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====Supplemental or Forgeworld==== * '''Deimos Predator''' - Stock, a Deimos Predator is identical to a vanilla predator. Same stats, same weapons, same points cost. The difference is in the toys the Deimos has as options. Along with the regular heavy bolters and lascannon sponsons, the Deimos can bring heavy flamers. For the turret, you get to choose between replacing the autocannon with a flamestorm cannon, a magna-melta, a plasma destroyer, or a heavy conversion-beamer (though the tank becomes a relic of the armoury if either of the latter two are taken). All in all, the Deimos can be equipped to deal with a wider variety of targets and situations than the vanilla pred, though the Deimos canβt be squadroned. **Predator Executioner - With the 3-shot plasma destroyer (THAT DOES NOT GET HOT) this thing would blast MEQ and TEQ from the table next turn they come in range. The heavy conversion beamer would only work on high distances, and force you to move or shoot, but a 48-72" S10 AP1 big blast would retake the price of tank in a single shot - think of it like a long range Vindicator. **Predator Infernus β While the flamestorm cannon is highly devastating at close range it's just too slow. Slow flamer tanks sucks. If you want one that bad, just take allied Blood Angels with a Baal Pred. If this thing come close to any non-TEQ infantry, it would ruin their day, and then die to a single melta shot, or hail of krak grenades. But most commonly it would just die, [[DISTRACTION CARNIFEX|because a big scary flamer approaching your lines attracts a LOT of fire]]. The MAGNA-MELTA (R18 S8 AP1 Heavy1, Large Blast, Melta), transforms it into a wannabe-Vindicator. * '''[[Vindicator]] Laser Destroyer''' - The ultimate tank killer, this beast spots a souped-up Laser Destroyer, found on Rapiers, except better. Now this twin-linked ordnance lascannon have a proper 48" range (so it's no longer outranged by things it's supposed to kill) and AP1 (so thing would go boom on 5+). But there's more. If it doesn't move, it can shoot up to THREE times (two normally, and one more with a slight risk of overheating). As a reminder, Ordnance allows you to roll two dice for Armor Penetration, and pick the better one to add to the weapon's Strength. This tank arguably packs more anti-armor punch than Terminus Ultra and Spartan, while being cheaper than Predator Annihilator, with the only three downsides of being more vulnerable to weapon destroyed, being less mobile, and the aforementioned slight chance of overheating. Frankly, unless it's on its last Hull Point, it's probably a good choice to just fire off that third overcharge shot if you reckon you need it to finish off the target, because it's far more likely to put a way bigger hole in the enemy tank, than the risk of losing one Hull Point on yours. *'''[[Spartan Assault Tank]]''' - Forgeworld takes the old multiple personality disorder Land Raider, and pumps it up with steroids. Fucking '''five''' hull points, two twin-linked two-shot lascannons (it almost gets off as many lascannon shots as a terminus ultra while still being able to carry troops, doesn't go boom when you roll badly, and gets way more goodies), TL heavy bolters, transport capacity of '''25''', in-built extra armor, good-old 14/14/14, PotMS and Assault Vehicle. You even can take frag launchers (which got far more awesome with the new grenade rules) and ceramite shielding (bubble you, meltaguns) for a marginal increase in points. Meaning it can do the roles of the Terminus Ultra, the Achilles, and the Ares all at the same time, all it really needs are some burny weapons. But what are the drawbacks you ask? This uber metal box can not be taken as a dedicated transport at all. Also, as a Forgeworld model, it will cost you a unicorn's soul. **At only 45 points more, there is no reason to take the Godhammer landraider over this beast ever again. **Your opponent might hate your guts if you field this. **Want to make your opponent cry or perhaps even strangle you? Take this beast, the Armoured Ceramite upgrade (when you're 14 AV all round, people WILL try to melta your ass), the Iron Hands Chapter Tactics, a Master of the Forge and with a few Servitors (One should do), and if you have the points add a techmarine with a servoharness as well. If you do all that you will end with HP 5, It Will Not Die and Melta Immune Spartan Assault Tank (That's AV 14 all around no less) and a MotF with a 2+ Blessing of the Omnissiah Rolls with a 3+ roll of insurance from the Techmarine. Make sure those guys are in the vehicle as of the recent faq, Techs can repair while in the vehicle. This will only cost you 440 points. ** Fully kitted out Spartan is a textbook definition of Cheese - if your opponent has no answer to it, it'll going to run around wreak havoc unopposed, but if he has - it's you who's screwed, as you pretty much sunk more than a quarter of your points into a giant metal box, that just got blown up in a single turn by a cheap haywire-equipped unit, or a Railgun, or anything Necron, or just fucking Nurglings. At least