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===Lords of War=== *'''[[Roboute Guilliman|Roboute Guilliman]]''' - HE'S HERE. For the cost of 2 Cato Sicarii you have a Monstrous Creature with a 2+/3++/5+++, Eternal Warrior, and pretty much a straight 6 statline, excluding a WS of 9 and LD of 10. If you somehow fuck up and walk him towards something you shouldn't, or bad luck befalls you and he dies, fear not! On a roll of 4+ on the turn he got murdered, HE FUCKING COMES BACK TO LIFE WITH D3 WOUNDS. **All friendly armies of the Imperium re-roll failed Morale, Fear and Pinning tests while he is on the battlefield, and he is NEVER subject to Ld malus modifiers. Re-rolls failed Deny the Witch, along with his Adamantium Will, those Psychic Shrieks don't look as scary. He grants Ultramarines another copy of each Doctrine. **He has a 24" Assault 3 S6 AP2 bolter which is good for raping Abaddon at long range, but in combat is where he really shines. With fleet to get him there faster, he can go toe-to-toe with an Imperial Knight and win just about every time. Why? BECAUSE HIS ATTACKS ARE FUCKING S10 AP1 and any 6s to hit are Strength D, AT INITIATIVE 6. As if he wasn't good enough by himself, he also has EVERY Command Trait as his Warlord trait. So not only a beast in his own right, he's a great force multiplier for the smurfs. **If you double team Guilliman with a librarius conclave, your opponent will probably have the right to kill you. *'''[[Marneus Calgar|Marneus Augustus Calgar]]''' - Papa Smurf is the most expensive character in the codex and rightfully a Lord of War! He is also the most powerful in hand-to-hand, even more so than Lysander. He's a Chapter Master with double NOT UNWIELDY power-fists, an ''AP 2'' storm bolter, Eternal Warrior, and two special rules: Master Tactician allows an extra use of the Combat Doctrine of your choice if he's the Warlord, while "God of War" lets you pick your Warlord Trait if you use the Space Marines trait table (now greatly improved and so totally worth it). He can also swap-out his artificer armour for a special Terminator armor (allowing him to deep-strike and giving him Relentless, not that he has any weapons that care about moving) that doesn't prevent Sweeping Advances, and even gets a free teleport homer. He also has a power sword, you know, in case you don't want to kill your opponent in only one turn. If you've noticed, pretty much his entire arsenal makes a mockery out of armor saves, even his ranged weapons. Also he lost the ability to make all Ultramarines in his army choose to fail or pass any Morale test they had to take. **'''Alternate Take:''' Calgar should be seriously considered for any Ultramarine player out there. Using a combat doctrine twice allows for you to deal with threats you army may not have the best tools to deal with. Flying circus? Devastator doctrine twice. Fighting Tau? Assault doctrine twice. General firefight? Pop tactical doctrine again. You don't have to choose which you need until you use it the second time. Calgar relies on clever usage to be effective, just like he should be. Yes, he's expensive, don't forget that, but he is costed right for all the buffs he gives your army, unlike other special characters. (Looking at you, Khan...) **With an escort and pimpwagon, he's going to attract every gun your opponent has and he's not overly tough for his cost. You're also more-or-less locked into making his unit a deathstar as a retinue and transport is going to bring him to around 700+ points. **'''Herculean Feat (Apocalypse)''' - If Papa Smurf is within 18" of a Necron Super-heavy or Transcendent C'Tan when he calls his finest hour he gets fleet and also bumps his base strength up to 5, which gets doubled to 10 due to his mighty fists. This is so he can play frisbee with necron pylons, but is unlikely to ever happen considering the relative scarcity of Necron players in Apocalypse level games. Also, the difference between S8 and S10 is largely academic in most situations against infantry. But if you are specifically punching vehicles then it can make all the difference due to the loss of his Titanic Might. *'''Thunderhawk Gunship''' - There is only one reason why you don't already have one, it costs a shitload of cash(Β£399), apart from this... small price... the Thunderhawk has virtually no downsides, at 700 points it's certainly expensive, and it doesn't have much armour (12,12,10) but it does have 9 HP and is immune to the 'melta' special rule. It's title of gunship is well deserved, it has a turbo laser (yes a fucking strength D weapon with a 5" blast!!!), four twin-linked heavy Bolters, two Lascannons and 6 weapon pylons, which can contain bombs or Hellstrike missiles. It also has a "modest" transport capacity of 30, so you can hold an entire 10 man squad of Terminators in this thing AND a techmarine and servitors to keep the thing running (they ARE allowed to repair vehicles they're embarked on, awesome). As the only super heavy vehicle in the space marines armoury, you will almost never field more than one of these, fortunately, you only need one. The best way to use this vehicle is to get close combat Terminators right into the middle of the enemies most dangerous shooting formation, then use the fearsome weapons on the gunship to destroy enemy vehicles that can insta-kill your guys, allowing your Terminators to destroy the shooty infantry and keep your grunts alive. Used properly this vehicle WILL make your opponent shit bricks, used improperly, it will do nothing but die uselessly as it gets pummeled by 700 points worth of enemy lascannons, rockets, missiles, battle cannon and lances, then it will explode and take the most of the rest of your army with it, because of this NEVER EVER keep it static, it's tempting to just hang back and pummel the enemies vehicles with the turbo laser, but don't. ** Now you can now use this bad boy in normal games, why? Not