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===Librarius=== #'''Veil of Time (WC6):''' Select a whole {{W40Kkeyword|<CHAPTER>}} ''unit'' of any kind 18" away from the user; until the start of the next Psychic Phase that unit re-rolls charge and advance rolls, and also gets Always Strikes First. So it's not only offensive by letting you reach your opponent faster, but it's also defensive, in case you get charged by a swarm and want to stay in melee. 9" charges are still below a 50% chance at 47.84%, so if you sorely want it to charge right after deepstriking go play {{W40Kkeyword|Black Templars}} instead, although you can combine it with a CP re-roll. If you combine it with the successor tactic for +1 to charge rolls, it instead brings your odds of charging from 41.67% to 65.97%, although after accounting for the odds of failing the power, your overall odds of making the charge drop to 59.22%. #'''Might Of Heroes (WC6):''' Until the next Psychic Phase, a single {{W40Kkeyword|CHAPTER}} ''model'' of any kind within 12" gains +1S, +1T, and +1A. An awesome power if you have a special snowflake that is already insane in combat (like a dreadnought), makes a powerful character turn into the hulk. Jokes aside, this power is better for challenges than for murdering rank and file, as the strength and attacks will ensure hits and wounds get to your opponent, and the toughness will blunt the attack of your opponent should they survive. Can also be used to help ''manipulate your opponent into picking a different target'' to bring down - if you have two heavy targets, like Land Raiders or Dreadnoughts, up front to be shot, and you put this on one of them, your opponent will usually kill the other one, and dictating the flow of battle is always useful. Furthermore, boosted Leviathans and Super heavies are just nasty. #*''DON'T FORGET'' to use this power to save vehicles that need saving. Perhaps none of your characters or dreads are in positions to beat things up in melee, but you have a predator next to your librarian that could REALLY benefit from being T8 for a round of your enemy's shooting. Even if the S and A go to waste, the extra T can help keep your big stuff alive. #*Can transform OK sergeants with heavy melee weapons into a force to be reckoned with: an Assault Squad sergeant with an eviscerator can better wreck a tank than a Primaris Lieutenant's power sword with the same boost. #'''Psychic Scourge (WC6):''' Make a Leadership + 1D6 contested against the Leadership + 1D6 of an enemy unit within 18" of the psyker. If you beat the enemy, they take D3 mortal wounds; equal them and they take 1 Mortal Wound, and nothing happens if your total is lower. A tad less powerful than Smite, but it's better for sniping characters since it isn't restricted to the closest enemy unit. Plus, it can be used in addition to Smite to spam mortal wounds. Best used in combination with something that inflicts a Leadership penalty to the target or a Leadership bonus to the psyker, if you brought any. #'''Fury of the Ancients (WC7):''' Range 3D6" (average 10.5, but don't trust it), so less than 18" Smite. Target any visible enemy ''model'' within that range and draw a line from the caster to that model; each enemy ''unit'' under the line, in addition to the target model's unit, takes a mortal wound. Needs good positioning, but it's not restricted to the nearest unit like Smite is, and can affect multiple units with at least 1 MW. The biggest problem is the random range: while you can usually count on it to be at least 10", lower values can happen - you need to be within 3" of your primary target if you want to guarantee they'll be in range. #* Suffers drastically from attacking units with larger base sizes, as they will eat up more of the power's random range. You should avoid this power if at all possible; the positioning necessary to make it work is easily on par with Smite's, and its output is substantially worse. #'''Psychic Fortress (WC5):''' Select a {{W40Kkeyword|<CHAPTER>}} ''unit'' 18" away from the user; until the start of your next Psychic Phase, that unit automatically passes morale tests and gains a 4+++ FnP against Mortal Wounds caused by psychic powers. Mostly protection ''against'' Smite, as marines already have high re-rollable morale. Like with Might of Heroes, if your opponent brought psykers, this can be used to manipulate them into attacking the target of your choosing. #'''Null Zone (WC7):''' Until the start of your next Psychic Phase, enemy units within 6" can't take invulnerable saves, and cut the results of their Psychic tests in half. Powerful against enemies that ''depend'' on their invulns or psychic powers, like Harlequins, Hive Tyrants, Daemons, and Storm Shield MEQs; not so much against heavily armoured units like Terminators. Remember, you need to get the librarian to within 6", not 1" - don't be afraid to Advance into position and let other things do the murder work for you. Combos insanely well with the Burning Blade relic.
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