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==Space Marine Armoury== ===Ranged Weaponry=== *'''Boltgun:''' You know what a bolter is, but if you somehow forgot it's 24" Rapid Fire 1 S4 AP0 D1. **'''Bolt Carbine:''' An Assault 2 Bolter, exclusive to the Reiver Squad. **'''Bolt Rifle:''' A Boltgun with 30" range and AP-1, making it more effective; exclusive to Intercessors. ***'''Auto Bolt Rifle:''' The automatic version, an Assault 3 Bolter. Better than the Bolter and Bolt Rifle when not factoring in Stratagems or shooting at armour. Combine with the Tactical Doctrine to delete hordes. ***'''Stalker Bolt Rifle:''' Not a sniper rifle, lest it invalidates Scouts too. 36" Heavy 1 AP-2 D2 Bolt Rifle, to give faraway targets more than just a poke. Turns Intercessors into something akin to Troop Sternguard. Combine with the new Devastator Doctrine to hit at AP-3 and pretend you're shooting Plasma. **'''Combi-Weapon:''' can be fired alongside the Bolter part, at -1BS. Note that Combi-Flamers don't care for no BS. Available to sergeants and terminators. **'''Special Issue Boltgun:''' The big brother to both Boltgun and the new Bolt Rifle, wielded by the Sternguard Veterans. At 30" S4 AP''-2'' this gun pretty much shoots Dragonfire Vengeance rounds at Kraken range. **'''Storm Bolter/Combi-Bolter:''' Cheap as chips Rapid Fire 2 Boltgun, typically seen on Terminators, also available to Sarges and upgrades on most of your vehicles. It's especially nasty at Rapid Fire range. *'''Astartes shotgun:''' an option on Scout models, a 12" Assult 2 bolter that becomes S5 while within 6". *'''Assault Bolter:''' 18", Assault 3 S5 AP-1. Would be a really good gun on assault units. Unfortunately exclusive to Inceptors. That said, you can still perform effective hit and run attacks with it, aided by the Inceptors' ability to shoot after falling back. *'''Bolt Pistol:''' A bolter in pistol form, meaning you can fire it in melee. Just don't forget it's there. **'''Heavy Bolt Pistol:''' More like ''Better'' Bolt Pistol with AP-1, exclusive to Reivers. **'''Absolvor Bolt Pistol''' A handheld Heavy Bolter Pistol with the same stats, just with one 16" shot and carried by Primaris Chaplains and Apothecaries. **'''Boltstorm Gauntlet:''' A Bolt Pistol with Pistol 3, attached to a Power Fist, attached to the Gravis Captain. ***'''Auto Boltstorm Gauntlets:''' Paired Boltstorm Gauntlets, but they're Assault 6, meaning they can't be fired in melee but you can run-n'-shoot and be used alongside other guns. Exclusive to Aggressors, who wield them well. *'''Grenades:''' Standard issue for any marine; you can only throw one per unit. **'''Krak:''' Single throw at 6" with S6 AP-1 D1d3, to have something to deal with harder targets. **'''Frag:''' Single throw with 1d6 hits at 6" with S3 AP 0. A go-to for thinning Guardsmen ranks - it's worse than a storm bolter but better than a bolter, against everything T7 or less. **'''Melta:''' Single hurl at 4" with S8 AP-4 D1d6 with re-roll wounds against {{W40Kkeyword|vehicle}}s. Found on Vanguard Vets for 5 points and finds use should your marine's fist fail to punch through an armoured hull. **'''Auxiliary grenade launcher:''' Exclusive to Intercessors, lets them lob grenades at a range of 30". Lets your Grenades properly benefit from the Devastator Doctrine. **'''Astartes Grenade Launcher:''' Can replace the storm bolters on Scout bikes. Has Frag and Krak Grenade profiles at 24" Assault 1d6/1. ====Special Weapons==== *'''Flamer:''' An Assault D6 S4 AP- weapon with 8" range which automatically passes rolls to hit. A classic anti-horde option, at least it's cheap. 