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====Dreadnoughts and Invictor Warsuit==== The Dreadnought is one of the best non-HQ single model unit in the Space Marine line-up. It's a {{W40Kkeyword|Core Vehicle}} so can take all the buffs in addition to Techmarine Babysitting. 9th also made Duty Eternal into a passive ability, so always taking -1 damage makes them tanky for the firepower they bring. Most Dreadnaughts are buffed by HQs and provides the same security any other bubble wrap could. And speaking of buffs, remember that the Wisdom of the Ancients Stratagem gives it a Captain's or Lieutenant's re-rolling aura for a turn. Also, per the new "Big Guns Never Tire" as a Vehicle you now get to fire your weapons in melee. Sure it's at a -1, but your flamer weapons don't care about that. *'''[[Dreadnought]]: Core.''' The default Dreadnought. Standard loadout is assault cannon and Dreadnought fist (Sx2 (12) AP-3 D3) + storm bolter. Also has the Smokescreen keyword. You can replace the storm bolter with a heavy flamer if you plan on getting close, which is more favourable now that Dreadnoughts have lost Bolter Discipline. The assault cannon is replaceable with a twin lascannon, multi-melta, or heavy plasma cannon (a plasma cannon that only deals 1 MW upon an unmodified hit roll of 1 instead of killing the user, ''and'' is D2 base, D3 when overcharging). The fist + bolter can be replaced with a missile launcher. **Legend options include replacing the assault cannon for twin heavy flamer, twin heavy bolter, or twin autocannon (48", heavy 4, S7, AP-1, D2). The fist + bolter can also be replaced with twin autocannon. ***The Riflenought setup with two dual autocannons spews out eight S7, AP-1, D2 shots per turn. Great for tearing up 2W models in particular or throwing some decent hurt at most targets from long range. *'''[[Dreadnought#Castraferrum_Pattern|Venerable Dreadnought]]: Core.''' A Venerable Dreadnought is the same as a regular one, but is WS2+, BS2+, and has a 6+++ FNP. For 15pts more, just get this one. **the Twin Lascannon and Missile allows for the best anti-tank making sure the hits counts. *'''[[Dreadnought#Contemptor_Pattern|Contemptor Dreadnought]]: Core.''' Compared to the regular Dreadnought, you sacrifice the flexible weapon options and Smokescreen for +2M, +1S, +1W, and a 5++ invulnerable save. This is for 30pts extra. Generally speaking, the Contemptor is a goddamn steal for what he costs now. Only has a fixed loadout of Kheres assault cannon (an S7 assault cannon) or multi-melta, and fist + storm bolter. *'''[[Dreadnought#Castraferrum_Pattern|Ironclad Dreadnought]]: Core.''' Ironclad Dreadnoughts are much more melee-oriented than the other Dreadnought types as they re-roll hit rolls of 1 if they have two melee weapons, and T8 helps them stick around to get there. It switches out its gun arm for a Seismic hammer (Sx2 AP-4 '''D5''', -1 to hit rolls) and melta gun. The hammer can ''and should'' be replaced with a Dreadnought chainfist (same stats, but D2d3 or D6 against Vehicles, but no penalty to hit rolls, which means it's just plain better - it hits at 4/3 the accuracy and 4/5 the damage of the hammer, which comes out to 16/15 total, which is more than 1, and they cost 0 points apiece). The bolter and/or meltagun can be replaced with heavy flamers (''always'' replace the storm bolter with a heavy flamer, but you should usually keep the meltagun), and the fist + bolter arm can be replaced with a hurricane bolter (doing this loses their re-roll of hit rolls of 1 in melee, however). They can also take two hunter-killer missiles and the Assault Launcher keyword. **If course, if you plan on keeping close to a Captain or Chaplain (such as riding a Stormraven with them and another squad), the second CCW becomes redundant, and the heavy flamer you're losing is also usually worse than a hurricane bolter. **Ludicrously strong against high-wound targets without invulnerable saves such as tanks, Tyranid monsters, etc. It can easily earn its points back in a single melee phase, but it is limited by the 6" move. **Unbelievably good with the Iron Hands stratagem for Dreadnought characters, leave this chad in your gunlines nearly un-targetable and have him heroically intervene into any big nasties that try and rush your lines. *'''[[Dreadnought#Redemptor_Pattern|Redemptor Dreadnought]]: Core.''' The vanilla dread's Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the Redemptor Dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armour-melting Macro Plasma Incinerator, ''and'' the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armour potential might be better handled by specialized units like Devastators, Hellblasters, or Predator variants. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is 3+d3 damage compared to the normal Dreadnought CCW's 3D. