Editing
Warhammer 40,000/10th Edition Tactics/Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Vehicles=== *'''Hunter:''' Always hits {{W40Kkeyword|monsters/vehicles}} on an unmodified 2+ to hit, even during Overwatch, while it always wounds on a 3+ on behalf of its S10 AP-3 Dd6+2 missiles having ''[Anti-Fly 3+]'' and ''[Devastating Wounds]''. Rely on this if you just want to blow up a couple planes and nothing else. *'''Stalker:''' While markedly weaker than the Hunter, you have plenty of more chances to use it since you can use the Fire Overwatch strat in response to a {{W40Kkeyword|Fly}} unit moving within range of your guns, plus you can also Overwatch three additional {{W40Kkeyword|Fly}} units 24" of this tank. Better than a Hunter, to be sure, but only truly worth it if you're facing an army with hovertanks like the Eldar or the Tau. *'''Predator:''' The classic battletank. Both carry the same free "options" you'll always end up taking: 1 HK missile, 1 storm bolter, and 2 sponsons (which sponson you take will vary by datasheet). <tabs> <tab name="Annihilator"> Take the lascannon sponsons to complement its main twin lascannon to re-roll damage rolls of 1 against {{W40Kkeyword|monsters/vehicles}}. You can't actually roll a damage roll of 1, of course - the minimum roll for these guns is 2 - but feel free to just leave the table if your opponent really insists on applying the rule to the whole roll, not just the die. </tab> <tab name="Destructor"> All of its guns get -1AP against {{W40Kkeyword|infantry}}, which is pretty much the only thing you'd want this against. Just take heavy bolters for sponsons so it can all handle the crowds. </tab> </tabs> *'''Whirlwind:''' Your classic artillery tank, essentially made to hammer {{W40Kkeyword|infantry}} and forcing any units that it hits to take a Battle-Shock test. It's at least handy for taking down a couple MEQ and up and spooking whoever's left while your troops rush in. **'''Whirlwind Scorpius<sup>HH Legends</sup>:''' Ignore. It's straight-up inferior to the Whirlwind and as a Legends item, it's not going to get any updates unless something gets really broken. *'''Vindicator:''' A girthy cannon's mounted onto this thing, capable of being fired even at close range despite being a ''[Blast]'' weapon. 15.17 A*BS*D ''completely'' blows out whatever it's up against short of maybe superheavies. The only downside is that its price reflects its power, being the most expensive pure tank, and it should expect future price hikes if this firepower doesn't get hit first. **'''Vindicator Laser Destroyer <sup>HH Legends</sup>:''' Swaps the cannon for a lascannon array that's still able to hit most tanks with reliable effectiveness but can overcharge, risking ''[Hazardous]'' for the ability to instill the fear of the Emperor into any tank it aims at. Even better is that it get's the Predator Annihilator's re-rolls to damage rolls of 1 against {{W40Kkeyword|monsters/vehicles}}. *'''Gladiator:''' M10" T10 Sv3+ W12 Ld6+ OC3, so a Predator with +1W. Each of these has at least one decent source of S4 AP0 D1 dakka that won't ''really'' matter but it's free so you'll take it and a rocket pod: 24" Ad3 BS3+ S8('''Anti-Fly 2+''') AP-1 D2. **'''Gladiator Lancer:''' 72" A2 BS3+('''Heavy''') S14 AP-4 Dd6+3, re-roll 1 Hit, Wound, and Damage roll when you shoot. That's not bad, but it's no Vindicator, especially since you have the Oath of Moment for re-rolling Hits and Wounds. **'''Gladiator Reaper:''' This one isn't even worth detailing - it's fundamentally a pair of OGC Invader ATVs but worse. **'''Gladiator Valiant:''' This is functionally 3 multi-meltas. That means its output against a single hard target is on par with the Vindicator, but you have inferior scaling against hordes. Stick with the Vindicator if you want something from this list. *'''Cerberus<sup>HH Legends</sup>:''' *'''Kratos <sup>HH Legends</sup>:''' A hefty battletank with T12 and W18. Alongside the multitude of heavy bolters and autocannon, you can also attach a bevy of guns on the pintle, from the twin bolter and