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!
====='''Ultramarines'''===== *'''[[Cato Sicarius]]''' - A somewhat expensive "utility" Captain. He comes with Artificer Armour, a Power Sword with a special trick (see below), natural Feel no Pain 5+ and a Plasma Pistol; he gives to one Ultramarines ''Tactical'' squad (who doesn't need to be in his detachment, but does need to be friendly Ultramarines) either Counter-Attack, Infiltrate, Scout, or Tank Hunters. Also gives you a +1 to Reserve Rolls, and his Warlord Trait allows friendly Space Marine units from his detachment to use his Ld for Morale Tests if he is the Warlord. He now has Furious Charge as standard, which is an improvement and a setback, as now he can't give it to his unit, but has it for himself all game. Cato is pretty average in close combat, being a bit tougher than most Space Marine characters (2+ armor, Feel No Pain) and having the option to replace his normal number of attacks with a single Instant Death attack at +2 S. But, other than that, he's just got 4 power sword attacks. He's got a nice laundry list of utility, great durability, and fair combat prowess. He also has the benefit of being the Captain of the 2nd Company so 99% of Smurf players are already using his gold Company Heraldry on their models and therefore he could be taken in all Ultramarine armies, unless it's one of the 3 Ultramarine armies in the world that isn't painted as the 2nd Company. By the way, his loadout is the default loadout for 4th Edition Captains, so he is somewhat nostalgic. And he is a glory whore, really. **'''Redemption Calls (Apocalypse)''' - Like Mac Daddy, Sicarius gets a boost to his finest hour when within 18" of necron big vehicles/monsters by jumping his WS/BS to [[Mary Sue|10]] and giving him a free Vortex Grenade. This is marginally better than the Herculean feat, mostly because it gives him a re-roll on his plasma pistol shot, but even against most Necron opponents, he was already hitting on 3s so the WS boost is essentially only getting -1 on hits against him. The Vortex Grenade is what makes it special, as it will make that superheavy go "poof". *'''[[Varro Tigurius]]''' - Tigurius is a pretty expensive Librarian (costing 40 more pts than a level 2 Lib in Terminator Armour with Storm Shield) who only has Power Armor (though, unlike a generic Librarian, he has three wounds instead of two). What he lacks in durability, however, he makes up in sheer psychic might: he is a Mastery Level 3 psyker with access to all the BRB disciplines, and can also re-roll any roll on the dice when he generates powers, making him much more likely to get a set of powers that you want. Also, he allows his Detachment to re-roll any reserves roll, even successful ones. But his special equipment is what makes him really stand out: the '''Hood of Hellfire''' is a Psychic Hood that also allows him to re-roll any failed psychic test (which is amazing in 7th edition), and the Rod of Tigurius is a Master Crafted Psychic Staff with Soul Blaze (which is not as awesome, but still pretty useful, especially if you pick Biomancy). Finally, if you make him your Warlord then you get his fixed Warlord Trait, meaning that once in '''each''' shooting phase, he grants Rending on all shooting attacks to one unit within 12" taken from his Chapter, which is pretty darn sweet. It may be best to keep him behind the lines where he can place numerous blessings on your units (especially the Warlord Trait, which can be nasty when paired with Devastators or Centurion Devastators) and improve reserve rolls, as his baseline stats are relatively fragile - in this role, he is the perfect example of a Supporting HQ. However, Biomancy powers can turn him into a combat beast quite readily, ''potentially'' being S9 AP2 T7 A6 (7 on the charge) I7 Eternal Warrior and FNP 4+. *'''[[Ortan Cassius]]''' - Special character Chaplain with '''T6''' and '''Feel No Pain'''. He's also packing a combi-flamer with the boltgun being Master-Crafted and Poisoned (2+), while still carrying a bolt pistol and crozius for the +1 Attack. If you're planning on taking a Chaplain and don't mind taking Ultramarines Chapter Tactics, it might as well be this guy, as he's only 10 points more than a Chaplain in Terminator Armor and way tougher to kill. He and his unit now cause Fear thanks to his Warlord Trait. Make a unit consisting of only him and Calgar or a vanilla Chapter Master for some majority toughness