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Warhammer 40,000/6th Edition Tactics/Space Marines
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====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.
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