8" range means it can't be used immediately out of a drop pod. Can't overwatch against charges starting more than 8" away, but those aren't reliable anyway, so a flamer is still good in those cases. Don't bother trying to hit airborne units, as they're too tough and armoured. **'''Hand Flamer:''' The Pistol D6 version, but only 6" and S3. Not good for Advancing, but for melee to clear out some GEQ. Kind of shit really, as most of the time you could take a bolter or bolt pistol for free or even a storm bolter in some cases, all of which have better range and wound better. *'''Grav-gun:''' 18" Rapid Fire 1 S5 AP-3 D1, upgrading to D1d3 if the target has a 3+ save or better. **'''Grav Pistol:''' Deals more damage against targets with an armour save of 3+ or higher, but with only S5 it's less likely to wound than a plasma pistol. ''Good against heavily armoured characters without the Plasma Pistol's risk''. Costs more than a Plasma Pistol and does less work than one. *'''Meltagun:''' 12" Assault 1 S8 AP-4 D1d6, becoming best of two 1d6 Damage at half range. Good against anything with lots of wounds, be they Vehicles, Monsters or even Heavy Infantry. At 12" range Supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get into half range. While you can advance to close the gap, it is convenient that the unit's other weapons are assault weapons as well. *'''Plasma weapons:''' They have a Safe and Supercharged profile. Stick close to a Captain, because Safe plasma isn't really cost-effective. Good against everything. Gets Hot applies to the final ''modified'' score, meaning +1BS (''Devastator Sergeant's Signum, Rhino Primaris' Servo-skull Hub'') make you [[Awesome|immune to it]]. Conversely, [[Fail|plasma guns are more likely to overheat at night]]. **'''Plasma gun:''' You know what a Plasma gun is too, but for reference, it's 24", Rapid Fire 1, S7/8 AP-3 1/2 D. Good as a Tactical/Crusader squad's Special Weapon. As much of an all-rounder as the marine wielding it. **'''Plasma Incinerator:''' A Primaris Plasma Gun, because Cawl wanted to make marine guns' as insecure as their wielders. Better 30" range lets it not only rapid-fire from further away but outrange enemies. Better AP-4 makes them a menace even for tanks. ***'''Assault Plasma Incinerator:''' Lighter 24" Assault 2 Str 6/7 version of the Standard Plasma Incinerator. ''Easier to make it cost-effective'', as it shoots double than the Standard version from 16"-24", still wounding most infantry on a 3+ but lost the ability to wound t4 on 2+. ***'''Heavy Plasma Incinerator:''' The other end of the spectrum. 36" Heavy 1 Str <b>8/''9''</b> lets you wound infantry on a 2+ without having to supercharge, and makes it effective against tanks, enjoying the great range. Which you should keep because it's not Rapid Fire like the other variants. More cost-effective against vehicles than against infantry, but it does the job nicely. Overcharging basically makes it a pocket Lascannon that doesn't have excess damage against infantry, at the cost of not ripping apart tanks. Really good for heavily armoured enemies with one wound. **'''Plasma Pistol:''' Fairly effective against MEQs when fired normally, a TEQ-killer when supercharged, but ''Gets Hot!'' now risks outright killing the user. A high risk-high reward pistol, your Captain's rerolls reduce Gets Hot to a 1/36 chance. Good against everything, really, as plasma can even wound tanks. **'''Plasma Exterminator:''' Inceptor plasma weapon. Each Inceptor gets (2) Plasma Exterminators. Each Plasma Exterminator is AssaultD3 S7/8 AP-3 D1/2. That translates to 2D3 plasma shots per each Inceptor. Re-roll protection is absolutely essential, otherwise, anything wielding such a weapon will fry itself rather quickly should they turn up the heat. ====Heavy Weapons==== *'''Assault Cannon:''' 24" Heavy 6 S6 AP-1. Brrrt. **Particularly great at killing off gaunts as it wounds them on 2+ and they receive no armour save. **Probably best when mounted on iron hands storm talons and storm hawks or a Razorback of any chapter. **The only real weakness of this weapon is it's range so a mobile platform is advisable. *'''Grav-cannon with Grav-amp:''' 24" Heavy 4 Grav-gun. Akin to a ''heavier'' Heavy Bolter to deal with bigger targets. **Drop 1 cp on some devastators with these to reroll all wounds and damage on their shots, quite capable of shaving off half a knights wounds with no support or killing off a unit of custodian guard in one turn. **A unit with Grav-cannons will become a serious target for your opponent so consider sticking them in a Rhino, Razorback or a Stormraven so they can't be basalisk'ed off the table turn 1. *'''Heavy Bolter:''' 36" Heavy 3 S5 AP-1. Good against hordes at long range due to its high number of attacks, and still useful against lighter vehicles Especially when Devastation Doctrine