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====Forge World==== There are also a lot of special characters from '''Forge World''' '''Badab War''' IA-s. '''NOTE:''' Forge World has released new Chapter Tactics for all the Chapters relevant to these characters. If you take a character with the Chapter Tactics of one of the Forge World Chapters, you have to take them in a detachment of that Chapter. However, some of the Forge World Chapters have the same Chapter Tactics as Chapters in Codex: Space Marines, and you can take those characters in those armies, i.e., Vaylund Cal in an Iron Hands detachment. Most of these characters also have updated rules not yet discussed here. *'''Red Scorpions''' ** '''Lord High Commander [[Carab Culln]]''': Chapter master, with terminator armor, teleport homer, MC storm bolter and his AP3 MC Power Sword with good ol' 6E Smash, Eternal Warrior and any Red Scorpion in his detachment can use his leadership for Morale and Pinning. His warlord trait (his rules state that if you take him, he MUST be Warlord) gives any Red Scorpions within 12" locked in combat a +1 to combat resolution; +2 if he himself in is a challenge however he can never make a Look Out, Sir!. ** '''Commander Carab Culln''': Same guy, but back when he was 1st Captain. Most of the same wargear, except his sword is a Tear of the Scorpion, and he still packs Termie Armor and a homer. All Red Scorpions can still use his Ld for Morale and Pinning. Any squad he joins gets Stubborn, Counter-Attack, and can re-roll to-hit when outnumbered in assault. Also, when he's Warlord, all combat occurring within 12" of him gets +1 for his side's combat resolution, upped to +2 if he is in a Challenge. Biggest downside is his inability to take LoS!, but that shouldn't be an issue if you stack him with a Tac or Command Squad to get some FNP. ** '''Sevrin Loth''': Chief Librarian with ML3, 3A (1 more than vanilla Librarians), a force axe and bolt pistol. He can pick his powers from Biomancy, Telepathy or Telekinesis. Yes, '''pick''', not roll, but they all have to be from the same discipline, so take your choice of Invisibility or Biomancy's amazing spread of goodies. He still has access to the Space Marine psychic power included in the Angels of Death supplement as well. He has a 2+ armor save, so he can be extremely difficult to kill, moreso if Invisibility or Endurance is added in. 7E makes his ability to take Honour Guard an irrelevant relic from 6e, and he also has his own unique Warlord trait that gives 1 VP for any Psyker Character he kills - this can be great against Eldar/GK/Daemons. At 175 points, he is a ludicrous steal given his easy access to 2++ and '''PICKING HIS POWERS''', though only having 2 wounds stings - Endurance/Iron Arm will really help here. ***Also, since all his powers have to be taken from the same discipline, '''Psychic Focus''' applies and he can also throw in the Primaris. It doesn't say you have to generate them randomly, only that your powers all have to be from the same discipline. *'''Astral Claws''' **'''[[Lugft Huron]]''': Chapter master, with terminator armor, heavy flamer, and AP2 lightning claw which forces opponent to reroll successful invulns. His orbital bombardment is S10 AP1 ordnance 2, his “Living Legend” rule makes all your army Ld10. He can [[Commissar Yarrick|come back from the dead]]... but only once. But he is expensive as hell for 235 pts. Still better in combat than Draigo (who's more expensive), and could even take on Abbadon/Swarmlord. He still has orbital bombardment and his warlord trait (who gives counter attack to units that enters from reserve) for support, and can deep strike. Main problem is that he's Astral Claws, with one of the worst chapter tactics. If you take him for his combat ability, then go unbound and bring him by himself in a separate detachment. **'''Corien Sumatris''': Captain, with +1WS, -1BS, MC power weapon, which gives him +1 additional attack on charge, storm shield, and some weird 12’’-range assault bolter. His main ability is to give Furious Charge to his squad (and himself) and +1WS to all your infantry within 12’’ of him. At 165 pts. he is a bit costly, so use his special powers properly (obviously, by putting him in dedicated CC squad). **'''Armenneus Valthex''': Master of the Forge, also known as “Alchemancer” with conversion beamer and some weird techno-thing called “Indynabula” which counts as two power weapons, and give him 5+ invuln, counter-strike USR. He can also make one squad’s bolters poisoned 2+, turning them to cheap wannabe-sternguards. But why the heck would you do that when you can poison Terminator storm bolters or (with the new pdf update) a Bike Squads twin-linked bolters? Think synergy people! Ever poisoned a Wraithknight to death? It is great fun! And he's surprisingly cheap, assuming his shiny wargear - maybe, to compensate those schizophrenic combination of ranged-oriented and close-combat-oriented bits. *'''Minotaurs''' **'''[[Asterion