. The Imperial Fists are the stalwart defenders of Terra, known for wearing yellow power armor and being really uptight. The Imperial Fists saw a bit of a resurgence with the release of the second Codex: Space Marines of 8th edition, combining strong firepower with the ability to stay in Devastator Doctrine all game to act as devastating glass cannons, though they were overshadowed by the more resilient Iron Hands for much of their run and suffered more severely when combat doctrines were nerfed.

With the 9th edition Codex: Space Marines, the Imperial Fists took an additional hit with the 9th edition errata to their Chapter Doctrine, effectively gutting much of their early shooting prowess and pushing the faction to the bottom of the list for Space Marine chapters competitively.

Each time a model with this tactic makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. Each time a model with this tactic makes an attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit. Turning off enemy cover is always useful, and Light Cover is the most common and useful bonus you can remove, making this great on weapons of all sizes. The bolter benefits allow them to put out some insane amounts of firepower and really emphasise building around Intercessors who can throw out withering hails of AP-2 firepower in the Tactical Doctrine.

The Imperial Fists doctrine buffs Heavy weapons while the Devastator Doctrine is up, which is fitting for the sons of Dorn, though the 9th edition FAQ limits this to attacks with a Strength Characteristic of 7 or more, substantially reducing the effectiveness of this particular buff and ensuring the number of units it can actually apply to is very small. Your Fists-playing article author is not at all mad about this.



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