combi-weapon to heavy weapons and the crowd-busting havoc launcher. The real star of the show, however, is the main gun - not only is the Kratos able to fire any ''Blast'' weapons while engaged with enemy units and all ranged attacks take no penalty to hit. By default, the Kratos Battlecannon can swap between a single devastating AP round that blows up tanks in a single blow and a crowd-blasting HE round that can still paste TEQ with ease. This can be swapped for either a Melta Blast Gun that isn't quite as strong as the basic cannon, even within half-range, but can fire multiple times or a Volkite Cardanelle with S9 AP- D3 and ''Devastating Wounds'' to get past any pesky invulnerable saves. *'''Sicaran Battle Tank<sup>HH Legends</sup>:''' <tabs> <tab name="Sicaran"> </tab> <tab name="Sicaran Arcus"> </tab> <tab name="Sicaran Punisher"> </tab> <tab name="Sicaran Venator"> </tab> <tab name="Sicaran Omega"> </tab> </tabs> *'''Typhon<sup>HH Legends</sup>:''' ====Transports==== *'''Land Raider:''' Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that's just enough that its lascannons can only wound it on a 4+. That tankiness also influences its damage track, as it now only suffers a penalty to BS/WS when it's on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking. **As with last edition, it can easily grab Wulfen and Termies with ease (each model taking two slots) and can even fit Centurions (each taking three slots), but now it can also carry any {{W40kKeyword|Gravis}} units as well (at two slots a model), meaning you can easily use it to cart a pack of Aggressors so they can incinerate the opposition or assist some Heavy Intercessors with capping a point. <tabs> <tab name="Godhammer/Classic"> [[Matt Ward|Of course, its "unique" Godhammer lascannons don't have to deal with the return of Twin-Linked and just get 2 shots base, same as your Ballistus lascannons.]] Aside from that, it comes with a twin heavy bolter to take on anything smaller, with the additional option of a storm bolter and multi-melta depending on what you're up against. Transport Capacity: 12. </tab> <tab name="Crusader"> Comes with two hurricane bolters, thankfully ''Twin-Linked'' so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon. Transport Capacity: 16. *The main reason you're grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you're using it for Deathwing, it'll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. </tab> <tab name="Redeemer"> Also comes with a twin assault cannon, with the sponsons being flamestorm cannons for super-sized heavy flamers to burn through MEQ. 14 spaces gives you just enough space for 7 terminators, so it just might work for a Deathwing CS + Termie Captain + Termie Ancient/Strikemaster. </tab> <tab name="Achilles (HH Legends)"> Comes with space for 12 guys but carries a Quad Launcher so you can take on both tanks and mobs reliably. Also comes with Volkite Culverins to demolish troops. </tab> <tab name="Proteus (HH Legends)"> A basic Land Raider who equips an Explorator Augury Web to add a 12" bubble of reinforcements denial. However, this requires halving the tank's transport capacity from 12 to 6, making it unusable for terminators. </tab> </tabs> *'''Repulsor:''' The gunwagon finally got a facelift, with all its errant guns (read: storm bolters, grenade launchers, and stubbers) consolidated into the ''Repulsor Defensive Array'', an 18 shot boltgun (without rapid fire). Beyond its newfound ability to finally lug around {{W40kKeyword|Terminators}},{{W40kKeyword|Wulfen}}, and even goddamn {{W40kKeyword|Centurions}} in its 12-man capacity, it also can hoover up a close friendly unit that would otherwise eat a charge. **This is the ideal container for 6 Eradicators, as they need to be close to the enemy to shoot but hate getting into melee. *'''Repulsor Executioner:''' Received a similar facelift with all the small guns except the 2 anti-{{W40Kkeyword|fly}} ''Icarus'' branded ones being consolidated into a 10-shot boltgun without rapid fire, but it's entirely unclear why they didn't bother consolidating