Moloc]]''': Chapter Master with terminator armor, storm shield, and eternal warrior but with basically a Custodes halberd (S+2 AP2 two handed weapon), except it shoots a powerful laser beam once per game instead of bolts. He also gives assault grenades and Fearless to his squad and his "Sanctioned Fratricide" rule give his whole army the Preferred Enemy (Space Marines) at a cost of making all of them desperate allies. He is VERY expensive, but he has one of the few AP2 close combat weapons without unwieldy in a vanilla marine army, and [[Grey Knights|with]] [[Blood Angels|so]] [[Space Wolves|many]] [[Dark Angels|loyal]] [[Ultramarines|marine armies]] around, Preferred Enemy could work more often than not. Even when you're not facing Space Marines, Moloc is seriously worth considering for how much of a fucking beast he is in assault **'''Ivanus Enkomi''': Chaplain with "Crozius Arkanos" ''(S:User Master Crafted, Concussive, AP3 with built-in twin linked grenade launcher)'' Power Fist, jump pack and with +1 initiative, +1 attack, and granting himself and the squad he's in Rage. He costs only '''25 pts''' more than a vanilla chaplain with fist and jump pack. *'''Star Phantoms''' **'''Zhurukhal Androcles''': Star Phantom captain with power fist and combi-melta. Makes Devastator Elites AND Heavy support and little else. Though not as devastating as Vale, he is cheaper and actually have some decent wargear. *'''Mantis Warriors''' **'''Ahazra Redth''': Mantis Warriors chief librarian. He is not a monster-psyker, like Tigurius or Loth, and is only ML2 but generates only one power due to the other one being "Mirage", but he'd still be able to use Psychic Focus and gain a free primaris power out of it. On the other hand he does have a built-in 5+ invuln and is able to re-roll his first failed psychic test. His special psy-power “Mirage” gives his unit Shrouded and, if they're charged, their attackers are forced to make a disordered charge. Also, if he is a Transport Vehicle, the power can even target that Vehicle, which is beyond Awesome. His Warlord trait also gives any squad he joins Night Vision and Interceptor, which is pretty cool, even though you will probably attach him to a pretty choppy squad, so it could be wasted. Finally, of note is that he got +1 W and I compared to a normal Librarian. ***Take Redth and Honour Guards in a Land Raider. Cast Mirage on LR and screen it with some tall, fast and cheap models (allied Rough Riders comes in mind). Look at your opponent face when he realize your über metal box has 3+ cover. *'''Fire Hawks''' **'''Elam Courbray''': Fire Hawks captain with jump pack and rending power sword, as well as I6. Like Culln, Elam can choose to do a SMASH attack instead but, strangely enough, his smash doesn't give him AP 2, only double strength and reroll for armour penetration. However his sword has rending (and soul blaze...woohoo.) so you still have a slim chance to pass through terminator armour. Very slim (Hint: don't go hunting terminators in melee). Though he isn't a combat monster (but far from a terrible one) he can really buff his squad, giving them Hit and Run and Counter Attack USRs. Also, his warlord trait is a [[Swooping Hawks|blast attack when he deep strikes which he doesn't need to scatter around]]. He is also the only space marine character (outside of the blood angels) that can have a command squad with jump packs, making him suddenly a lot more valuable: kit them with a lot of flamers and watch the unholy hell being unleashed against your opponent! *'''Exorcists''' **'''Silas Alberec''': Exorcists captain with a MC Thunder Hammer Hellslayer that always wounds Daemons and Psykers on a 2+ (if S10 isn't enough), bolt pistol, teleport homer, and Iron Halo. He gives FNP 5+ to himself and his unit against ANYTHING with psychic powers or Marks of Chaos or Daemons, and he can have one unit in the detachment reroll failed Deny the Witch rolls. His warlord trait lets you take morale checks on 3D6 and choosing the best and is reasonably priced for his wargear at 185 points. Don't expect to smash Greater Daemons or an Avatar of Kaine with this guy as he still only has a 3+ save and Hellslayer is Unwieldy. ***His real appeal comes from the fact he can have basically any Chapter Tactics in the game as per Exorcists Chapter Tactics. Iron Hands fits pretty well with him, giving him IWND and a 6+ FNP. Though Black Templars should be seriously considered, as Adamantium Will combined with Deny the Witch rerolls can make for a very potent anti-psyker unit, especially if said unit is Terminators or Honor Guard. *'''Raptors''' **'''[[Lias Issodon]]''': [[Reasonable Marines|Raptors]] chapter master. Ten fewer points than Shrike, without any of the downsides. He only has a power sword and pistol for close combat, and is -1WS and +1BS compared to a standard chapter master, but is armed with a monstrous 30" Salvo 2/4 bolter with Sternguard special ammunition (that must use the profiles