is active. It's most efficient against hordes with bad/no save, or things that rely primarily on a weak invulnerable save, like daemons. *'''Heavy Flamer:''' A Flamer with S+1 and AP-1. More effective against armoured targets than its smaller brother, but cannot be fired after advancing. *'''Lascannon:''' Heavy 1 S9 AP-3 D6 D with a range of 48". Your primary long-range anti-vehicle weapon. Don't even try to shoot infantry with this. You'll kill 1 model per shot at most now that overkill damage is exclusive to mortal wounds. **'''Las-Talon:''' Twin Lascannon but 24". Found on GravTanks and the Stormhawk interceptor. **'''Las fusil:''' Eliminators anti-tank option. 36" S8 but a Flat 3 Damage. *'''Missile Launcher:''' Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as a Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. Devastator squads with 2 Lascannons and 2 Missile Launchers are a pretty darn good Swiss-Army unit. Good to have at least one Missile Launcher around, due to the Flakk Missile Strategem. Missile Launchers like the new Combat Doctrine rules, allowing them to perform exactly same against T7 as a lascannon would, while still having an S4 AP-1 anti-infantry weapon - something to consider if you know your enemy doesn't bring T8. **'''Hunter-Killer Missile:''' A single shot krak missile for 6 points if your army can't squeeze in enough normal anti-tank weaponry. **'''Typhoon Missile Launcher:''' Double shot missile launcher found on land speeders, includes frag and krak missiles. **'''Skyhammer Missile Launcher:''' Anti air krak missiles **'''Stormstrike Missile Launcher:''' *'''Multi-melta:''' A 24" Heavy Meltagun, meaning you can't run with it, but <u>can shoot in melta range out of a deepstrike</u>, now fulfilling the role of Drop Pod Threat-removal. *'''Plasma cannon:''' Heavy D3 effectively means the same shots as a Plasma gun, but from 36" away instead of 12". You both need to be careful and to shoot Supercharges, due to the sheer cost of this weapon. Can be a makeshift "heavy weapons team" with the Devastator Sergeant, as his Signum prevents Gets Hot. Being a Heavy weapon it's best to not supercharge in the move, due to -1BS. *'''Sniper Rifle:''' A Scout exclusive, it's a 36" Heavy 1 weapon so it's included here. It's only good for fishing mortal wounds, but it can target characters even if they hide behind a unit. A complete lack of AP means they won't be killing a heavy character like a Captain without committing a serious amount of points to it but can kill his supporting Apothecary. **'''Bolt Sniper Rifle''' The real deal sniper rifle all Space Marines should be wielding. Has 3 firing modes at 36" which can target characters. Mortis at Heavy 1, S5 AP-2 and d3 damage. Hyperfrag is d3 S5 shots. Executioner rounds are a single shot at S5 AP-1 and ignore line of sight, as well as adding 2 to hit rolls *'''Icarus Stormcannon:''' Autocannon equivalent with accuracy bonus against air units *'''Predator Autocannon''' 72" range with 2D3 shots at S7, AP-1 and flat 3 damage makes this a powerful weapon against TEQ and light/medium armour. AP-1 makes this weapon less useful against AP2 and heavy vehicles, which are better handled by lascannons. This weapon really enjoys the new Devastator doctrine. *'''Heavy Laser Destroyer''' New Primaris weapon found on the Repulsor Executioner. 72" range, Heavy 2, S10, AP-4 and D1d6 (rolls of 1 and 2 always count as 3) makes this a dedicated tank killer, though it is an expensive weapon. The weapon can be fired twice at the same target, resulting in 4 shots, when a Repulsor moves less than 5" almost guaranteeing you will at least cripple your target. Don't be afraid to fire this at multi-wound infantry as it guarantees a kill even on 3 wound mega nobs with each unsaved shot! *'''Macro Plasma Incinerator''' The plasma cannon version of the newer Primaris incinerator weapons. Only a 36" range but fires heavy d6 shots at S8/9 AP -4, and D1/2. Performs well against TEQ and can threaten vehicles and monsters. More of an all-rounder weapon, but it is usually well priced. *'''Thunderfire Cannon''' Heavy 4D3 shots all at S5 AP -1 and fired at 60". It's like a higher output Heavy Bolter and can deny line of sight requirements. *'''Whirlwind