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===Chapter Relics=== Note that per the BRB FAQ, page 11, a single model can only take one Relic unless specifically stated otherwise. *'''The Burning Blade''' - A special power sword with +3S, AP2, and Blind. The only AP2 melee weapon that doesn't hit at I1 and isn't on a Dreadnought or Assault Centurion. Unless you count characters, then there's the Emperor's Champion and Calgar. Its "Incandescent" rule means that it sort-of Gets Hot (take a S4 AP2 hit if you roll a 1 on a d6 after using it to attack). It is believed to be the Emperor's sword, as it was found in the wreckage of Horus' destroyed flagship and was the only thing that wasn't corrupted by Chaos. Probably true, since it's too big for anyone but a Marine to think about using, and in most pictures depicting the Emperor's battle with Horus his sword's on fire. Despite the description of its size, it is not Two-Handed. **In general, a good choice if you're looking to build a very killy HQ, especially since most other available AP2 weapons are Unwieldy. Don't even think about giving it to anyone else except to a Chapter Master with 4A (and of course, keep a pistol to get the +1A) - it's too expensive otherwise. Note that the Incandescent rule says "takes a hit" - unlike Gets Hot, it still has to roll to wound, meaning there's only a 50% (or 33% on a bike) chance of actually having to take an Invuln save. In addition, unlike normal Gets Hot, extra attacks/shots don't increase your chances of taking a wound, so the worst-case scenario is still only one wound per assault phase from this rule. On a T4 character with 4++ (Iron Halo), Incandescent only has a 1/24 (~4.17%) chance of actually causing a wound on a given turn of close combat; a Storm Shield drops this to 1/36 (2.78%), and a bike and a Storm Shield drops it to 1/54 (1.85%). The odds of taking no wounds across 12 turns of close combat for each is 60%, 71%, and 80%, respectively. *'''The Armour Indomitus''' - A 2+/6++ suit of Artificer Armour that gives the wearer a 2++ save once per game for a phase of your choosing. Should be noted that in the new codex the Armour no longer gives Relentless, though it still costs the same points. Thanks Geedubs. **It's crap. You could get a 2+/3++ for a Captain or Librarian for 25 pts cheaper; only get it if you MUST have a 2+ while still fitting into a Rhino or Razorback (not a common scenario). The 2++ save only lasts a single PHASE per game, not even a whole player turn. Pyrovore-level of uselessness. ***Not quite useless on Librarians given they usually don't come with an invulnerable save or a 2+ Sv for that matter and cannot access either of those without Terminator armour (except via Panoply of The Crusader and various psychic powers). So if you are putting a Librarian on a bike it might be worth investing in. This is especially true if you are running him with the Librarius discipline, re-rollable 2+ invulnerable saves? Yes please. *'''The Shield Eternal''' - A Storm Shield that gives the user Adamantium Will and Eternal Warrior. A very good choice if you're running a tough cookie, because let's face it, Storm Shields are great, Eternal Warrior is great, and Adamantium Will is a bit niche utility, but can be pretty useful too. Give it to a Chapter Master with Artificer Armour using Iron Hands Chapter Tactics and BAM! You've got yourself a 2+/3++ It Will Not Die Character with 6+ or +1 on Feel No Pain rolls. **'''A Little Note''': This is irrelevant in most cases for Iron Hands. With their supplement (Clan Raukaan), you can punt on this for something BETTER. Chains of the Gorgon doesn't take a weapon slot, grants a 3++ Save, Eternal Warrior, and +1 on your FNP rolls. [[Chapter Master Smashfucker|Combined with an Apothecary in a biker command squad, your chapter master will be able to go toe to toe with ''Abaddon'' and not only survive, but probably win.]] *'''The Primarch's Wrath''' - A Master-Crafted Salvo 3/5 AP4 bolter with Shred. **Not bad for your Bike or Terminator Captain, as Relentless will let you use this thing to its full potential every turn. Not the strongest choice of the relics, but it is the cheapest so it might be an okay choice if you only have a few points left over after army building. You could stick it on an HQ, put him in a shooty squad, and cherish the 5 AP4 Shred shots you're adding to a Centurion or Sternguard squad. Especially interesting for Techmarine Bikers, due to their low cost and BS5. *'''Teeth of Terra'''- A chainsword with +2S, AP3, Specialist Weapon, Concussive and Rampage. **Quite good for thinning out hordes and killing entire squads if given to a Captain/Chapter Master - and, as Space Marines, you'll be outnumbered most of the time. With Rampage, your Chapter Master is getting 5 + D3 attacks on the charge and 4 + D3 each subsequent assault phase - you might be handing out Concussive just through sheer volume of attacks. **You can pair this with another Specialist Weapon (e.g. a Power Fist) and get up to NINE attacks on the charge (4 base, +1 for Charging, +1 for two CCW, and +D3 from Rampage)! If you're in an especially deathstarry mood, toss in a Chapter Banner, a Standard of the Emperor Ascendant, and Pedro Kantor (all their effects stack, or at least until a FAQ says they don't) for [[Rip and Tear|10-12 Attacks on the charge and 8-10 Attacks thereafter]]. Shit, toss in a Chaplain, Librarian, maybe go Carcharodons for Rage and Tyberos (who makes Rage also give +1S, though going Carcharodons means ditching Kantor's bonus). [[Rape|Your deathstar is now the size of Jupiter and will vaporize anything it touches]]... but will cost about as much as Jupiter theoretically would. *'''Standard of the Emperor Ascendant''' - Both Command Squad and Honor Guard can take it, but only one per army. An improvement on the Chapter Banner, it gives the model carrying it (and his unit) Fear, gives Fearless instead of re-rolls, and still gives +1 Attack. The entry ''no longer specifies'' that it ''doesn't'' stack with the Chapter Banner or Kantor's +1 Attack, in case you want the killiest, most expensive deathstar possible. *'''Tears of the Scorpion (Red Scorpions)'''(Forge World) - IA4 2E grants the Scorpions some bonus tools to use as upgrades for their relic blades. These weapons will generally take the form of some other weapon, with a universal Two-Handed and Murderous Strike (6 to-wound is ID). **Sword: Relic Blade with the above rules, better since it has the chance of causing ID. **Axe: Power Axe with +2S and -1I in combat. Awesome because it's an AP2 weapon that strikes before other Axes and Fists. **Maul: Power Maul with +3S and Strikedown instead of Concussive. Shame Strikedown doesn't really matter in combat. **Glaive: Rules as Written this thing is awesome, it actually is WORSE on the charge (the rules say use the first profile which is the inferior AP3 one) acting only as a two handed power sword with murderous strike. But all other situations have it as a +2S AP2 weapon which strikes in Initiative order, use this until a FAQ comes out to fix them. *'''Panoply of the Crusader''' (Forge World)- It's a set of Artificer Armor that grants Stubborn and Preferred Enemy (Chaos Space Marines). Costly, both points-wise and because the model representing it is a Forge World exclusive. Might be fair enough if you're fighting CSMs, but in just about any other circumstance you may as well take Terminator Armor. **See the drop-down portals for each unique chapter and their relics.
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