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!
==Supplements== The Angels of Death Supplement brings back the old supplements, but they did undergo some...toning to become more generic. The rules that are no longer relevant for a detachment will be in italics. ===Sentinels of Terra (Imperial Fist 3rd Company)=== *'''''Close Ranged Bolter Drill''''': Replaces the Imperial Fists Bolter Drill with re-rolls to hit at half range. Works for bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons firing as bolters. Unfortunately does not apply to Special Issue Ammo (unless it gets FAQ'ed, which is nigh impossible). Useful, but now you have to be closer to the enemy, so watch out. Note that, again, if you use the Angels of Death, this doesn't happen unless you use the Sternhammer. *'''Centurion Warsuits''': Like Centurions? Now Centurion Devastator Squads are Elites and Heavy Support, Centurion Assault Squads are Fast Attack and Elites. Useful for freeing up slots for more useful things like Vindicators, but mostly this is for fluff rather than spam. Take 54 Marines wearing larger Marines for lols. *'''''Tor Garadon''''': Upgrade for a Tactical Squad's Veteran Sergeant, if you actually use the Sentinels of Terra book instead of the Angels of Death book. Has profile of Captain rather than Sergeant (though he does get promoted to Captain, so it fits), power fist, grenades (frag and krak) and the Spartean (see below). He's 31 pts fewer than a Captain with the same wargear, but loses the Iron Halo and Independant Character special rule. Makes his Tac Squad HQ. Pretty good, and opens up cheap HQ option, with meatshields. Kit him up and hunt a tank. ====Warlord Traits==== '''With Stronghold Assault expansion coming, Warlord traits involving buildings are going to become much more useful.''' These are also re-released in the Angels of Death supplement below. #'''Siege Lord''': Shots from Warlord and unit add 1 to their roll on building damage table. Maybe useful if your opponents spam fortifications, but really, no. #'''Tenacious Opponent''': Warlord gets It Will Not Die. Nice. #'''Wise Commander''': While your Warlord is alive, add or subtract 1 from reserve rolls. Very nice, very nice indeed. #'''Indomitable''': Provided the Warlord and his unit don't move, they get Fearless and Counter Attack until the start of your next turn. Useful if the enemy breaks your lines, maybe too situational. #'''Architect of War''': The building your Warlord cowers in gets -1 to damage rolls against it. Can be '''Godlike''' if you stick your warlord on a Macro Cannon Strongpoint. '''[[RAGE|Because who doesn't enjoy AV16 Structures with AV13 Void Shields?]]''' (besides Necrons). #'''Fleet Commander''': One use, Infinite Range, S10 AP1, Large Blast Ordinance Barrage that ignores BS when scattering. Sure, your Warlord can't fire another weapon that turn, but really, why should he? Awesomesauce. LOIC anyone?(take with Chapter Master for two round of hate) ====Tactics==== Close Range Bolter Drill turns the army into a close quarters shooting monster, the opposite of the Tau who want to stay away from the enemy. Get into that golden 12" range to make the most of twin-linked bolters, but be wary of melee specialists who also want to be that close, in order to charge (at least your Overwatch is a realer threat thanks to CRBD). While your dudes getting so close wastes the range of most heavy weapons, keep in mind heavy bolters also benefit from CRBD, and are thus worth consideration in spite of your preferred range of point-blank. Play like Aspect Eldar and keep your Troops units focused on destroying infantry, using your extra Centurions to deal with armor. Flamers and meltaguns merit consideration since you want to be close anyway, as do bolter Scouts since you can Infiltrate + Scout into rapid-fire range from the word Go. ===Clan Raukaan=== *'''March of the Ancients:''' Dreadnoughts ''(which are now taken in squads of 1-3)'' can be taken as either Heavy or Elite Choices for a potential total of 18 in a combined arms detachment! *'''Scions of the Forge:''' Now for every HQ you take that isn't a Techie, you can grab up to 3 Techies as FOC-free choices. This will ensure that every tank won't be utterly helpless if one Techmarine can't make it. ====Warlord Traits==== #'''Adept of the Omnissiah''' - Gain Blessing of the Omnissiah or a re-roll if they already have it. #'''Will of Iron''' - Warlord becomes Fearless...But why would you even want this, you have ATSKNF already. #'''FLESH IS WEAK''' - +1 to FNP roll. This is the pick you want when using [[Chapter Master Smashfucker]]. And why wouldn't you be using him when running an Iron Hands list? #'''[[Drop Site Massacre|Student of History]]''' - In an attempt to avoid [[Ferrus Manus|winding up without heads]], the Warlord and Clan Raukaan unit can auto-fail Morale checks. #'''Merciless Resolve''' - Warlord and friendly Clan Raukaan units within 12" get Crusader USR. #'''Target Protocols''' - Warlord and Clan Raukaan