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====Relics & Special-Issue Wargear==== <tabs> <tab name="Space Wolf Relics"> *'''Armor of Russ:''' Bearer gains a 2+ armour save, 4++ invulnerable save, and one enemy unit within engagement range of the wearer always fights last. ** No restrictions on who can take it, so give it to a non-wolf non-terminator Lieutenant or Librarian for best results. *'''The Wulfen Stone:''' Friendly {{W40Kkeyword|Space Wolves Core}} units within 6" of the bearer re-roll charges and once per battle, as a {{W40Kkeyword|Space Wolves}} unit triggers Savage Fury on a 5+ (it neither grants SF nor applies the Assault Doctrine, so you want the target to have both in place from other sources). **Far and away the best relic you can take, and better than most relics of any SM chapter, in general, *'''Fireheart:''' Replaces a plasma pistol. 18" S9 AP-4 D3, no overheating. *'''Black Death:''' Replaces a power axe or master-crafted power axe with a power axe (S+2 AP-2 D1) that also grants +d6A that must be made with it. ** Makes your character a decent GEQ blender. If you're giving this to anyone, make sure they're on a Thunderwolf; the pup's additional teeth and claw attacks mean they'll want to have similar targets. *'''Mountain-Breaker Helm:''' After the bearer finishes attacking but before consolidating, you can roll a d6 on an enemy within 1" (so if you killed off all your melee targets, this does nothing). You deal d3 MWs on a 2+, or on average 5/3 of a mortal wound. *'''The Storm's Eye:''' {{W40Kkeyword|Librarian}} only. After using your first Tempest power in a Psychic Phase, roll a d6 for every enemy unit within 12". Each unit takes a mortal wound on a 4+. ** A lovely way of dishing out the MW, this also smacks Characters without the usual -1 modifier most similar powers have. Like any time you use a Librarian to dish out mortal wounds, Deep Strike is the way to go here, and then after that, you'll want mobility to be near enemy units, so a Jump Pack can be clutch. *'''The Pelt of Balewolf:''' -1 to melee hit and wound rolls against the bearer. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantuee at least 2D. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It's better to invest relics in durability or supporting other troops. *'''Morkai's Teeth Bolts:''' Markerlight, Space Wolf edition. One of the bearer's bolt weapons can make one hit roll and if it hits, ''any unit'' attacking that target re-rolls wound rolls of 1 (but the bolt weapon doesn't wound, penetrate, deal damage, or anything else). ** In melee, this is ''radically'' worse than the Blood Angels Quake Bolts, which a) provides +1 to hit, which is better than re-rolling 1s to wound in all cases except for WS2+ ''and'' is harder to provide in bulk because Lieutenants exist, and b) lets the bolt weapon resolve its damage and any other rules. As ranged support, it can be ok for bringing down a target with attackers not near a Lieutenant. *'''Wolf Tail Talisman:''' Bearer ignores MW on a 4+ during the Psychic Phase. *'''Frost Weapon''': Replaces all the Frost weapon options. Can give a lighting claw (single or pair), power axe, master-crafted power axe, power sword, or master-crafted power sword +1S and +1D and treat it as a Chapter Relic. ** Lightning claws: Sticking it on these bumps you up to the ever useful S5, meaning you now wound T6-9 targets with odds 5/9. The benefit against MEQs is much slighter, since you were already re-rolling wounds (you from odds 27/36 to 32/36, i.e. 3/4 to 8/9), but D2 is awesome against MEQs, and this gets both claws, unlike Master-Crafted. ** Power sword: Now this bumps you to S6, thus wounding T3 models on a 2+. More importantly, you can stick this on a master-crafted sword, bringing it to D3, i.e. as much as an unbuffed Thunder Hammer, with better AP and no accuracy penalty. ** Power axe: Eh, take a something else. S+3 resulting in S7 is an awkward value. Against T5 and below (i.e. most models), you wound on a 2+/3+ but the frost sword gets AP-3. Against T7 and T8 models, you wound on a 4+/5+ but the powerfist wounds on 3+/4+ and doesn't eat a relic slot. *'''Runic Weapon:''' {{W40Kkeyword|Librarian}} only. Gives +1 to Deny the Witch rolls and a force weapon gains +1S and is considered a Chapter Relic. ** Similar to the frost weapon explanations above with regards to strength values, you'll get a lot of use on force swords getting bumped to S6, but force staves do go to S8 for a diet thunder hammer. ** Unless you have a hard-on for denying the witch, this is far less useful than master-crafting the force weapon in question for D1d3+1. </tab> <tab name="Wolfspear Relics"> *'''Elemental Shroud:''' Gives incoming attacks -1 to hit and makes you ineligible as a target for ranged attacks if you’re more than 18” away from the firing model, but you lose this benefit until your next Movement phase if you make any kind of move. *'''Totem of Storms:''' Once-per-battle-round re-roll on a psychic test or deny attempt. *'''Blacktooth:''' Replacement for a knife or pair of knives and gives you +2 attacks plus all of your wounds turn into mortal wounds. </tab> </tabs>
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