Missile Launcher''' Two firing modes which require the operator to purchase one or another prior to game start. Both ignore line of sight requirements and have a 72" range. Castellan missiles are heavy 2d6 at S6, Vengeance missiles are a heavy 2d3 Autocannon equivalent. *'''Flamestorm Cannon''' Found on Land Raider Redeemers and functions like a 12" S6 Ap-2 D2 heavy flamer for torching bigger units. *'''Accelerator Autocannon''' Found on the new Primaris Suppressors. It's an AP-2 Autocannon which denies units with slain models the ability to fire overwatch. **'''Twin Accelerator Autocannon''' Its an assault weapon mounted on a Sicaran Battle Tank! Assault 8 Autocannon shots which ignore flyer restrictions and wounds of 6+ are resolved at AP-3. *'''Ironhail Heavy Stubber:''' A weird GW trend of putting Stubbers on the hover tanks. Their Heavy weapon equivalent of 36" Bolt Rifles. **'''Icarus Ironhail Heavy Stubber:''' The anti-air version, with the standard +1/-1 to hit. With only S4 even the flimsiest of Eldar flyers will laugh it off but you should be aiming at Jump Packs. **'''Ironhail Skytalon Array:''' Don't let the bitchin' name fool you, this is just two Icarus Stubbers slapped together and <s>is just as pointless unless you're shooting at [[Gargoyles]]</s>. Well, not so fast. This gun has a unique rule that adds 1 to your wound roll against {{W40Kkeyword|Fly}} unit in addition of +1 to hit which mean it will wound most {{W40Kkeyword|Fly}} unit on 4+. This is not here to shoot down gunships or bombers, this is here to kill jump infantry. *'''Fragstorm grenade Launcher:''' Found on your Primaris Tanks. Its d6 bolter Equivalent gun uses to gun down chaff and those foolish enough to charge it. *'''Heavy Onslaught Gatling Cannon''' Found on multiple Primaris armoured platforms and puts the hurt on infantry. Heavy 12 Heavy Bolter shots at 30". **'''Onslaught Gatling Cannon''' An assault cannon but at S5. Can always be found with the heavier version and pairs very well for 18 total shots. ===Melee Weapons=== *'''Chainsword/Combat Knife:''' Still the basic Close Combat Weapon profile, but it's free and allows for one extra attack, so it's good against enemy hordes. All your sergeants can take it alongside the main gun, so it might be worth it to swap that bolt pistol he's not using anyway. Combat Doctrines make these invaluable for turn 3 deep strikers with AP-1 (although for them, the Bolt Pistol also gets AP-1)! *'''Paired Combat Blades:''' Found on Incursors and some Lieutenants. No extra attacks, but unmodified hits of 6 score an extra automatic hit. *'''Eviscerator:''' A two-handed Chainfist with variable damage on a model with at most 2 attacks. It competes with a power fist with Assault Marines. It is a fucking awesome double-handed chainsword, though. *'''Lightning Claws:''' SU AP-2, allows you re-roll to wound, and grants an extra attack if you have two of them. This will outperform a Power Axe against anything with T less than twice your S, particularly now that it's barely more expensive. Often your best bet for mulching single-wound hordes. *'''Relic Blade:''' Available to Honour Guard, Vanguard Veteran Sergeants, and Captains. S+2 AP-3 D1d3, so it's like a Force Sword or Stave but better (and strictly better than a Force Axe both in absolute terms and because it costs ''less''). ''Better than a Power Fist'' against most infantry-sized targets. Costing as much as a Power Fist, consider whether the better accuracy is worth the +2 Strength gap between the Fist and the Blade. One of the advantages over the Power Fist is that effects happening on 6+ to hit can actually trigger with the Blade since it has no hit penalties. *'''Power Weapons:''' Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1: **'''Power Axe:''' S+1 AP-2. A good enough compromise between the Sword's armour negation and the Maul's brute force; typically your best choice, despite costing more than the other two, because you have to pick one to take before knowing what you're going to need killed, and this has the best overall performance in the T3-T8 Sv2+-Sv6+ range you care about. **'''Power Maul/Power Lance:''' S+2, AP-1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. The Lance is identical to the Maul because of reasons. **'''Power Sword:''' S User AP-3. Best against targets that rely on armour saves over toughness to shrug off hits. Except against frail things with good invulns like Crusaders, who ignore AP anyway. