Editing
Warhammer 40,000/6th 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!
===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.
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