Mechanised Stealth - Invictor Tactical Warsuits
Today we're looking at the Invictor Tactical Warsuit
Part of the Vanguard and piloted by a brother in Phobos armour it acts as a mobile and advanced weapons platform
Providing heavier weaponry it infiltrates alongside other Vanguard elements
So what does it have
Special rules wise, the Invictor has the Angels of Death and Concealed Deployment rules.
With these rules it doesn’t really need any special keywords and its loadout and feel compliments its role perfectly.
Weapons wise, you walk into battle with a fragstorm grenade launcher, heavy bolter, Twin Ironhail stubber, and a Invictor fist. The standard compliment is then supplemented by either your Incendium cannon or Twin Ironhail autocannon.
Depending on your often personal preferance, the ironhail is a leadspitting platform of death or the incendium is a mostly reliable inferno spitting cooker.
The Incendium Cannon is a 12 inch str 5 2d6 auto hit which when you normally move 10 inch is pretty nice. An immediate threat when you can be 9 inch away on turn one.
If you prefer longer range, the Autocannons give you 6 shots at str 7 -1 and 2dmg allowing you to cover a large area with lead.
Add on top of this that you have eight shots at str 4 ap-1 from your stubbers, a str 4 d6 blast from the grenade launcher, and your heavy bolter with 3 shots at str 5 -1 2dmg that’s a lot of firepower from VERY close range.
If you can close the distance, and lets be honest you've got no excuse, you punch at strength 14 ap-3 and 3 damage with 5 attacks on the charge.
So what use are they?
Invictors can advance in support of advanced elements and are a serious immediate threat thanks to their Concealed Positions.
The Incendium cannon is almost immediately in range with its 12 inch and Concealed Deployment, and automatically hits, including when shooting in engagement range.
That’s my favoured loadout, though with the Ironhail Autocannons you have a bit more ranged punch.
The tradeoff however is where do you want this guy. Close range you’ll benefit from charging with your Invictor fist and its combat potential.
The autocannons allow you to give covering fire but in my opinion its a threat that needs to be applied to force your opponent to make decisions rather than giving them the ability to make their own with impunity.
Lets not forget, you can contest or capture objectives with it, and the Concealed Deployment and 10 inch move gives you a really long aggressive reach.
So what Chapters works best?
Again there’s no wrong answer here. If you're looking at using it as a firebase then your Imperial Fists and Dark Angels benefit with ignoring cover or getting bonuses to hit, but I think close range combat armies will make the most of it.
When you start the game in charge range of either units or the enemy’s deployment zone with something sitting at 13 wounds and toughness 6 its a pressure play, exploiting a vulnerable point or forcing your opponent to target it.
White Scars will be able to advance and charge just in case they enemy is hidden away right at the back or their objective is tucked away, but I think its Blood Angels and Space Wolves that benefit the most. Either getting bonuses to hit or wound. Str 14 with +1 to wound, means you'll almost always be wounding on 2s, whilst a +1 to hit means you’ll likely be hitting on 2s with that punch and still wounding most things on 2s to boot.
Do you take them?
I've got two, one for my Fists/Lamenters and one for my Dark Angels. Both get regular use either supporting my Ravenwing, or throwing the threat analysis off with my Fists. Its a vehicular beat stick, making it resistant to poisoning effects and even when playing against an aggressive opponent who charges you first, your overwatch with the Incendium will automatically hit.
From a modelling point, those who don’t want to commit will find it easy enough to swap or magnetise the single choice variation which is always a plus when as a game FAQs can change things in sometimes drastic ways