dickery. *'''[[Torias Telion]]''' - Curiously now made into an HQ choice now and is one of the cheapest named HQs, though he can only be stuck in with Scouts (Sadly, it's unlikely we'll be seeing [[Naaman]] ever again). Telion gives you a 2 shot Sniper Rifle that always scores precision shots. He can also forfeit his shooting (aww) to allow one model in his squad to shoot at BS 6 (say, a scout with a missile launcher). Useful for putting pressure on your opponent and picking off specialists with sniper fire, which he will do least once in a game on average (problem, hidden Power Fists?). Also worth noting that he gives free Stealth to his unit. So combined with the Techmarine-ruin-camo cloak strategy (see Scouts), or even hidden in regular area terrain, his [[Troll|2+]] [[Tau|cover save]] makes him tough to flush out. Also gets "Storm of Fire" as his warlord trait, which allows him to give any Ultramarine withing 12" Rending. Combine with 3 Thunderfire cannons for maximum tears. *'''[[Antaro Chronus]]''' - Even though he's technically an upgrade to a tank, he's now another budget HQ for the Ultras to buy. He makes it BS 5, gives it IWND, and ignores shaken and stunned results. Great, for a shooty tank, and since he's now an HQ and an FA/HS (Because Rhinos/Razorbacks are Fast Attack now) slot all in one, you can now spend those points you'd have spent on another HQ on bolstering the tank or maybe more troops. The new Codex gave him a free extra wound, so now he can't become insta-dead the moment his tank blows up. But with a generally mediocre statline plus a bolt pistol, a servo-arm, and frag/krak grenades as his only weapons, he's pretty much worthless without his tank. Hilariously, one could heavily exploit RAW/RAI and not have Chronus "in his tank." The rules only state that when you add him, you have to buy a tank and give it the Special Rules in the book, but it does not say Chronus is [[Troll|actually in the tank]]. This will lead to him [[Just as Planned|teleporting]] the moment his tank blows up though. *'''Captain Centos (100th Store Anniversary)''' - In celebration for opening 100 stores worldwide (or at least having 100 running), GeeDubs decided to re-build an old Space Marine captain sculpt. Though he has no points cost listed, he is essentially an Ultramarines Captain with a Fist. He also enables the use of the Tactical Doctrine once per game in an Ultras detachment/formation. Not that shabby, but at least he looks nice. *'''Anton Narvaez (Forge World)''': Marines Errant commander, though new to his position, only recently promoted from the position of a ship captain, and his stats tell, spotting -1 WS compared to the regular cap. He comes with a power weapon, bolt pistol, MC plasma gun and 3+ invuln instead of 4+ (with 50% chance to lose it each time it fails). He also has Scout and Move Through Cover USR’s. Can select D3 units of Tacticals, Devastators, Sternguard, or himself and any Command Squad he has with him to Deep Strike via teleportation rolling 3 dice drop highest for scatter if they don't get a 'hit'. Overall a nice and cheap tactical HQ. Also insanely useful for a minimum chance of scatter deepstrike assassination squad using him and a command squad equipped with plasma/melta/grav death. *'''Mordaci Blaylock (Forge World)''': Novamarines terminator-captain with master-crafted and shredding chainfist and storm bolter (WTF?). He can make his terminator squad choose to fail or pass any morale test and he and his squad are immune to pinning tests, makes terminators scoring and… that’s all, although he has a static Warlord Trait of Champion of Humanity. He cost 30 pts. more than vanilla captain with his wargear, so, take him only if you have a lot of termies, Though if you are, why aren't your playing Dark Angels? *'''Tarnus Vale (Forge World)''': Fire Angels captain with… WHAT? Plasma pistol and chainsword? What the fuck? Why 165 points? He got nerfed in the update, But then you realize that he has Stubborn and Tank Hunters... as does any Transport he's in... which [[Antaro Chronus|can also use his Ballistic Skill]]. In addition all of your Razorbacks, Rhinos and Land Raiders get 5+ Invulnerable saves against Glancing Hits, nice but not broken. *'''Chaplain-Dreadnought Titus (Forge World)''': [[Howling Griffons]] dreadnought with +1 attack, which can reroll failed to hit roll in CC, and make everyone within 12” fearless.
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