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====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.
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