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Mathhammer:''' Note that we do not take into account the chances to hit since they do not vary for the 3 weapons we are looking at. Results are expressed in percentages. We also assume that the weapon is wielded by a basic Space Marine, so with Strength 4. <div class="mw-collapsible-content"> <center><div> {|class="wikitable" border="1" cellpadding="4" cellspacing="4" ! colspan="2" |Target !Power Sword !Power Axe !Power Maul !Winner |- | rowspan="2" |TEQs |Terminator (T4; 2+/5++) |33.33 |33.33 |22.22 |Power Axe and Sword |- |Terminator w/ Storm Shield (T4; 2+/3++) |16.67 |22.22 |22.22 |Power Axe and Maul |- | rowspan="2" |MEQs |Space Marine (T4; 3+) |41.67 |44.44 |33.33 |Power Axe |- |Captain or Chaplain (T4; 3+/4++) |25 |33.33 |33.33 |Power Axe and Maul |- | rowspan="4" |GEQs |Hormagaunt (T3; 6+ or no save) |66.67 |66.67 |83.33 |Power Maul |- |Guardsman, Guardian (T3; 5+) |66.67 |66.67 |69.44 |Power Maul |- |Aspect Warrior (T3; 4+) |66.67 |55.56 |55.56 |Power Sword |- |Sister of Battle (T3; 3+) |55.56 |44.44 |41.67 |Power Sword |- | rowspan="4" |Other |Tyranid Monster (T6; 3+) |27.78 |22.22 |25 |Power Sword |- |Light Tank or Monster (T7; 3+) |27.78 |22.22 |16.67 |Power Sword |- |Medium Tank or Monster (T8; 3+) |13.89 |22.22 |16.67 |Power Axe |- |Heavy Tank or Monster (T8; 2+) |11.11 |16.67 |11.11 |Power Axe |- |}</div></center> As you can see, it is extremely hard to draw a clear winner between the Power Axe and the Power Sword. It is, however, easy to see that Power Mauls/Lances are crap, only superior when fighting units that will already die in droves to bolter shots or won't die easily to anything due to good invulns. What's easy to remember is that the Axe is stronger against Marines (that you'll face a lot), the Maul is best against Storm Shield Terminators or anyone else with a good invuln, and the Axe is best against most of the tanks. Power Swords have the edge on most things relying only on their armour saves, while Axes scale better against tough things. What you choose between the two is a matter of preference, meta, and gaming group. The special case for Mauls is Toughness 5, where the Maul is best down to Sv3+ and the sword and maul break even on Sv2+, due to how powerful it is to move from 2/6 wound chance to 3/6, but T5 are relatively rare to begin with. </div> </div> *'''Force Weapons:''' Librarian power weapons with D1d3 instead of just 1, but they cost around the same as a Power Fist. They lack Sx2 but have no penalty to hit. Useful if you're going to hit characters or multiwound models like Primaris. All of them are overcosted compared to a Relic Blade, with the Force Axe as the worst offender of the lot. *'''Chainfist:''' Sx2 AP-4 D2. Marginally better than a Power Fist against Vehicles and other highly-armoured invuln-lacking models. Costs only 2 points more than a Power Fist, so paying extra for better AP and more reliable damage could be worth it. **Never forget, you can swap to your basic CC weapon if you don't want to give up accuracy - against low toughness single-wound enemies without a penetrable save, like basic daemons, this can often be better. *'''Power Fist:''' Sx2 AP-3 D1d3. -1 penalty to hit rolls, which can be annoying. Good against everything, quite cost-effective. **Never forget, you can swap to your basic CC weapon if you don't want to give up accuracy - against low toughness single-wound enemies without a penetrable save, like basic daemons, this can often be better. *'''Thunder Hammer:''' The weapon against which all others compare, and boy are you paying for it: NOW 40 POINTS FOR CHARACTERS (16 points for units). A Power Fist that always deals 3 damage. The extra reliability could mean the difference between one-shotting a Custodian Guard/Aggressor or getting a Guardian Spear/Power Fist in the face. When you have a Thunder Hammer/Storm Shield-Captain with Jump Pack every enemy model begins to look like a nail, but at over 4x the cost