units can re-roll To Hits of 1 in shooting phase. Definitely a way to make them Fists and Smurfs jelly of your sexy augmetics. ====Tactics==== With this supplement the Iron Hands chapter master went from ded killy an' ded 'ard to even more killy and even 'arder. The Gorgon Chain doesn't replace a weapon so your chapter master can now wield a thunder hammer and a lightning claw for an additional attack and the option to strike at initative, with access to 4+, 3+ or 2+ FNP through lucky warlord trait rolls, the Iron Hands' Chapter Tactics, and a Psyker with Endurance or the Gorgon Chain (4+ from Endurance, +1 from the warlord trait, + 1 from the chain, +1 From the CT). Add Grey Knight Allied Detachment (or play unbound) for a guaranteed little-to-no-perilling Sanctuary from Daemonology - Santic powers to give <b>the psyker and his unit (YES, THIS INCLUDES SMASHFUCKER) +1 TO HIS INVULNERABLE.</B> That is a 2+ Armour, 2+ Invulnerable, and a 2+ FNP, with IWND and EW. NOTHING SHORT OF THE ALMIGHTY D CAN KILL HIM NOW. Not exactly fluffy, buuuut, since you've got all those tech marines, all of which have bolster defenses, you could stick a bunch of scouts in the bolstered cover. A bit more fluffy, Raptors as allies would go nicely for your Sons of Medusa. If you don't care about fluff, then Eldar will love your bolstered cover. Other than that, you can stick techmarines in squads as special weapon toting seargents or you can have them take along servitors for repair work. Take along some Inquisitorial allies, and use the arco-flagellants as failed aspirants. If you feel bad, simply kit bash the bikers to be extremely augmented marines; use Terminators (especially Forge World's Gorgon Termies), add tech marine crap and done. The +1 toughness it easily explain because of how they're basically robots. Their speed, again their legs can move faster, or they have wheels for legs. Jink saves; because their sensors detect incoming fire, and they dodge out of the way. ====Drop Pod Spam==== Perhaps a silly tactic, but it may work. Multiple Drop Pods with Deathwind Launchers and It Will Not Die plus multiple Techmarines which repair at +4 are annoying. Take two Techmarines and give them combi-weapons. Now add four tactical squads with only five members, a plasma gun and another combi-weapon. Join each techmarine to each squad and deploy them in Pods with Deathwind Launchers. Fill the list with Ironclad Dreadnoughts in Pods. At 1600 points you will have 8 Drop Pods with Deathwind Launchers with IWND, 4 Ironclad Dreadnoughts with IWND and 4 squads with +6 FNP, a plasma weapon, two combis and an indepedent character with +2 save who can tank wounds and repair Dreadnoughts and Pods. Take a captain and a squad on bikes for a fast scoring unit. ===Legion of the Damned=== While this is technically an independent Codex in its own right, its relatively sparse crunch and dubious feasibility for use as a Primary Detachment make it a supplement for all intents and purposes. *'''Aid Unlooked For''': Legion of the Damned units cannot be joined by ICs or benefit from Chapter Tactics. They start the game in reserve and arrive via Deep Strike. They can re-roll their Scatter die when Deep Striking. **Note: you can't run pure Legion of the Damned army since they all start in reserve, and you lose the game by default on the first turn (unless you are attacking in Planetstrike, or using some other mission that allows you to arrive on the first turn). The devs have confirmed that this was on purpose, to represent the Legion popping up to save a doomed Imperial last stand. *'''Unyielding Spectres''': All LotD units get a 3+ invulnerable save. *'''Flaming Projectiles''': All LotD shooting weapons ignore cover. ====Warlord Traits==== #'''Inferno of Vengeance''': The Warlord and his unit gain Soul Blaze on their guns. Probably the only bad trait considering how stupid Soulblaze gets. #'''Aura of Fear''': When taking Fear tests, all units in base contact with the Warlord's unit suffer a cumulative -1 Leadership penalty for every friendly LotD squad on the board beyond the first one. This can mean up to a -'''6''' Ld penalty (if taken with three space marine legion squads but a -3 is more likely), which can make it quite effective if you can spare the points. #'''Ethereal Bolts''': Bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons firing as bolters all gain Armorbane when wielded by the Warlord and his unit. Guaranteed to make vehicle-heavy lists cry. #'''Spectral Bulwark''': The Warlord and his unit gain FnP on a 5+. Also stacks up pretty well with the Animus Malorum, and can give you a fire-magnet to go alongside Smashfucker. #'''Never Too Late, Never Too Early''': The Warlord and his unit can bypass their reserve roll in favor of choosing to arrive on any turn before the fourth, which is like Deffwing Assault, but better. #'''Retribution Made Manifest''': The Warlord and his unit gain Preferred Enemy. Neat. ====Relic of the Damned==== *'''Animus Malorum''': Sergeant