in the Ironhail heavy stubber, leading to 3 distinct cases of how much nearly worthless S4 dakka you can throw depending on range. For dealing with chaff, it has a '''Twin-Linked''' Heavy Bolter and a 12-shot (i.e. double normal) assault cannon. The main gun has two options, but the Macro Plasma Incinerator is optimized for chewing through MEQ and MEQ-adjacent like candy, which is something you have plenty of other guns for. The big seller here is the Heavy Laser Destroyer, a right proper big fuck-off gun: 72" A2 BS3+('''Heavy''') S16 AP-4 Dd6+4, enough to genuinely frighten most targets (including yourself - this gun has shockingly high chance of vaporizing a Repulsor Executioner in one trigger pull). Every gun on the model gets +1 to hit targets below half-strength. *'''Dreadnought Drop Pod<sup>HH Legends</sup>:''' For whatever reason, GW thinks it now unfair to fit your dreadnoughts into a drop pod. Fortunately, this allows even your newfangled dreads with knees to fit - as well as the comically oversized Leviathan. *'''Spartan<sup>HH Legends</sup>:''' A super Land Raider, capable of carrying a full 28 models so you can easily fit in two packs of Terminators with characters included. Your option between quad lascannons or laser destroyers hinge on how big of a tank you're destroying while the hull can only take a twin heavy bolter or heavy flamer based on the troops you're facing. While not quite the assault transport of the old Land Raider, it can mark anyone it shoots so its passengers get to re-roll to wound that target. *'''Mastodon<sup>HH Legends</sup>:''' ====Fly==== *'''Land Speeder:''' M14" T7 Sv3+ T6 Ld6+ OC2, ''Deep Strike'', and ''Deadly Demise 1'', with a heavy bolter or multi-melta, potentially additional guns depending on variant, and a special rule depending on variant. Due to this, you should always carefully consider whether you'd prefer an Attack Bike Squad to a Land Speeder of any stripe. **'''Land Speeder (stock variant):''' Just the 1 gun, but the special rule lets you pick 1 unit visible to this model at the start of shooting; all of your other shooting with '''Blast''' weapons at that unit gains +1 to hit and '''Ignores Cover'''. **'''Land Speeder Tornado:''' Also has an assault cannon or heavy flamer (take the heavy flamer), and the special rule lets you, after making a Normal Move, select one non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|vehicle}} the model "moved over" to roll 6d6 against, with each 4+ dealing 1 mortal wound (so 3 MWs on average). **'''Land Speeder Typhoon:''' Has a Typhoon Missile Launcher in addition to the stock gun and can Normal Move 1d6" after shooting during the Shooting Phase, but if it does so, it can't charge later. *'''Storm Speeder:''' M14" T9 Sv3+ W11 Sv6+ OC3, '''Deep Strike''', and '''Deadly Demise D3''' **'''Storm Speeder Hailstrike:''' Designed for the same niche as an OGL (assault cannon) Invader ATV, you should basically take whichever is cheaper, but this one debuffs a single unit it hits when it shoots such that the rest of your army gets -1AP for shooting the same target after the Hailstrike finishes. **'''Storm Speeder Hammerstrike:''' 1.5 multimeltas and hence designed for the same niche as a multimelta Invader ATV (which only has 1 multimelta, don't forget), and it inflicts the same debuff as a Hailstrike but worse, although they stack: after it's done shooting, one enemy that was hit can't benefit from cover until the end of the phase. **'''Storm Speeder Thunderstrike:''' A Hammerstrike with a better gun at range but worse up close, and it inflicts a much better debuff: a {{W40Kkeyword|monster/vehicle}} that's hit when it shoots suffers +1 to be wounded when shot until the end of the phase. *'''Javelin Attack Speeder<sup>HH Legends</sup>:''' A bigger and classier Typhoon with a default missile launcher and heavy bolter alongside its ability to shift a bit after shooting. If you're in need of more anti-tank firepower, you can replace the missile launcher with a pair of lascannons while the heavy bolter can switch for a