with this tank-light edition you may hope your opponent had left his anti-vehicle guns at home in favor of moar plasma (because, God knows, you need all the plasma in the world against all these MCs roaming around). * '''Relic Sicaran''' - A high speed assault tank that is a halfway between a Land Raider and a Predator. For 135 points you get A MURDER MACHINE with 13/12/12, Fast, and the Herakles pattern Accelerator Autocannon, which is R48", S7, AP4, Heavy 6, Rending, and Twin-linked....and no jink saves allowed. This tank makes the Eldar cry. Even Wave Serpents will fall before this (sadly you can only have one (unless you've got a Techmarine HQ) while the Eldar player will spam Wave Serpents.) The Sicaran can also take ceramite plating, making it very durable. This tank absolutely eats light-to-medium armored vehicles and walkers. You will kill a chimera or dreadnought every time your fire its main gun, and with Twin-linked and Space Marine BS, you'll be connecting with almost every shot. *'''Whirlwind Hyperios''' - This thing is supposed to be your main ground based anti-air, but it sucks. One skyfire/interceptor krak shot per turn, even twin-linked is just don't cut it, and you can not squadron this thing, like IG player squadron their Hydras. **With the introduction of the Stalker and Hunter, and then now Stalker and Hunter SQUADRONS with squadron bonuses, and the anti-air formation, there is zero reason to even give the Hyperios a sideways glance anymore. *'''Relic Whirlwind Scorpius''' - Unlike the standard Whirlwind, the Scorpius fires a small blast, but at S8 and AP3 it eats MEQs for breakfast. And if it stands still it can fire D3+1 templates (allowing it to have them for lunch and dinner too). *'''Space Marine Sentry Gun Battery''' - From IA:12 you get a battery of up to three immobile twin-linked Heavy Bolters for the bargain cost of 15 points each and swap them for a Multi-melta for five or pay ten for TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18" range, or 90 degrees at 36" range, so you're rarely going to be blasting things across the table with these things. You DO get the ability to deep strike them for a laugh or give them camo netting for stealth if you can set them up in a good spot to make them invulnerable to most shooting. (while you can pay the cost for both, just don't because it you deep strike into cover you are waiting for a mishap.) **DON'T EVER mix and match guns or targeting criteria, nowhere in the rules do they say they deploy separately or behave any differently from any other artillery battery, meaning they should all be firing at the same target, which is still the one they select for themselves... **As a added bonus though, you can instead swap the guns for a '''Hyperios Missile Launcher''' (see Fast Attack section). *'''Space Marine Rapier Carrier Battery''' - Almost identical to its Imperial Guard counterpart, with the same cheap price and the same awesome weapon, except with Space Marine ballistic skill, toughness, Chapter Tactics and And They Shall Know No Fear. *'''[[Storm Eagle]]''' - Your transport Flyer. ''(IA12 moved it to heavy)'' Occupies the middle-ground between the [[Stormraven]] and the [[Thunderhawk]]. Transport capacity of 20, with terminators and jump infantry counting as 2 models each. Impressive arsenal of weaponry, standard armament: Hull-mounted twin-linked Heavy Bolter, Hull-mounted Vengeance Launcher (Range:48"|Str:5|AP:4|Heavy 2, Large Blast). Optional armament includes: Switching Heavy bolters for Multi-meltas or a Typhoon missile launcher, and adding 4 Hellstrike Missiles or 2 Twin-linked Lascannon under the wings. Also get ceramite shielding, and the 'Power of the Machine Spirit' special rule, along with 12|12|12 armour. Can also deep strike, and disembarking infantry can assault in the same turn. ** Same with the Stormraven. Motf/Tech with a servo Harness put them inside and stay up. *'''Fire Raptor Gunship (Forge World)''' - Official rules in IA2:2nd. Comes naked with a TL Avenger Bolt Cannon ''(being a proper [[Fist of the North Star|manly]] S6 AP3 7 shots'', 4 '''Stormtrike Missiles''' ''(S8 Concussive, NOT Ordnance, YAY)'' and two Independent-Turret Quad Heavy Bolters ''(which can be replaced with TL Autocannon for free)''; the latter which aside from firing at their own targets as rumored, don't count towards the number of weapons fired! With all the twin-linked goodness, Strafing Run and PotMS/Independent-turrets; this bastard can dump its entire payload on [[Cheese|FOUR SEPARATE TARGETS]] in a single turn and hit almost every time. It is a relic vehicle, so if you want to take more than one ''(or any other relic vehicle)'' remember to grab a Techmarine as one of your HQ choices. *'''Deathstorm Drop Pod (Forgeworld)''' - Expecting the drop pod that just landed to contain troops or a heavy weapons platform you don't have to worry about until next turn? SURPRISE! Whirlwind missiles! For you! In the face! When this modified drop pod lands, it immediately attacks every unit (friend or foe) in 12" and in line of sight d3 times, then attacks normally every subsequent