a good idea seeing how it's 700 points.... **Aside from access to a D weapon, the T-Hawk is generally inferior to three Storm Chickens, having the same armour and hull points but fewer guns and a lower transport capacity. Also, it's more expensive in both terms of points and dollars. *'''Fellblade''' - This is your THIRTEEN BARRELS OF HELL: Quad-lascannon or laser destroyer sponsons, twin-linked heavy bolters/flamers and a demolisher cannon on the hull, and a fuck-huge [[Railgun|Accelerator Cannon]] (also known as a rape cannon) mounted on top. On top of that, you can take a pintle-mounted storm bolter, heavy bolter, heavy flamer or multi-melta, pushing it up to a mighty FIFTEEN BARRELS OF HELL. Take it with Armoured Ceramite to protect it from IG Melta-Vet squads, and make sure to protect the relatively vulnerable rear, and you have a tank that will put any of your former friend's Baneblade variants to shame. **For pointless fluff, the Accelerator Cannon is not a railgun, but instead is an autocannon that incorporates plasma-ignited electrothermal-chemical propellants, which is actually a real thing. You ''could'' look up "electrothermal-chemical technology" on The Other Wiki, but if you do, you're admitting you're a fuckhueg nerd. Neeeerd. *'''[[Thunderhawk|Thunderhawk Transporter]]''' - Get this if you if you have a burning desire to kneel down and sacrifice your money to the [[Chaos|gods of Games Workshop]]. It costs the same amount of cash as the regular Thunderhawk, and you'll probably end up wishing you had one of those instead. It's not that the transporter is awful, the ability to fly in a [[Blood Angels|loaded up land raider and place it where you want]] is [[Awesome|cool]], you can even scoop up other vehicles while in hover mode without having to cease your movement. But unless you are playing on REALLY big gaming tables ''(we're talking the same size of games where Earthshaker guns run out of range)'', there's no real need to do this, and your Thunderhawk itself doesn't have much else to do with only a few heavy bolters for its defense. Just get the regular Thunderhawk for now and you'll feel less guilty. **Alternate Take: Well, as stated in the paragraph above if you do get this there are other uses than running it on a ridiculously large map (even by apocalypse standard); load a squad of terminators (whichever flavor you fancy, but I'd go for a SS and TH unit) and drop'em in a land raider right next to the most valuable unit you can find. Then, laugh manically while your land raider shoots everything in range and you terminator pound the poor sods back to the warp. But admittedly another flyer (actual cough, thunderhawk, cough) could do this better, so if you feel like spending a few hundred then take it instead. **Note: As of writing, the transporter isn't for sale. Anywhere. So at least that temptation is removed from the universe. *'''[[Cerberus Heavy Tank Destroyer]]''' - An odd superheavy tank. Its weapon is S10 AP1, but has no blast, so if you miss there's no consolation prize by accidentally wiping out a nearby unit ''(it is twin linked, so you're unlikely to miss)''. However, whatever it hits is [[rape|raped]]. It fires D3 shots every time it fires and anything that somehow survives a penetrating hit from it can only snap-fire next turn (including other superheavies... neutering that poor [[Titan (Warhammer 40,000)|emperor class titan]].) but if it fails a penetrate ROLL ''(glances are fine)'' or to-wound its target ''(remember it's a primary weapon, so already gets re-rolls)'', it instead damages itself by an automatic hull point on a further roll of 1. It can be given the standard predator sponsons or pintle mounted heavy weapons, but you're probably going to want to load up on anti-tank and leave anti infantry to your other units. *'''[[Typhon Heavy Siege Tank]]''' - It's a giant vindicator. Cheaper and better armoured than the Fellblade and more reliable than the Cerberus. It fires off a 7" Blast S10 AP1 weapon, which ignores cover, and so will erase entire units on 2s unless they have invulnerable saves. Can also be equipped with sponsons like a predator and pintlemounted options including heavy bolters, or a multi-melta. And unlike the Cerberus, since your main gun doesn't fill an uber specialised role you can choose what you want and split your fire to shoot in all directions and pick your targets by relevance. Also give it armoured ceramite so it can never be killed by melta & lances. *'''[[Warlord Battle Titan]]''' - Hoo boy, just when you thought you were safe. This destroyer of wallets is also a destroyer of friendships, as it's rules are as ridiculous as you think. Making an appearance in HH:5, it brings the pain in oh-so many ways. Coming in at a whopping 2750 points it sports 6 void shields and '''30 GOD-EMPEROR-DAMNED HULL POINTS'''. Should you reach said hull points it has a 5++ save against hits to those hull points. It has a variety of go-fuck-yourself weapons (most of which are blasts) and rules, such as; the ability to fire Overwatch with some of its built-in weapons, immunity to being locked in combat as well as the Haywire rule and all non-Witchfire psychic attacks (and ceramite plating, fuck melta weapons), can only be hit in assault on a roll of 6 by infantry and MCs (or a 5+ by other superheavies and GCs), and all of its stomps use a Large Blast template. Oh, and should anyone actually manage to destroy it it explodes in a 12"/24"/36" blast with its own table, 1 is S D/8/4 AP 2/3/5, 2-3 is S D/10/6 AP 2/3/4, and 4-6 is S D all round and AP 1/2/2... Good luck finding someone who will play you with this, asshole. (fairly easy to kill with Grav however; Drop Pod enough grav next to anything and it nearly always dies; this gamer had fun taking a third of its Hull Points in Turn 1 having watched the void shields drop under weight of fire).
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