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==Supplements== ===Sentinels of Terra=== *'''Close Ranged Bolter Drill''': Replaces the Imperial Fists Bolter Drill with rerolls to hit at half range. Works for bolt pistols, boltguns, storm bolters, heavy bolters, combi-weapons firing as bolters. Does not apply to Special Issue Ammo. Useful, but now you have to be closer to the enemy, so watch out. *'''Centurion Warsuits''': Like Centurions? Now Centurion Devastator Squads are Elites and Heavy Support, Centurion Assault Squads are Fast Attack and Elites. Useful for freeing up slots for more useful things like Vindicators, but mostly this is for fluff rather than spam. Take 54 Marines wearing larger Marines for lols. *'''Tor Garadon''': Upgrade for a Tactical Squad. Has profile of Captain rather than Sergeant (though he does get promoted to Captain, so it fits), power fist, grenades (frag and krak)and Spartean (see below). Makes his Tac Squad HQ. Pretty good, open ups cheap HQ option, with meatshields. Kit him up and hunt a tank. (Note: He does NOT get an Iron Halo, so Garadon, while pretty cool fluff-wise, gets a Power Fist, his special Bolt Pistol, and a stat upgrade, but no other equipment.) ====Warlord Traits==== '''With Stronghold Assault expansion coming, Warlord traits involving buildings are going to become much more useful.''' *'''1-Siege Lord''': Shots from Warlord and unit add 1 to their roll on building damage table. Maybe useful in apoc, if your opponents spam fortifications, but really, no. *'''2-Tenacious Opponent''': Warlord It Will Not Die. Nice. *'''3-Wise Commander''': While your Warlord is alive, add or subtract 1 from reserve rolls. Very nice, very nice indeed. *'''4-Indomitable''': Provided the Warlord and his unit don't move, they get Fearless and Counter Attack until the start of your next turn. Useful if the enemy breaks your lines, maybe too situational. *'''5-Architect of War''': The building your Warlord cowers in gets -1 to damage rolls against it. Ugh. *'''6-Fleet Commander''': One use, Infinite Range, S10 AP1, Large Blast Ordinance Barrage that ignores BS when scattering. Sure, your Warlord can't fire another weapon that turn, but really, why should he? Awesomesauce. ====Company Relics==== *'''The Eye of Hypnoth''': Used in place of a shooting attack, for 15 points you reduce a unit or building's cover save by 1 until the end of the phase. 18" range and non-cumulative with the Auspex, but it ''is'' cheap. Chuck it on a Scout Squad with Snipers, peg off a pesky commander. *'''The Angel of Sacrifice''': Chaplain only, replaced crozius arcanum. When killed in assault, Chaplain stays around until close combat attacks are resolved, and then attacks. S+2, AP 4 Concussive, very cheap, if you have a Chaplain, it's an auto include. *''' The Bones of Orsak''': Librarian gets extra warp charge and rerolls failed psychic tests. Yes please, save yourself from perils. *''' The Banner of Staganda''': Can only be carried by anyone that can take a Company Standard, bearer gets Counter-Attack and Crusader, and Imperial Fists within 12" reroll failed moral and pinning tests. *'''The Spartean''': Garadon's Pistol, if you aren't taking Garadon you can chuck it on someone else. Master Crafted Bolt Pistol that Ignores Cover. If you have the points to spare, take it, can't hurt. ====Tactics==== With close range bolter drill, this turns the army into a close quaters monster, a bit like the opposite of the tau who want to stay away from the enemy this one wants to get within a 12-8 inch range to make the most of twinlinked bolters. But that means you always moving forward to get into this golden butter zone, additionally your enemy will be in a perfect place to charge you if you try to shoot his melee troops, on the other hand overwatch fire could be brutal as twinlinking will let the 20 or so dice a ten man tact squad can throw down be devastating and could easily stop a charge dead as you pick off three or maybe five models off and that could be enough. It might be best to ignore heavy weapons in tactical squads since you'll be moving most turns, on the other hand a twinlinked heavy bolter, even snap fire, could make it's price back. Think Aspect Eldar and keep your tactical focused on destroying infantry and use your extra Centurions to deal with armor and even terminators will fall under enough bolter fire. ===Clan Raukaan=== *'''Company Rules''': Dreadnoughts can be taken as either Heavy or Elite Choices without a Master of the Forge and two Techmarines can be taken for each HQ; three if the HQ is a MotF. Handy if you want to run two MotF, six