turn. It can also be upgraded to assault cannons for an extra 20 points, but this should only be done if you expect it to survive more than one turn (and you really shouldn't). ''Very'' situational, but if your opponent fields lots of small units relatively close together, dropping this in the middle of them is almost guaranteed to ruin his day. Can't take a locator beacon, though. *'''Contemptor Dreadnought (Angels of Death)''' - The Angels of Death supplement's take on the Contemptor is a bit of a different beast from its Forge World cousin. It's taken in Heavy Support instead of Elites, has BS 5, 4 attacks, is 5 points cheaper, has Atomantic shielding as wargear instead of as a special rule, has a power fist with a '''combi-bolter''' instead of a dreadnought close combat weapon with a storm bolter, has Chapter Tactics, and can be squadroned. AoD Contemptor Dreadnoughts can also be taken in any Formation in place of normal, Ironclad or Venerable Dreadnoughts. This makes them far easier to take in normal games (unlike FW units which are harder to fit anywhere other than a CAD). **The trade-off for the squadrons, better stats, lower cost, and Chapter Tactics, however, is far fewer weapon options than the Forge World version ''(see Elites)''. As in, if you want more options than simply replacing the Multi-Melta with an Assault Cannon, you'll still have to use the IA2 rules, because that's the '''only''' option you got with Angels of Death. The AoD Contemptor also inexplicably lacks the built-in searchlight and smoke launcher of the Forge World Contemptor. *'''Relic Deredeo Pattern Dreadnought (Experimental Rules online)''' - This is the great-great-great(20x) Grandfather of the Rifleman Dreadnought. At 185 points base, you get a weapon platform with WS4, '''BS5''', S6, AV:13/12/11, [[Lolwut|A1]], and a 5++ save. It's equipped with an Arm-mounted Twin-Linked Anvillus Autocannon Array, which has 4 shots at S8 AP4 Sunder('''Reroll to Penetrate'''), and a Sarcophagus mounted Twin-linked Heavy Bolter (or Heavy Flamer for free). For 35 points more, you can also get the Aiolos Missile Launcher, which is essentially a 3-shot Javelin Missile that ignores Line Of Sight, Intervening Terrain, always hits the top of a tank(Side Armour), and can splitfire at a different target. For same cost as the Aiolos the Deredeo can exchange the Autocannons for a Twin-linked Hellfire Plasma Cannonade. This reduces range to 36", STR to 7, and it loses Sunder. However, it has AP2 with two firing modes: Heavy 4 for Plasma Cannon hits without Gets Hots or Heavy 1 Large Blast (5") & Gets Hot. Take the Plasma Cannonade if there is a heavily armored vehicle or TEQ squad you want to give the metaphorical middle finger. Otherwise stick with the Anvillus. **Make no mistake, BS 5 TL is the same as BS10. With its extreme accuracy and sunder, it can pretty much [[Rape|eat a light or medium tank for breakfast '''each and every turn''']]. And while it's slamming the medium tanks with the Anvillus Cannons to statistically strip 3 hull points a turn, it's also stripping 2 hull points a turn off another light tank, or threatening a MEQ squad. If its ability to remove tanks like a serbian removes kebabs isn't enough, it's also the ultimate anti-air unit, with the ability to remove a flyer from the board on the turn it comes in with a 95% chance of success. **Overall, it's expensive as hell when given the Aiolos, but you get exactly what you pay for. Always take the Aiolos Missile Launcher, because it helps to strip hull points off of your opponent's transports to make them easier to kill. And be sure to park this thing near some LOS Blocking terrain to ensure it can pick its targets with impunity. *'''Relic Leviathan Dreadnought (Forge World)''' - For about double the price of an Ironclad, you get a rounder Dread with S8, AV 13/13/12 with a 4+ Invul that adds d3 to both the range and strength of its death-explosion, two heavy flamers on his body, total immunity to Maledictions powers, and two claws with meltas, Wrecker, and the odds to inflict d3 extra wounds. When this dads to the fact that it adds +1 to its initiative and 2 HoW attacks on the charge as well as a mandatory sweeping advance, you see that the goal of this thing is to touch anything that runs near it. For it's cost, it might have been better off with AV14 or some better tools. The claws can become drills so you get Armourbane for pennies. You could also make it shooty by replacing a claw with a Leviathan Storm Cannon, that is Heavy 6 S7 AP3 hits with Sunder or a Cyclonic melta lance (not actually a lance weapon), which is a Heavy 3 S9 AP1 18" Meltagun. You could give it Ceramite to cure it of its fear of Melta and three HKs to help pop tanks, but you've already got so much for that goal. To add to that, this thing counts as a Relic of the Armoury, but can't take a Legacy of Glory, nor can it ever score or benefit from a detachment or formation, so taking this requires extra care. However, with the right loadout it can be an annoyance to any player fielding a Lord of War.
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