multi-melta. =====Aircraft===== *'''Stormhawk Interceptor:''' *'''Stormraven Gunship:''' *'''Stormtalon Gunship:''' *'''Fire Raptor Gunship<sup>HH Legends</sup>:''' *'''Storm Eagle Gunship<sup>HH Legends</sup>:''' *'''Sokar-Pattern Stormbird<sup>HH Legends</sup>:''' *'''Xiphon Interceptor<sup>HH Legends</sup>:''' ====Artillery==== *'''Firestrike Servo-Turrets:''' A giant mobile emplacement, giving you either a ''Twin-Linked'' autocannon so you can blast through TEQ with little issue or a ''Twin-Linked'' lastalon to better blast vehicles. While it can't do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem. *'''Thunderfire Cannon:''' A trundling bombardment platform. While the cannon itself isn't too much side from having ''Blast'' and ''Indirect Fire'', anyone hit by it suffers -2" to movement and -2 to advance and charge rolls. Just be wary that despite having two models between the cannon itself and the techmarine minding it, your lifeline isn't really the 12 wounds you'd expect - the moment one of them dies, the other is just gone as well. ====Walkers==== *'''Dreadnought:''' Where all the old 9th ed captains went. Take it for what it's worth. The Venerable Dread isn't here, so this might be all they're worth now. A Dread's old man stories carry a re-roll of 1s to hit, so the youngin' Adeptus Astartes Infantry will huddle 6" around him as they purge the enemy. Got a choice of Assault cannon, Heavy plasma cannon, Multi-melta, or Twin lascannon for the left arm, and a Missile launcher as a right if standing back or a Dreadnought combat weapon to bitchslap some fools into a paste. Even if he is a tougher captain with heavy weapons, he still has the size and durability of a light vehicle with only infantry speed, so make use of that smoke. *'''Ballistus Dreadnought:''' The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn't enough to show. At T10 W12 with a 2+ save, they're capable of taking a stray melta shot but not much beyond that. This dread comes in a classic Hellfire loadout, with one arm getting an A2 BS3+ S12 AP-3 D1+d6 lascannon, the other a missile launcher that can go between firing a decently-sized blast to handle mobs or a high-powered Krak to take care of light vehicles, and the only ''Twin-Linked'' weapon this thing gets, the Twin Storm Bolters. *'''Brutalis Dreadnought:''' The Choppy to the Ballistus' Dakka does Mortal Wounds on the Charge not too dissimilar to the Tank Shock Stratagem, which it is also a good choice for. Grab the Talons unless you really want the Bolt Rifles (you don't). With Melta weapons no longer being the be-all end-all the heavy bolters are worth another look. Hilariously it can be can be carried by by a Stormraven, don't expect this to last though. *'''Contemptor Dreadnought:''' That old man that refuses to die. Despite the Horus Heresy giving back a lot of the cool stuff to this dread, GW decided to go for the laziest fucking route possible and gave it either a Kheres Assault Cannon or a multi-melta from the plastic kit. Fortunately, it has the ability to resurrect itself on a 2+ with d6 wounds left at the end of the phase. While it's not as tough as the primaris dreads, it comes with a 5++ save unseen on others. **'''Relic Contemptor Dreadnought<sup>HH Legends</sup>:''' The Contemptor we should have gotten. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower. *'''Ironclad Dreadnought:''' A Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6" move does it no favors unless you shill for a Stormraven. In melee, the Ironclad gets +1 to hit and wound {{W40Kkeyword|vehicles}} and {{W40Kkeyword|fortifications}}. One melee weapon can be a Seismic Hammer if you're good at math or a Chainfist if you aren't (the Chainfist has '''Anti-Vehicle 3+''', but your +1 to wound vehicles won't stack with that), while the other can be a Dreadnought Close Combat Weapon if you forgot you can't use 2 melee weapons at once or a Hurricane Bolter if you remembered. *'''Redemptor Dreadnought:''' No longer outperformed in shooting by the Brutalis and only Dread keeping -1 damage, the Redemptor has an