of a Power Fist, its not worth ditching up to three extra special or heavy weapons just to squeeze out a few extra points of damage. Still quite viable on everything that isn't a CHARACTER, at least. **Never forget, you can swap to your basic CC weapon if you don't want to give up accuracy - against low toughness single-wound enemies without a penetrable save, like basic daemons, this can often be better. *'''Dreadnought Combat weapon:''' Allows your dreads to beat up things, allowing them to swing at SX2 (S12) AP-3 and flat D3 with no accuracy reduction. Redemptor version hits at D1d6. Dread chainfists found on contemptors and ironclads are AP-4 and D4. *'''Seismic hammer:''' Like a dread fist but with AP-4 and D5!!!! Imposes a -1 to hit... But one single smack with this is all you need to kill most HQs and cripple tanks. With shock assault ironclads hit 5 times with this weapon for a potential 25 damage! **Absolutely garbage, because anything that can take this can take a chainfist instead, and the damage boost is either exactly offset by the accuracy penalty, or the accuracy penalty is worse, depending on circumstances. Always take the dreadnought chainfist over this. ===Relics=== If your warlord is a Space Marine Character, you can give 1 Character 1 relic, absolutely free. Weapon relics can only be taken by a unit that can take the weapon it's based on, and you have to pay for the base weapon. The Relics of the Chapter Stratagem could previously be used up to twice before the game started to take up to 2 more Relics. It's now spammable with SM codex 2019, though relics can't be duplicates and each one has to go to a separate character. Named characters and '''{{W40kKeyword|vehicles}} cannot be given a relic'''. But only [[That Guy]] would try to force a Chaplain dread into the armour indomitus or something like that. *'''Bellicos Bolt Rifle:''' Replaces a master-crafted auto-bolt rifle. 24" Assault 4 S5 AP-1 D2, to support your gunline. Basically The Primarch's Wrath but for Primaris, that doesn't need Bolter Discipline for 4 shots. *'''Benediction of Fury:''' Replaces a Crozius arcanum. S+2 AP-2 D3, unmodified wound rolls of 6 do a mortal wound in addition to other damage. With Mantra of Strength and the right warlord trait, your Chaplain will become as deadly as a he is in the fluff. [[Asmodai|''REPENT, HERETIC! *Plonk*'']]. *'''Ghostweave Cloak:''' {{W40kKeyword|phobos}} model with a camo-cloak, -1 to the wound roll against this model. Give it to a Stealth Adept Captain to make him as difficult to kill as [https://www.youtube.com/watch?v=Ly8hMwNkR0E Remo Williams]. *'''Lament:''' Upgrades a master-crafted stalker bolt rifle's statline to S5 AP-2 D3, and successful wounds inflict a mortal wound on top of that. Single shot, but puts the big hurt on whatever it reaches. *'''Purgatorus:''' Upgrades a bolt/heavy bolt pistol to Pistol 2 S5 AP-3 D2. It's a great alternative to a Plasma Pistol as it's cheaper and does more damage (2 shots) with no chance of killing the user. *'''Reliquary of Gathalamor:''' Enemy Psykers must subtract 1 from Psychic tests made within 18" of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the Psyker that attempted to manifest that psychic power suffers D3 mortal wounds. ''Niche, but useful to protect your units if your meta is psyker-heavy, especially if you didn't bring psykers of your own (like Black Templar)''. *'''Standard of the Emperor Ascendant''': Ancients only. A bit different with the 8.5 codex, they've done away the 3+ for extra attacks. Now it boosts the range of the standard banner ability to 9", friendly units within 9" auto-pass morale tests, and enemies in the same range get -1 leadership. This certainly changes it's uses quite drastically from the auto take it was before to something more niche. Example uses include keeping Crusader squads from suffering under morale tests, or assisting in leadership bombs. *'''Teeth of Terra''': Replaces a chainsword with a better one with S+1 AP-2 D2, and 3 bonus attacks instead of just 1. Good against hordes, better against multi-wound infantry like Primaris models and most characters. (Fun fact: this weapon is exactly the same as the Alpha Legion unique Relic "Blade of the