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====Relics & Special-Issue Wargear==== None of these relics can be assigned to {{WH40Kkeyword|vehicle}}s. =====Relics of Medusa===== *'''Aegis Ferrum''': Primaris Model only. +1 Toughness, and the model takes 1 less damage (to a minimum of 1). *'''Axe of Medusa''': Replaces a power axe. Gives it +3S, AP-3, and D3. Used to be a weak ass relic blade. Now it's actually an interesting alternative to the Burning Blade. For non-primaris only, primaris haven't earned the right to swing axes yet. *'''Betrayer's Bane''': Replaces a Combi-Melta. The Melta part becomes Assault 2. Yay. You will probably never take this. *'''Gorgon's Chain''': 4++ Invulnerable Save, and equipped model has -1 to be wounded against ranged attacks. Can't be wounded on anything worse than a 3+. Sadly nerfed from its 7th edition incarnation, but now Smashfucker has a few new toys to play with above such as the Aegis Ferrum or the Iron Stone. *'''Ironstone''': At the start of the battle round, select one friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 3" of the bearer of this relic. Until the start of the next battle round, when resolving attacks made against that unit, if the bearer is within 3" of that unit, you can reduce any damage suffered by 1 (minimum of 1) Another method of keeping the damage tables from getting to you never hurts. Give it to a techmarine and the vehicles he sticks near will never die. Sadly this no longer stacks with Duty Eternal. *'''Mindforge''': Force Sword, Axe, or Stave. Your force powerfist of choice! Sx2 AP-3 D1d3, essentially a force powerfist. You get the hint that they want you to take non-captain characters? *'''Tempered Helm''': Roll 1d6 for every command point spent whenever you use a stratagem. On a 5+, the command point is refunded. Only 1 command point can be refunded in this way per battle round (no limit on stratagems used outside of a battle round, i.e. before the battle begins). ** Per the September 2019 FAQ, you can't use this to refund command points before the battle begins =====Special Issue Wargear===== The first four relics in the Special Issue Wargear section are copy-pastes for each Supplement, then there's a selection of unique mini-relics. *'''Adamantium Mantle:''' 5+ Feel No Pain. You have a Warlord trait that does the same thing. Even with Paragon of Iron to give a different character a 5+++, should the Warlord really be taking relics from the Special Issue wargear section instead of diving for the actual Chapter relics? *'''Artificer Armor:''' 2+/5++. Excellent on Lieutenants and Librarians who don't get invulnerable saves to start. Or, throw it on a Sergeant with Scion of the Forge. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Master-crafted Weapon:''' +1 to the damage characteristic of one of the bearer's weapons, which is then considered a relic. D4 Thunderhammer baby! *'''Automedicae Bionics:''' Heal 1d3 wounds at the start of the turn. Actually a decent pick! *'''Dataspike:''' Roll 2 dice and drop the lowest result when healing vehicles. Generally speaking, this will turn 1d3 healing from average 2 to average 2.44, changes the odds of rolling at least 2 from 2/3 to 8/9, and changes the odds of rolling 3 from 3/9 to 5/9, in terms of your ability to repair a target enough to change wound brackets. *'''Haywire Bolts:''' Affects a bolt weapon. It can only do 1 shot, but when targeting a {{WH40Kkeyword|vehicle}}, an unmodified wound roll of 4 or 5 does d3 mortal wounds, and a 6 results in a flat 3 mortal wounds, in addition to normal damage. Can be useful for chipping off the last few wounds from a vehicle. You know, in case your Heavy Weapons under the Devastator Doctrine somehow didn't finish the job. **The additional damage is both mortal and additive, so the effect is more noticeable on a weapon with poor AP and D to begin with, and it happens on a 4 or 5 even if the shot failed to wound, so also more noticeable on low S, and for obvious reasons, you want to take it on a 1-shot weapon to begin with. Nothing else matters ''per se'', so e.g. it'll have the same impact on a weapon of any range. <i> More noticeable maybe, but no more effective. It's actually most efficient on a single shot weapon as you don't lose any of your initial firepower.</i> ***Could be interesting on a Primaris Lieutenant with a stalker bolt rifle. Or a sergeant armed with the same if you want to use the stratagem. *'''Teeth of Mars:''' Replaces a chainsword, SU AP-2 D2 A+1; becomes Sx2 AP-2 D2 A+1 when resolving attacks against {{WH40Kkeyword|vehicle}}s.
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