option for anything but killing Tanks reliably. Especially the Plasma Incinerator benefits greatly from the changes to ''Blast''. *'''Invictor Tactical Warsuit:''' No longer able to Infiltrate, the training wheel Dread for loner marines trades it for ''Scouts 8"''. Additionally said loner marine has grown more socialable and will now return fire on any who dares to shoot at a friendly ''Phobos'' squad within 6" of him. Though only once a Turn, newfound friendship only goes so far. *'''Deredeo Dreadnought<sup>HH Legends</sup>:''' The Dreadnought to use if you just want to shoot. Like the Ballistus that took after it, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers. *'''Leviathan Dreadnought<sup>HH Legends</sup>:''' The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for ''[Anti-Vehicle 4+]'', otherwise they're both almost identical and carry meltas. ====Dedicated Transports==== *'''Drop Pod:''' Transport 10, but ''can't'' transport Jump Pack, Wulfen, Centurion, Gravis, or Terminator models. Whatever you load it with can deep strike at any point in the first four turns without any issues, and once it does arrive the marines can walk out and it turns into a flimsy emplacement. **10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can't take any characters. Other units have to wager the value of that character over more models. One of the best uses of a Drop Pod is taking big guns to pile out of it and unload, since you have other ways to deliver melee in a hurry (like a Land Raider). *'''Land Speeder Storm:''' This 6-scout transport has '''Firing Deck 6''' ''and'' '''Assault Ramp''' like a Land Raider (it isn't called that because GW is bad at rules, but it has the same definition of letting the disembarking unit charge even if it disembarked after their ride moved). *'''Impulsor:''' Remember when GW told you you didn't have Primaris-only transports anymore? Yeah, they lied - you need to wear {{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}} to board this thing, which is a real shame, because ''all 6 people on board can shoot out of it''. You should already be reaching for Hellblasters so you can shoot, kill off your ride, disembark, and then shoot again, potentially dying and shooting a third time. Also has '''Assault Vehicle''', which lets embarked models disembark after this model Advances - they count as having made a Normal Move and can't charge. *'''Razorback:''' The second part of that desegregation lie. It can only carry six models lacking any Primaris keywords on top of the other stuff. Since you can't squad out Tacticals, this leaves these to be accompanied by a good number of other units from veterans to Assault Marines and Devastators. While you can slap on a storm bolter or hunter-killer, your main priority should always be on the main guns - the twin assault cannon gives ''Devastating Wounds'' to gut any TEQs while the twin lascannon gives an answer to enemy vehicles. Even better, one target they shoot at gets marked so the squad that disembarks can re-roll to wound them when they shoot on their own. *'''Rhino:''' The third part of that desegregation lie. This reliable guy can't take any explicitly Primaris units on top of the other usual suspects. With Tacticals being trapped to 10 models, you are pretty much compelled to take one to accompany them if you aren't taking a Drop Pod - ''Firing Deck 2'' pretty much screams "Use the special weapons!" with no irony. It's a pretty light tank at T9 W10, but it's capable of repairing a wound during your Command phase. *'''Terrax-Pattern Termite<sup>HH Legends:</sup>''' An inverse drop pod, this is your only deep-striking carrier, capable of fitting 12 firstborn marines in basic armor and nothing else. While it's not as mobile as a Rhino, it's got effective sponsons (combi-bolters, heavy flamers or twin volkite chargers) on top of the Melta Cutter to chop through light tanks. If you need to destroy anything bigger, you'd need to get into melee for the drill to rip them apart.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information