Centurius' soul-eating skull gives the bearer and his unit FnP, and any unit which fails a Fear, Morale, or Pinning check within 12" of the bearer has a randomly chosen model immediately removed as a casualty with no saves allowed (although LoS! can still be used). Every model that is removed this way grants a +1 modifier to the FnP roll (up to a 2+) for the remainder of that turn. At only 35 points for a sergeant to use, it's a steal (especially if you picked up the Aura of Fear Warlord Trait to make it more likely that enemies will fail their Fear roll). ====Elites==== You only have one unit, but you can bring up to 4 of them and they're OS units if taken as the Primary Detachment. Enjoy your heavy weapons spam. *'''The [[Legion of the Damned]]''' - Improved from utter shit to very well usable! At the same cost that Sternguards used to have, you get Fear, Fearless, Slow and Purposeful, 3++, and all shooting Ignores Cover. Yes, all of it, including any special or heavy weapons WHICH ARE NOW THE SAME PRICE AS EVERYONE ELSE'S. They are also one of the 2 units that can take Heavy Flamers. On the downside, they can only arrive through Deep Strike, meaning if there's something you want them to kill, you'll have to wait a while, can't be joined by Independent Characters, and they don't get any of the Chapter Tactics, but this update more than makes up for that. **With the increasing amount of low AP weaponry and cover ignoring that is 6th these guys have some merit. They can contest and mow things down. Strike them near things with low AP weapons (give them a Plasma Cannon to see S7 AP 2 Ignores Cover Blast) or the backfield and watch them turn firefights around. They will die to massed fire (But then again, what in this game doesn't?) but can tank low volume high power hits. Sure, you can minmax a list and leave them at home but how many of you are playing in world class tournaments and need 1d4chan tactics? They are good, but not uber. Most of all, they are fun. ***Pro-Tip: You can use them as mobile cover for any troops and/or assault screens, especially if they have the Animus and/or rolled Spectral Bulwark. ===Warzone Damocles: Kauyon=== On top of the new Formation-detachments and Tau updates, Kauyon also adds in rules and relics for both White Scars and Raven Guard armies. A particular model has to choose either the new relics or the vanilla ones, but the army itself can pick and choose between the two in case you really want something like Shield Eternal or Standard of the Emperor Ascendant. *Each Chapter now has their rules compiled into their own individual Supplements (one for each chapter) at a more affordable price than having to buy "Kauyon" - saving you from having to carry around a large tome of pro-xenos propaganda and being declared a damn filthy xenos loving heretic! Strangely, Black Library/Warhammer Digital claims that the content was pulled from the other pro-Tau Damocles campaign supplement, "Mont'ka"; here are the links for reference: http://www.blacklibrary.com/all-products/supplement-raven-guard.html and http://www.blacklibrary.com/prod-home/prod-home-whd/supplement-white-scars.html Additionally, they're in the Angels of Death book. ====White Scars Warlord Traits==== #'''Master Rider:''' Warlord's bike gets +1 to Jink, pushing you to 2+ thanks to White Scars CT, because Ravenwing ain't shit. If you lack a bike, then you get the one below. #'''Deadly Ambush:''' You get to modify reserves by +/- 1 so long as the Warlord's alive. Good for AA shenanigans since you can let your flyer come on after you opponent's one. #'''Hunter's Instincts:''' Monster Hunter and Tank Hunter. Straightforward and useful. #'''Hammer of the Khan:''' Hammer of Wrath. If he already has it, Warlord makes d3 HoW hits, which is cool. #'''Unrivalled Hunter:''' Warlord gains +1 S/A when in a challenge, and if he fights another Warlord, he also gets to re-roll hits. Brutal on a kitted out Chapter Master. #'''Merciless Warrior:''' If your Warlord's within 12" of a unit, they can re-roll their Sweeping Advance. If shit luck strikes you can retry sweeping that weeaboo squad you charged. Handy. ====Raven Guard Warlord Traits==== '''Important note'''; The Raven Guard traits do explicitly state that they can be taken by any Raven Guard and their Successors. So it can therefore be argued that even though the [[Reasonable Marines|Raptors]] have their own chapter tactics, they can take these traits since they're also explicitly stated to be a Raven Guard successor. While not all of the traits synergise well with the RG's shootier descendents, Vanish into the Gloom is a godly enough trait to be worth it on your shooty commanders. Though if you're playing Raptors. You're most likely taking Issodon 70% of the time. Who gets the Master of Ambush trait. #'''Vanish into the Gloom''' - When targeted for shooting and not falling back or charging, the Warlord and his unit can move d6". Models from the Vanishing unit that move into or stay in cover get +1 