Editing
Warhammer 40,000/7th 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!
====Ranged Weapons==== *'''Boltgun''' - Classic S4 AP5 24" Rapid Fire weapon which all other standard issue small-arms in the Dark Millennium are judged by. Tried and true, whether it's shredding simple infantry or taking potshots at more heavily armored foes. Imperial Fists love these. *'''Combi-Weapon''' - An interesting item that is a Bolter with a one-use special weapon (Plasma, Melta, Flamer, Grav) built in. Great choice, if you know when and how to use it. Sternguard love these things since they can Drop Pod in and take out specific targets (usually vehicles with 4-5 combi meltas or Monstrous Creatures with 4-5 Combi-plasmas) while still being able to use specialist rounds. *'''Storm Bolter''' - Assault 2 and 24" range. Compared to the standard boltgun, the storm bolter gets its full number of shots out to max range, plus you get to charge after shooting. Typically seen on Terminators, decent on an Assault-based Character with a Specialist Weapon (you weren't getting the two-weapon bonus attack anyway), not too useful otherwise, especially since Sternguard special ammo STILL doesn't affect them. *'''Bolt Pistol''' - Standard pistol version of the boltgun, with same S and AP. Combined with a non-specialist melee weapon, it grants an additional attack. *'''Plasma Pistol''' - Beats any Armor save, but on a roll of a 1, it Gets Hot! and the wielder takes a Wound (that you get saves against, but still). However, most Space Marines that can take it have at least a 3+ Sv, which somewhat reduces the risk. Inefficient points-wise, but very fluffy if you're not min-maxing (depending on how many terminators you see and if you can use it to chip off hull points, of course). Like the Bolt Pistol, it grants an additional attack if you're using a non-specialist melee weapon. *'''Grav Pistol''' - Safer than the Plasma Pistol, it can surprise some heavily armored foe when you're wounding them on threes or twos and dropping them to I1 thanks to Concussive. Give it to a Thunder Hammer wielding Captain to have an extra edge before charging in. Bonus points if you immobilize a Dreadnought about to charge you. Again, kinda costly, and again, grants an additional attack with a non-specialist weapon.
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