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===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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