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes. **Equip it with a Plasma incinerator, use the Wisdom of the Ancients stratagem, and a big unit of Hellblasters, and you can re-roll all those overcharges that might blow you to high heaven. *'''[[Dreadnought#Brutalis_Pattern|Brutalis Dreadnought]]: Core.''' The primaris answer to the Furioso. While it comes stock with the same fists as the Redemptor, the real draw are the talons, which provide either double the attacks at AP-3 to rip apart armored mobs or the absolutely brutal strike with Sx2 AP-3 Dd3+3 that can re-roll to wound, ideal for tearing apart tanks. Don't mistake it only for melee, as it comes with a Twin Icarus Ironhail Heavy Stubber array for AA firepower like the Redemptor's missiles as well as the arm-mounted Twin Bolt Rifles and two Heavy Rifles that you can replace with Multi-Meltas for something more suited for blowing up tanks. *'''[[Dreadnought#Deredeo_Pattern|Deredeo Dreadnought]] (FW, -1CP):''' The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armour save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 3 more wounds and {{W40kKeyword|smoke launchers}}. For guns, you have the Anvilus Autocannons (8 36" autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (6 overcharged plasma cannon but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 Lascannon with Reliable D3+d3 damage) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support. **Raven Guard, Salamanders and Dark Angels Chapter Tactics make Deredeos substantially better - RG increases its survivability, Salamanders provides a source of rerolls to make sure those giant fuck off lascannons deal damage or that the plasma carronade doesn't damage the Deredeo and Dark Angels +1 to hit makes more of your shots land and the Plasma Carronade coupled with Weapons of the Dark Age is terrifying. *'''[[Dreadnought#Contemptor_Pattern|Relic Contemptor Dreadnoughts]] (FW, -1CP): Core.''' Take a normal Contemptor Give it a slew of Heresy era tools courtesy of forge world and a CP. For your convenience, they're all listed below; you can take any two you like, unlike the base Contemptor, which is forced into 1 melee option and has only a Kheres and a Multi-melta to choose from for its main gun. **Never take it with just a base combat weapon and kheres/multi-melta. Its statline and abilities are identical to the regular Contemptor, except it costs 1 CP to bring. If you're going to pay a CP for access to more options, then use those options - generally, that means you want two of the same gun. <tabs> <tab name="Ranged Weapons"> *'''Heavy Plasma Cannon (0pts)''': The cheap Anti-TEQ option. *'''Conversion Beam Cannon (5pts)''': The new Heavy [[Conversion Beamer]] is a single-shot weapon that starts at heavy D3, S6, AP-1, D2, Blast. It also gains +1S, +1AP, and +1D each 24" between the target and the firer, maxing out at S8, AP-3, D4 between 48" and 72". At the full range, this will hit like a reliable lascannon. **Against the infantry targets you have a serious chance at one-shotting, it's tied with the new twin volkite culverin the second cheapest gun behind the heavy plasma cannon. Against GEQs, you'll do a lot of damage even at short range, but not enough to outperform the Kheres, and you'll face similar scaling problems at any range, largely because as your ability to guarantee the "splatter" improves, your splatter's actual value gets worse. This weapon actually becomes the best when used against hard targets at the range - at 48" or more away, the only 6+ wounds target it's not your best choice against is T5 or T6, where the twin autocannons take over - but without the range, it's just not going to earn its keep. **Think of this as the Swiss Army Knife of Dreadnought weapons. While there are dedicated weapons that handle their specialty better than the C-Cannon does, the fact that this can be used against almost any target and still be relatively effective is worth a mention. The movement restriction is an issue, though. *'''Twin Volkite Culverin (5pts)''': 45" heavy 8 S6 AP0 D2, unmodified wound rolls of 6 inflict an additional MW. Has direct competition with the twin heavy bolter and twin autocannon for being flat D2, with this gun having the advantages of weight of fire, lowest cost, and potential mortal wounds; this is often the best gun this dread can take. *'''Kheres-Pattern Assault Cannon (10pts)''': At S7 compared to a regular assault cannons S6, this weapon only shines more against T6 targets. That being said, any other S7+ weapon available to this model will be more suited against those kind of multi-wound Sv3+/2+ targets. However, this is still an assault cannon, so go shred those infantry models. *'''Multi-Melta (10pts)''': Take a pair of these to fuck up heavies, or for 5pts more and no CP, 3 Multi-Melta Attack bikes. *'''Twin Heavy Bolter (15pts)''': Plus 5 points than a Kheres, in exchange for S5 instead of S7, Damage 2, and 12" more range. The kicker is D2, which widens the gap between the two weapons, allowing you to mow down MEQs as easily as the KAC mows down GEQs. *'''Twin Autocannon (15pts)''': Only better than the twin heavy bolter against T6 targets. Only take if you're taking two with the cyclone missile launcher to turn this unit into a stable fire-support unit. *'''Twin Lascannon (25pts)''': Pop vehicles open without having to get into melta range. Has fantastic range, but is crippled by its staggering cost; usually underperforms compared to multimeltas. </tab> <tab name="Melee Weapons"> *'''Dreadnought Combat Weapon (0pts)''': Sx2 AP-3 D3. A fine and reliable smasher. *'''Dreadnought Chainfist (5pts)''': Sx2 AP-4 D2d3, becomes '''D6''' against Vehicles. A straight upgrade over the DCW, with two successful attacks wiping out most Vehicles. </tab> <tab name="Melee