described in C:SM), and can use the Raptor tactic to make his bolter Heavy 1, Rending, which stacks with his Sternguard ammo like it does for all Raptor Sternguard. In short, he is a shooty Chapter Master, which is rare. He has no Invulnerable save, but this is made up for with Artificer Armor and Shrouded. The main reason you would like to take him is his special abilities: he forces a -1 on enemy reserve rolls, can re-roll his own reserves (even successful ones), and he can cripple (or even kill) one enemy unit, MC, or vehicle before the game even starts. Sadly he has no orbital bombardment, but he is relatively cheap considering how he buffs you and nerfs the enemy army, so shut up. Camp his Raptors in cover and shoot people to death like [[Reasonable_Marines|reasonable marines]] should do. ***By cripple, we mean "If an army includes Lias Issodon, its controlling player may select a single enemy unit, Monstrous Creature, or vehicle that has been deployed onto the table. After any Scout redeployments have been made, but before the game begins, the chosen unit suffers D6+3 wounds with no AP value if a squad or Monstrous Creature, distributed as shooting hits (assume the attack has originated from the closest unit in Issodon’s force). If the target is a vehicle, it suffers D3 rolls on the Haywire table instead." ***Thanks to his updated default Warlord Trait in 7th edition, you can now Infiltrate him and up to three units and be able to build around this fact. How about 30 Assault Terminators w/ TH&SS starting 18" from your units for a start? Or how about a squad of Devastator Centurions halfway up the board? 2+ cover saves in ruins (Shrouded) on those bastards is just mean. ***If you want a fluffy Raptors Command Squad for him. Take a squad of 10 Sternguard and let the Dakka fly. Honor Guard also get to use Raptors chapter tactics if you bring them, but then lose some of their melee potency. ***As it turns out, Lias Issodon also has rock-solid synergy with a [[Callidus|Callidus Assassin]], as the two of them combined will force your opponent's first reserve to be done on a [[Rage|7+]], unless this is FAQ'd to a minimum of 6+. The Callidus' ability to re roll Seize The Initiative synergizes well with your infiltrating counter-deployers. And finally, Lias Issodon's "Infiltrate, Isolate, Destroy" ability can be used to greatly soften up enemy deathstars for the Callidus to have a higher chance of snagging Slay The Warlord on turn 1. These two are a perfect duo if you're running a competitive Raptors Army. *'''Carcharodons''' **'''[[Tyberos the Red Wake]]''': Carcharodons chapter master with terminator armor and two weapons, which can count as lightning claws or chainfists, and he can allocate hits with either as he wants with 5 base attacks. No iron halo, so his invuln is only 5+. Tyberos himself is a terrifying murderous machine in close combat, when subject to the RAGE USR, he '''AND''' ''every'' Carcharodon unit that is subject to Rage becomes +1 str for the rest of the battle. His warlord trait 'Savage Beyond Reason' gives him and his unit preferred enemy (infantry). He also allows you to take one LC-terminator unit as troops with the option of [[Awesome|Objective Secured Land Raiders]], something that only Black Templars Crusader Squads and Grey Knights Terminators can do. And he costs less than a vanilla chapter master with two chainfists. *'''Executioners''' **'''Thulsa Kane''': Executioners high chaplain with artificer armor, plasma pistol and S6 AP2 Unwieldy sword. With +1WS/BS/W/A, eternal warrior and big 12” aura of “reroll 1 on to-wound” he also gives friendly Executioners squads +1 to their assault results and +1 to their sweeping advance provided he is fighting in a challenge. The only thing, Kane don’t have, is jump pack to join assault squad, or terminator armor to join teleporting assault termies. *'''Space Marine Legion Centurion with Early Crusade Honours''': Forge World made this guy available up until the end of September 2015 in honour of their website moving to the same form as GW's. While obviously intended to go with Forge World's 30k, the PDF they released with it had a special option for it for use in 40k, despite the character not having the "Chapter Tactics" special rule. If your fellows aren't too rules-lawyery you can equate 30k's "Legiones Astartes" with it. Barebones, he's a cheaper captain with one less BS and Wounds, but with the same initiative and number of attacks. In terms of wargear, he gets artificer armour standard, along with a master-crafted power fist, but loses out on the Iron Halo's valuable invulnerable save. The real stand-out feature of this guy is his option to take "The Panoply of the Crusader": a set of artificer armour from the days of 30k, which inspires the model and any unit he joins to be Stubborn and have Preferred Enemy against Chaos Space Marines, making this guy a good support HQ for a low points cost.
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