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===Scarblade Strike Force (Kauyon)=== A variant of the Gladius for the White Scars, this gives its members re-rolls on their Hit & Run test, a bonus d6" to Turbo-Boost and Flat Out (or 2d6" for Fast/Flyer vehicles), and Hammer of Wrath when they successfully charge something 8"+ away (if they already had it, HoW hits re-roll failed Wound rolls instead). Remember, these "elements" can be used as a stand-alone formation: you have to be White Scars to use the Scarblade Strike Force FOC, but you don't have to be White Scars to take any of the new formations introduced in the Kauyon book. *Your unique '''Core''' elements are: **'''Stormlance Demi-Company''' - This consists of a Captain or Chaplain (or any named variant thereof), 3 Tactical Squads, 1 Dev Squad, and 1 of either Bikers, Attack Bikes, Land Speeders, or Assault Marines, with the option to add a Command Squad. All non-vehicles in this formation must have either jump packs, bikes, or start the game inside a Rhino or Razorback. Everyone gets to re-roll misses during the Shooting Phase against enemies controlling an objective. All bikes and jump units get to move 2d6" after firing, while anything else moves d6" after shooting (with anything within 2" of the transports able to jump in even if they left that same turn). They can't assault after moving in this manner, but it's basically Battle Focus for marines, which is really good! Ideal for massaging ranges (i.e. Rapid Fire, melta), hitting and running, or shooting then hiding in your metal box. ***Do note that the boxes themselves get this bonus. I.e. you can move a Razorback 6", disembark a squad up to 6", shoot with the squad, move the squad back d6" and embark, shoot with the Razorback, then move it back d6", [[Rage|preferably behind a LOS-block]]. Model your dakka boxes with the gun just above the back door; this allows you to poke out of cover for an inch, do the switcheroo, and still get back into cover even if you roll 1". **'''Hunting Force''' - A Biker Captain joins 2-5 Bike squads, 1-3 Attack Bike squads and 1-3 Scout Bike squads - you may optionally add a Bike Command Squad and/or a Biker Chaplain, and Kor'sarro Khan may replace either HQ. After deployment, this formation has to pick a primary target (which must be an enemy HQ), as well as secondary and tertiary targets. They re-roll misses and failed To Wound rolls when attacking the primary target, and gain Furious Charge if charging them. If the primary target dies, the Hunting Force gets those same bonuses against the secondary target, and the same against the tertiary once you kill the secondary. On top of that, units in this formation with at least five models hit twice when they make Hammer of Wrath attacks. Fluffy for White Scars, extremely potent against deathstars and other high-value targets, and perfect for still fielding massed bikes while getting in on the formation-y goodness. *You may also incorporate these two Auxiliary elements: **'''Stormbringer Squadron''' - 1-3 units of Land Speeders and 1-3 Scout Squads with Land Speeder Storms. The Scouts (but not their transports) get Objective Secured, their transports get +1 to Jink when within 6" of the formation's Land Speeder(s), and the Scouts can disembark from their Speeder even after it moves, as long as it moved less than 12". Perfect for rushing to capture points after your other forces clear them out, and the only way for a Scarblade force to get Objective Secured without a Battle Demi-Company. You can gib a tank or charge something Turn 1 with ease if you have some combination of multi-meltas on your Speeders and melta bombs/combi-meltas for the Scouts: deploy as close as possible, move 12" and disembark 6" (thanks to the formation bonus), then shoot the multi-meltas (ideally you've weaved into melta range), shoot the combi-melta if you have it, then charge in with a krak grenade and a melta bomb. If you take multiple Scout Squads (120 points gives the LSS a multi-melta and the Sarge a combi-melta and bombs), you can destroy enemy transports on Turn 1. If they deploy further back to avoid your melta rave, you have more room to scout/infiltrate and consolidate board position from the start. **'''Speartip Strike''' - 1-3 units of Land Speeders accompany 2 squads of your choice of Bikes, Attack Bikes or Scout Bikes. At the start of your Shooting phase, you can choose ''Focused Suppression'' or ''Harassing Fire''. ''Focused Suppression'' forces an enemy unit that at least two units shot at to take a Pinning test at -2 Leadership for every unit from this formation after the second that fires on it (i.e. if you took 3 units of Land Speeders and all five units shoot at one target, the FS Pinning test would be at -6 Ld). ''Harassing Fire'' causes any target that suffers at least one unsaved wound to take a Leadership test. If they fail the test, they may choose to Go to Ground. If they don't Go to Ground, and weren't already Gone to Ground, they are Provoked, and must move as far as possible towards the unit during the next Movement phase. This is perfect for neutralizing hit-and-run tactics or forcing an entrenched enemy (ideally something with Heavy or Salvo weapons) out of their hiding spots.
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