to their cover saves. With careful positioning and some luck, you can get out of the attack's range or escape LoS, wasting the enemy unit's shooting attack. This is key to foiling the Hunter Cadre's all-in shooting attack, but it only works once per turn for your Warlord's unit. #'''Concentrated Attack''' - At the start of your Charge phase, pick an enemy unit in your Warlord's line of sight. Raven Guard units can re-roll their charges against that unit for the rest of that phase. #'''Master of Shadows''' - Once per game, if your Warlord is on the field, during your Movement phase you can automatically make Night Fighting active until the start of your next turn. With all the Ignores Cover that tends to fly around, it's not too useful. #'''Silent Stalker''' - Enemies trying to Overwatch against your Warlord/his unit must first take a Leadership test (-2 if you charge through cover). Great against units with otherwise strong Overwatch (DA, Tau). #'''Exit Strategy''' - If your Warlord is on the battlefield, you can add '''or''' subtract 1 when rolling to determine the game's end. #'''Swift and Deadly''' - Once per game, your warlord and his unit can Charge after running. ===Angels of Death=== A Vanilla Marine supplement for the Vanilla Marine Codex, Angels of Death has new formations and detachments, new warlord traits, relics, and objectives, and additional organizational background for White Scars, Imperial Fists, Iron Hands, Salamanders and the Raven Guard (though the IF and IH just get their supplements rolled-in). Particularly noteworthy, however, is updated 40k rules rules for Contemptor Dreadnought squadrons and Cataphractii Terminators (likely included just so people can use Betrayal at Calth models without Forge World rulebooks, but with Forge World Contemptors currently lagging behind the updated vanilla dreads we're not looking a gift squig in the mouth), new decurions, and four new psychic disciplines for Space Marines. Only question is why some of this stuff wasn't part of the regular codex in the [[Games Workshop|first place]]. Unfortunately, options for Angels of Death Cataphractii and Contemptors are pretty much limited to whatever came with Betrayal at Calth, so if you have some Forge World models and like to take advantage of a slightly wider arsenal, no new rules for you. Also of note is that they also decided to compile a bunch of random, previously WD-exclusive stuff like the [[Crimson Fists]] and [[Black Templars]] WTs and Chapter-specific TacOs. ====Crimson Fists Warlord Traits==== #'''Pain is for the Weak:''' Feel No Pain #'''Die-Hard Defenders:''' Counter-Attack and Stubborn, which makes these guys a lot tougher to shift, especially when added with Lysander. #'''Veteran of Rynn's World''': Hatred and Preferred Enemy (Orks). Yeah, those green walls can't do shit now, if they ever could. #'''Experienced Instructor:''' If your Warlord doesn't shoot or run in the Shooting phase, he can nominate a friendly model within 12" to use his Ballistic Skill. Pretty much Telion upgraded to be useful on more heavy weapons. #'''Unwilling to Die:''' Eternal Warrior. NICE. Just hope you didn't buy the Shield Eternal and bork this. #'''Heir of Dorn:''' Warlord and all friendly Crimson Fists within 12" gain Fearless. ====Black Templars Warlord Traits==== #'''Master Swordsman:''' +1 to Weapons Skill and Attack. Just IMAGINE how that'd work for the Emperor's Champion! #'''Furious Indignation:''' If the unit the Warlord is in fails Morale Test in the Psychic or Shooting Phase, it does not fall but, but moves 2d6 inches towards the next enemy unit (but has to stop the usual 1β away from other units). While this isn't bound to happen often considering the good Leadership you get, it's still nice to have a way to assault someone that thought they were safe behind their guns/mindbullets. #'''Abhor the Witch:''' Warlord gets Hatred and Preferred Enemy (Psykers). Again, WHY couldn't we have the Vows? #'''Honour Demands Combat:''' Warlord and his unit can re-roll failed charges. AWESOME. #'''OathKeeper:''' Warlord gets Fearless and can also re-roll to-hit in a challenge. Any beatstick's gonna want this to stall a big-league unit. #'''Unyielding Determination:''' Warlord and units within 12" get to re-roll Pinning, Fear, and Morale tests. ====Salamanders Warlord Traits==== #'''Anvil of Strength:''' Add +1 Strength. For the pulping. #'''Lord of Fire:''' You warlord now has 2+ FnP against Flame weapons. Shame you can't pass it to anyone else. #'''Patient and Determined:''' When rolling for Game Duration, add +3 to the roll. It ensures that you get what you need done. #'''Miraculous Constitution:''' IWND. Just in case you wanted to shout '''"VULKAN LIVES!"''' #'''Forge Master:''' Your Warlord's Master-Crafted Weapon (Including Salamander Relics with MC) re-rolls ALL missed hits. Which is AWESOME. #'''Never Give Up:''' Anyone within 12" of the Warlord now is Stubborn and re-rolls Morale.
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