Editing
Renegade Marauder Squad
(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!
== Tabletop == '''7ed:''' The base points of a Marauder Squad is relatively decent, considering they have WS4 I4 A2 for base stats, and the leader comes with a second wound, but to add more models to the squad, you’re paying 10 points per model, and if you want to add up to 2 Brutes (stats of an Ork Nob with +1W and Rending), you’re talking a whopping 30 points per model. As they’re “In it For the Money” the unit is unable to regroup for any reason after failing a morale test, which means once they fail a LD8 test, they’re effectively gone from the game. The upside is that they get one of 3 special traits for free, either Stalkers (outflank, stealth, move through cover), Murder Cultists (furious charge and crusader), or Hereteks (4+ armour save and krak grenades). The only way you could make this unit work is by keeping them cheap, taking 2 [[meltagun]]s and having them outflank in a [[Chimera Transport|Chimera]] or [[Arvus Lighter|Arvus]]. '''8ed update: ''' These guys are how Chaos get Sniper weapons in play to stop Commissars from babysitting Conscript blobs. If the Loyalists and Aeldari in your metagame aren't bringing Scouts or Rangers, you might just need to put some scopes on some Cultist's Autoguns and get your hands dirty. So, 34pts gets you five guys with two [[Sniper Rifle]]s that hit on 3+, who'll generally be harder to shoot out of cover than Chaos Space Marines due to enemies being at -1 to hit - and usually require your opponent to wipe them out to neutralise their threat. Sadly, their points-to-power conversion is extremely inefficient, probably on account of being costed up on the assumption they've got a [[powerfist]], [[Plasma Pistol|plasma pistol]], and two [[meltagun]]s. Which, to be fair, may well be a handy loadout for a dedicated Renegades & Heretics list. Their "In it for the money" rule was made even worse, effectively reducing their Ld tests to 1D6 but if you roll a 1, the unit is removed from play. '''9ed:''' Okay, that's better. Now Marauders have '''ALL''' the special traits at once, updated for 9th edition. Yeah that's right, they get bonus attacks in combat, a 4+ armour save and krak grenades and +2 to their cover saves. Oh, and they get access to the chaos covenant granting them +1 S in combat - and they don't have "in it for the money" anymore! Oh and those brutes? Now they're only 14 pts. and 1PL each for a max of 2 and have 3 attacks/wounds with S5 AP-1 close combat weapons. They still have access to sniper rifles, which you can take, but they're also now a much more viable close assault unit. They're now more aggressive Guard Veterans, and that's kinda awesome. [[Category: Warhammer 40,000]] [[Category: Chaos]] [[Category: Lost and the Damned]] {{Lost-and-Damned}}
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
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information