Infiltrators and the alternate-build Incursors are just around the corner. Here are the key 40k rules takeaways for each new Primaris unit.
Warhammer Community reiterated some of the key reasons why you might take Infiltrators or Incursors over the other Troops choices for Marines. Check out these highlights and let us know what fits into your list!
Infiltrator Highlights
Infiltrators are the most expensive Troops choice to the Space Marines clocking in at 22 pts per model. That might seem steep for a unit that’s only T4 and two-wounds. However, they’ve got some incredible toolbox aspects. On top of an auto-wounding boltgun on 6’s to hit, they have:




Incursor Highlights
Incursors are built from the Infiltrator kits with slightly different cosmetics and rules. Being slightly cheaper than Infiltrators at 19 pts a pop, they’re still up there in cost. The cool thing about these guys is that they can still infiltrate up the board and even get special wargear over the Infiltrators boltguns.

Plus, these guys get exploding 6’s to hit in melee making them a pretty surprisingly potent brawler unit if it comes down to it. Primaris units get 2 attacks base and with the Shock Assault rule, they can really leave stuff with a bloody nose.
Finally, they can pay 10 pts for a Haywire mine which is 10x better than the +10 pts for a Helix Adept, giving you the option of doing D3+1 mortal wound on a 2+. People have been spending 1CP for D3 mortal wounds from a Heavy Bolter. Paying 10 pts isn’t even on the spectrum of value in terms of a single Cp. We may be seeing MSUs of Incursors dropping mines before they rush into combat in the near future.
With all of this covered, which unit will you be using more in your army? Do you like the denying aspect of Infiltrators holding an objective? Or do you like the aggressive mine deployment Incursors can do?
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