Guns"> *'''Storm Bolter (0pts)''': Take if you have a fist and don't want to spend more points. *'''Contemptor Plasma Blaster (5pts)''': An 18" assault 2 plasma gun that only does one MW instead of destroying you on a um hit roll of 1. *'''Graviton Blaster (5pts)''': An 18" assault 2 grav-gun. Functionally the plasma blaster but worse, since they're the same price. *'''Heavy Flamer (5pts)''': Really solid choice since you're allowed to fire ranged weapons in melee. </tab> <tab name="Torso Weapons"> *'''Cyclone Missile Launcher (25pts)''': A twin missile launcher, sort of (due to the blast rules, worse than 2 missile launchers against units of size 6-10). Basically mandatory, since you paid a CP to field this thing anyway, and it makes it better at murdering everything. </tab> </tabs> *'''[[Dreadnought#Leviathan_Pattern|Leviathan Dreadnoughts]] (FW):''' '''I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHEMA OF LIFE, HATRED, AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN TO THE BIGGEST OF TITANS.''' ''Ahem'', enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual ''Titans'', packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a 2+/5++ save profile and a whopping 14 wounds. **Received a slight downgrade by dropping to WS3+ and BS3+. <tabs> <tab name="Ranged Weapons"> *'''Cyclonic Melta Lance:''' 18" heavy d6 S9 AP-4 Dd6, blast, melta means it works a bit worse than a twin multi-melta in general, but can cope with shooting hordes better if you need to. *'''Grav-Flux Bombard:''' 24" heavy 2d3 S8 AP-3 D2, blast and +1D against targets with Sv3+ or better. Most likely the best weapon you have against Marines; the D2 will one-shot any of the basic ones, with the D3 also letting you massacre Gravis and Terminator models, thus giving you more utility than the storm cannon. *'''Storm Cannon:''' 36" heavy 8 S7 AP-1 D2. A shorter-range quad autocannon, but you also have the reliability not available from the other two. Both the other options have variable shots and are modified depending upon range or target Sv, but the storm cannon is always consistent. Reliable. Safe. You don't have to worry about where the storm cannon has been with its friends on the weekends. You can trust the storm cannon. </tab> <tab name="Melee Weapons"> *'''Siege Claw and Meltagun:''' Sx2 (14) AP-3 D3, +1A with this weapon (5 + Shock Assault for one). Can be remembered as a Dreadnought Combat Weapon with +1A, but no longer re-rolls wound rolls against Infantry. **One of these punches for A*D=15, 18 with Shock Assault. *'''Siege Drill and Meltagun:''' Sx2 (14) AP-4 D2d3, becomes '''D6''' against Vehicles. Not as much of an upgrade due to losing the +1A, but still rips Vehicles a new one and synergises better with the unswappable meltagun. **One of these punches for A*D roughly 16, 20 with Shock Assault, so it's just usually a better choice between the two fist options, due to the superior AP and D. </tab> <tab name="Torso Weapons"> *'''Two Heavy Flamers:''' Your classic overwatch option. 2d6 automatically hitting shots will deter a lot of charging infantry. *'''Two Volkite Calivers:''' Together, 30" heavy 8 S5 AP0 D2, inflict an additional MW on a um wound roll of 6. Much more range than the flamers, and a volley from this will hurt MEQs ''more'' - in fact, the D2 alone would make that true, even before the mortal wound output. *'''0-3 Hunter-Killer Missiles:''' 5pts each and never a bad choice. </tab> </tabs> *'''[[Invictor Tactical Warsuit]]:''' The Scout Dreadnought. Dreadnought lite; all the bulk, half the <s>calories</s> points. T6 and W13 help keep it on the board, and it doesn’t degrade until it’s down to six wounds. For firepower, it can take either an incendium cannon that’s basically a twin heavy flamer or a twin ironhail autocannon (48” heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard fragstorm grenade launcher (18" assault d6 S4 AP0 D1, blast), twin ironhail heavy stubbers (36" heavy 8 S4 AP-1 D1), and a heavy bolter. The only real way to take on Vehicles (or, say, the occasional Bloodthirster) is with its invictor fist, which does four attacks at Sx2 (14) AP-3 D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors. ** Note that against any target capable of taking two damage at once - e.g. MEQs - the autocannon will deal ''more'' net damage, landing 4 D2 hits on average, for a total of 8, while the incendium cannon will only land 7. That's before accounting for the fact that the autocannon hits at S7, not S5. In melee, of course, the autocannon drops to landing 6 net damage, while the incendium stays at 7, although if you plan to stay in melee that long, remember you can't shoot your fragstorm while engaged. ** Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy Infantry. Further, this unit packs a mean punch on the charge or when charged, and careful positioning will hamper Monsters and Vehicles running towards your Infantry, which is just another reason to get it as close to the enemy as possible. For this reason, assume it will get destroyed by turn 3. **You could also give it the autocannons and use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. Autocannon synergises nicely with rest of the Invictor's weapons, with the heavy stubbers and heavy bolter having 36" range.
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