Techmarines and 6 Dreadnoughts. ====Warlord Traits==== *'''1-Adept of the Omnissiah''' - Gain Blessing of the Omnissiah or a re-roll if they already have it. *'''2-Will of Iron''' - Warlord becomes Fearless...But why would you even want this, you have ATSKNF already. *'''3-FLESH IS WEAK''' - +1 to FNP roll. This is the pick you want when using [[Chapter Master Smashfucker]]. And why wouldn't you be using him when running an Iron Hands list? *'''4-[[Drop Site Massacre|Student of History]]''' - In an attempt to avoid [[Ferrus Manus|winding up without heads,]] the Warlord and Clan Raukaan unit can auto-fail Morale checks. *'''5-Merciless Resolve''' - Warlord and friendly Clan Raukaan units with 12" get Crusader USR *'''6-Target Protocols''' - Warlord and Clan Raukaan unit can re-roll To Hits of 1 in shooting phase. Definitely a way to make them Fists and Smurfs jelly of your sexy augmetics. ====Company Relics==== *'''The Mindforge Stave''': Force thunder hammer, restricted to librarians only. Otherwise, Smashfucker would be even more horrendously cheesy. *'''Axe of Medusa''': Master-crafted Power Axe with +2S, A to-hit roll of 6 makes it +4S usually making you hit at S8. Essentially a "wish I was a power fist." *'''Betrayers Bane''': Master-crafted Combi-Melta with 'unlimited' melta shots, just in case you REALLY wanna wreck that tank. *'''Iron Stone''': Clan Raukaan Tanks and Walkers within six inches pass IWND of 4+ and a 6 will repair Immobilized or Weapon Destroyed. Put on your master of the forge and park him near your mechline in a siege assault vanguard list. Laugh all the way to the bank and dodge hurled models. *'''The Tempered Helm''': Morale tests within 24" use the wearers leadership. One unit within 12" can re-roll 1's to-hit. *'''Gorgon Chain''': effects based on how many wounds the user has suffered,0 wounds suffered gets 3++, +1 to FNP, EW; 1 wound suffered gets 3++, EW; 2 wounds suffered 3++; 3 wounds suffered gets 4++; these are affected by IWND so regaining wounds makes it stronger again. Give this to a well-equipped Captain, attach an Apothecary to his unit, and laugh as everything short of a MC dies in close combat to him while he shrugs off wounds thanks to his supercharged FNP. Did I mention that IWND will return any buffs lost from taking Wounds? ====Tactics==== With this supplement the Iron Hands chapter master went from ded killy an' ded 'ard to even more killy and even 'arder. The Gorgon Chain doesn't replace a weapon so your chapter master can now wield a thunder hammer and a lightning claw for an additional attack and the option to strike at initative, with access to 4+ or even 3+ FNP through apothecaries and lucky warlord trait rolls. Not exactly fluffy, buuuut, since you've got all those tech marines, all of which have bolster defenses, you could stick a bunch of scouts in the bolstered cover. A bit more fluffy, Raptor as allies would go nicely for your Sons of Medusa. If you don't care about fluff, then <s>stealth suits</s>(Stealth suits have Stealth and Shrouded, if they're in cover it's a 2+ anyway) and eldar will love your bolstered cover. Other than that, you can stick techmarines in squads as special weapon toting seargents or you can have them take along servitors for repair work or to carry plasma cannons. Take along some Inquisitorial allies, and use the arcoglagellants as failed aspirants. If you feel bad, simply kit bash the bikers to be extremely augmented marines; use Terminators, add tech marine crap and done. The +1 toughness it easily explain because of how they're basically robots. Their speed, again their legs can move faster, or they have wheels for legs. Jink saves; because their sensors detect incoming fire, and they dodge out of the way. ====Drop Pod Spam==== Perhaps a silly tactic, but it may work. Multiple Drop Pods with Deathwind Launchers and It Will Not Die plus multiple Techmarines which repair at +4 are annoying. Take one Master of the Forge and give him a combi-weapon. Take three Techmarines and give them combi-weapons. Now add four tactic squads with only five members, a plasma gun and another combi-weapon. Join each techmarine to each squad and deploy them in Pods with Deathwind Launchers. Fill the list with Ironclad Dreadnoughts in Pods. At 1600 points you will have 8 Drop Pods with Deathwind Launchers with IWND, 4 Ironclad Dreadnoughts with IWND and 4 squads with +6 FNP, a plasma weapon, two combis and an indepedent character with +2 save who can tank wounds and repair Dreadnoughts and Pods. Take a captain and a squad on bikes for a fast scoring unit.
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