Hydra." Coincidence? I think not!) *'''The Armour Indomitus''': Infantry or Biker model only, they gain a 2+ armour save. Once per game, ''before taking a save'' you can also activate a 3+ invulnerable save until the end of the turn, useful as a panic button if your character runs into danger. Of use to anyone wearing power armour, it's worth noting this is one of the few ways to give a Primaris character a natural 2+ armour save, due to their inability to take Terminator armour. *'''The Burning Blade''': Replaces a power or master-crafted power sword. S+3 AP-5 D2. Where the Teeth of Terra hits often, the Burning Blade hits HARD and nullifies all armour saves. Dangerous to monster and even vehicles sized targets, it's begging to be combined with a source of +1Str/to wound so it gets to harm MEQs on a 2+. *'''The Honour Vehement:''' Friendly <chapter> units with the Shock assault ability always get the +1A instead of having to meet the criteria. So, useful for ongoing combats. *'''The Primarch's Wrath''': Replaces a boltgun or master-crafted boltgun with an up-gunned storm bolter, making it 24" Rapid Fire 2 S5 AP-1 D2. Can be useful for those officers buffing your ranged units. Note that this relic gains the benefit from Bolter Discipline. *'''The Shield Eternal''': Replaces a storm shield or combat shield, so available only to Captains, Company Champions, and the Terminator Librarian. Gives a 3+ invulnerable, and a 5+ Feel no Pain against Mortal Wounds. Some of the best protection you can give a Character you really want to keep alive. *'''The Vox Espiritum:''' {{W40kKeyword|Primaris}} only. +3" to their aura abilities (2019 FAQ limited it to a max of 9"). Excludes psychic powers and litanies. ''Enjoy your Black Templars hat for now, Primaris...'' *'''Tome of Malcador''': Librarian only. He knows 1 additional power from any discipline he's has access to, which isn't the same as casting 1 additional power. Depending on what discipline you're using, hard pass. It can however be used to take powers from multiple disciplines. ====Faith and Fury==== *'''Sacrosanct Rosarius:''' {{W40kKeyword|Master of Sanctity}} only. 3++ invuln save, patching his inability to get a Storm Shield. *'''The Emperor's Judgment:''' {{W40kKeyword|Master of Sanctity}} only. Prevents opponents from re-rolling hit, wound, and damage rolls against him, and enemies must roll 2d6 drop lowest when taking morale checks within 6". *'''Mortis Machina:''' {{W40kKeyword|Master of the Forge}} only. Relic Power Axe that is S+3 AP-3 D1d3, and does an additional 1 mortal wound to {{W40kKeyword|VEHICLE}}S on every failed save. *'''The Endurant Protector:''' {{W40kKeyword|Master of the Forge}} only. +1T, and gains a 4++ invulnerable save. *'''Neural Shroud:''' {{W40kKeyword|Chief Librarian}} only. Adds 12" to the range of the Librarian's psychic hood, to get a veritable umbrella of denying. *'''Vinculum Vitae:''' {{W40kKeyword|Chief Librarian}} only. Force Sword with +1 strength, and an unmodified wound roll of 6 inflicts d3 mortal wounds as damage instead of the normal d3 damage. *'''Pennant of the Fallen:''' {{W40kKeyword|Chapter Ancient}} only. Models that attack with a melee weapon as a result of the Astartes Banner ability may make two attacks instead of one. *'''Standard of Righteous Hatred:''' {{W40kKeyword|Chapter Ancient}} only. When resolving a shooting or melee attack made as a result of the Astartes Banner ability, a model's ballistic and weapon skill are 2+. *'''The Angel Artifice:''' {{W40kKeyword|Chapter Champion}} only. Upgrades the save on the Champion to 2+, and the invulnerable save to 4+. *'''Blade of Triumph:''' {{W40kKeyword|Chapter Champion}} only. Replaces the Champion's Master-Crafted Power Sword with a weapon with strength +2, AP-4, damage 3. ''WS2+ wounding on a 3+ = WS3+ wounding on a 2+''. *'''Acquittal:''' {{W40kKeyword|Chief Apothecary}} only. Replaces a Bolt Pistol or Absolvor Pistol. 16" Pistol 1 S5 AP-3 D1, D1d6 when targeting Non-Vehicle, Non-Monster units. *'''Healer's Aegis:''' {{W40kKeyword|Chief Apothecary}}. Friendly {{W40kKeyword|<chapter>}} Infantry ''models'' have a 5++ invulnerable save while within 1" of a model with this relic.
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