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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 a MC power sword that can give him SMASH! Eternal Warrior and any Red Scorpion in his detachment can use his leadership for Morale and Pinning his warlord trait gives any Red Scorpion 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 first captain. Most of the same wargear, except his sword is a regular relic blade, and he doesn't gain extra attacks or a teleport homer, and doesn't give you apothecaries. Only advantage is saving 25 points. *'''Sevrin Loth''': Chief librarian. Master lvl. 3 and can pick his powers from Biomancy, Telepathy or Telekinesis. Yes, '''pick''', not roll - get all that Biomancy goodies with Enfeble, Endurance and maybe Life Leech to restore Peril wounds (with 3 powers per turn you WOULD get perils). He has a 2+ armor save, which can become 2+ invulnerable (with a warp charge spent, no psy test required), and he has gotten much cheaper at 175 pts. Also, he can have honour guard, except better. Because, you see, his honour guard can have axes, and he can give them force dome, or FNP/relentless if you go biomancy. Because of this, and since axes aren't specialist weapons, they get 4 ap2 attacks each on the charge, 5 for the champ. And that's without a banner, which wouldn't be bad in a unit of Sevrin Loth +4 guards. Not so bad compared to assault termies now, eh? Remember, he can take from telepathy. Meaning invisibility. This guy will destroy in challenges. '''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. *'''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 one less attack (FAQ update - enjoy a manly 4 attacks like everyone else) and basically a Custodes halberd (+2S 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 (any non-chaos) 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. *'''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 extra +1 attack on charge for him and his squad he costs only '''25 pts''' more than a vanilla chaplain with fist and jet pack. '''Others''' *'''Anton Narvaez''': Marines Errant captain, with -1 WS, power weapon, bolt pistol, MC plasma gun and 3+ invuln instead of 4+ (with 50% chance to lose it each time it fails). He also has Scout and Move Through Cover USR’s. Can select D3 units of Tacticals, Devastators, Sternguard or himself and any Command Squad he has with him to Deep Strike via teleportation rolling 3 dice for scatter dropping the highest if the don't get a 'hit' *'''Ahazra Redth''': Mantis Warriors chief librarian. He is not a monster-psyker, like Tigurius or Loth, and only cast 2 powers per turn. 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 attacked, their attackers make a disordered charge. Which is beyond awesome. His Warlord trait also gives any squad he joins Night Vision and Interceptor, which is pretty cool. On top of this, epistolary librarian cost only 15 pts less than Redth. Also, he is the only vanilla marine with access to divination psychic powers, meaning he can make his squad durable with mirage, and then make them shootier AND killier with prescience. Win. **Take Redth and assault termies in 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. *'''Elam Courbray''': <s>Legion of the Damned</s> 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. Gives his squad Hit and Run and Counter Attack USRs. His warlord trait is a swooping hawk-like blast attack when he deep strikes which he doesn't need to scatter around, but he is unlikely to be your warlord with Ld9. *'''Mordaci Baylock''': Novamarines terminator-captain with MC-shredding chainfist and storm bolter (WTF?). He can make his terminator squad choose to fail or pass any morale and pinning test, make terminators scoring and… that’s all. He cost 30 pts. more than vanilla captain with his wargear, so, take him only if you have a lot of termies, Though if you are, why aren't your playing Dark Angels. *'''Tarnus Vale''': Fire Angels Captain with… WHAT? Plasma pistol and chainsword? What the fuck? Why 165 points? He got nerfed in the update, But then you realize that he has Stubborn and Tank Hunters... as does any Transport he's in... which [[Antaro Chronus|can also use his Ballistic Skill]]. In addition all of your Razorbacks, Rhinos and Land Raiders get 5+ Invulnerable saves against Glancing Hits, nice but not broken. *'''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. *'''Silas Alberec''': Exorcists captain with MC thunder hammer and S5 (which always wound daemons on 2+, if S10 isn't enough), bolt pistol, teleport homer. He gives FNP 5+ to himself and his unit against ANYTHING with psychic powers or marks of chaos or daemons, and his warlord trait lets you take morale checks on 3D6 and choosing the best. and is reasonably priced for his wargear. *'''Lias Issodon''': <s>Reasonable Marines</s> Raptors chapter master. He only has a power sword and pistol for close combat, -1WS and +1BS, compared to a standard chapter master, but is armed with some monstrous R30 Salvo 2/4 bolter with special ammunition (that must use the profiles described in C:SM), and can use the Raptor tactic of H1 rending, so he is a shooty chapter master, which is rare. He has no Invulnerable save, but this is made up for with artificer armour and shroud. The main reason you would like to take him is his special abilities: he forces a -1 on enemy reserve rolls, can reroll his own reserves (even successful ones), and he can cripple (or even kill) one enemy's MC or vehicle before the game even starts. For some reason he doesn't have an invulnerable save or orbital bombardment, but he is relatively cheap, so shut up, camp his raptors in the covers and shoot people to death like [[Reasonable_Marines|reasonable marines]] should do. *'''Tyberos The Red Wake''': Carcharodons chapter master with terminator armor and two weapons, which could count as lightning claws or chainfists and 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 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. And he costs less than a vanilla chapter master with two chainfists. *'''Vaylund Cal''': <s>Iron Hands</s> Sons of Medusa master of the forge with iron halo, thunder hammer, servo-harness, and monstrous creature stat line. Being an Iron Hand he gets FnP 6+ and It Will Not Die and +1 to Repair rolls. While being expensive as hell, he could put a lot of hurt in close combat and extremely hard to kill for his T6. For further expense, he can give devastator units in the army Toughness 5 for 50 points per squad, but don't expect it to save you against plasma firepower. *'''Thulsa <s>Doom</s> 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. *'''Chaplain-Dreadnought Titus''': Howling Griffons dreadnought with +1 attack, which can reroll failed to hit roll in CC, and make everyone within 12” fearless. Also, despite being a vehicle he also becomes a Scoring unit if he's the only HQ left in the army and can also benefit from Ultramarines chapter tactics. For 15 pts. more than ordinary venerable dreadnought In 6-th editions venerable dreads are shit, so don't even think to take Titus unless you REALLY want that 12"-fearless aura.
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