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====Relics and Special-Issue Wargear==== <tabs> <tab name="Chapter Relics"> *'''Adamantine Mantle:''' 5+++. Not that great in an army with access to so many rolls to negate wounds. *'''Ancient Breviary:''' {{W40Kkeyword|Chaplain}} only. When you roll for a litany for the bearer, you can roll 2D6 and discard either result. **Equivalent to being able to re-roll. Can give 97.55% reliability to Litany combos for a Master of Sanctity. *'''Aquila Immortalis:''' +1 to the bearer's Toughness and Attacks. Can either make a character feel like they're wearing Gravis without the bulk of it, or double-down on a character already wearing Gravis (or a bike) for T6 W8. The '''Iron Resolve''' WT gets them to T6 W9 Fnp6. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. Best put on a model with a decent amount of wounds but no invulnerable (Lieutenants and Ancients). *'''Aurillian Shroud:''' Once per battle at the start of your command phase (aka when footslogging), the bearer of this relic can activate it. When they do, until the end of the battle round, models in friendly {{W40Kkeyword|Black Templars Core Infantry}} units have a 4++ invulnerable save while within 3” of the relic bearer. ''Make 4+/4++ neophytes ignore AP for a turn''. *'''Breath of the Throne:''' Replaces the flamer part of a combi-flamer or auto-flamer. 12" Assault 3+D3 S5 AP-1 D2. This is a pretty sizeable buff for the combi-flamer by not only guaranteeing a minimum of 4 hits but by strapping a master-crafted heavy flamer onto your bolter. *'''Crusader's Helm''': Increase the range of the model's aura abilities by 3", to a maximum of 9". Also, during your Command phase (so it doesn't work in deepstrike/transports), pick a friendly {{W40Kkeyword|Black Templars Core}} unit with the Combat Doctrines ability within 6" of this model. Until your next Movement phase, the Assault Doctrine is active for that unit, replacing the current doctrine. *'''Perdition's Edge:''' Replaces a power axe or MC power axe. S+3 AP-2 D2 but deals 2 mortal wounds on a natural 6 to wound (some once each six attacks at WS2+ Rr 1s to wound). Honestly not much when compared to the Sword of Judgment, but this can punch past invulns. *'''Tännhauser's Bones:''' The damage of ANY attacks are reduced to 1, effectively telling all plasma, melta and hammers to eat shit and die. ''Combine it with the '''Iron Resolve''' WT for +1W and FnP6 and teach newbies what '''Eternal Warrior''' means''. </tab> <tab name="Sergeant Relics"> These are assignable like normal relics, but also assignable via the Revered Repositories strat to a Sergeant or Sword Brother: *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Usually worse than a Master-Crafted Weapon on anything you can be bothered putting a melee relic on. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4. *'''Skull of the Cacodominus:''' Enemy psykers within 12" of the bearer suffer a -1 to channeling rolls and will suffer perils on any doubles instead of double 1s or 6s. Once per game, the bearer can activate it and make an 18" bubble that adds an additional -1 to casting checks. Though your guys can still be targeted by psykery, this will make it a difficult affair. *'''Sword of Judgment''': Replaces a power sword, master-crafted power sword, or relic blade with a master-crafted relic blade: S+3 AP-3 D3. Compared to a Thunder Hammer, hitting on a 2+ but wounding on 3+ is the same as hitting on a 3+ but wounding on a 2+, unless you have access to a buff that's only on one of them - in particular, it's a lot easier for you to re-roll hits than wounds, making the Thunder Hammer better in practice if you brought that to the party. **Despite this using a relic slot (1CP) to do what a regular Thunder Hammer does, this relic sword costs ''one tenth'' the points and can be wielded by Primaris characters, who can't use hammers. *'''Witchseeker Bolts:''' Goes with a bolt weapon and you can shoot this instead of its normal ammo. You only get one attack, but the attack can ignore Look Out, Sir against a {{W40Kkeyword|PSYKER CHARACTER}}. Also, a hit on a {{W40Kkeyword|Psyker}} causes an extra 1d3 mortal wounds. ''Put it on a Master-crafted Stalker bolt rifle for D3+1d3 to witches. So does a Master-crafted Instigator bolt carbine, but the RG FAQ confirms a '''Marksman's Honours''' warlord does get +1D when shooting relic ammo''. </tab> <tab name="Relic Bearers"> A bit of a weird addition, but you can also add a relic from this list to one model (doesn't need to be the sergeant) in a {{W40Kkeyword|black templars Core}} or {{W40Kkeyword|biker}} unit, raising the PL of that unit as well as the point cost for buying that upgrade - you can only upgrade a unit once and you can only hand out each of these relics once. This also gives the model the {{W40Kkeyword|Relic Bearers}} keyword for use in any stratagems or objectives. ''Can be used with Revered Repositories to have two relics in the same unit''. *'''Beastpyre:''' Replaces a flamer or pyreblaster. 15" Assault d6 S6 AP-2 D1. *'''Bones of Mordred:''' Any melee attacks the bearer makes that roll a nat 6 to wound deal a mortal wound as well. *'''The Crux Obsidian:''' Any damage the bearer suffers is reduced by 1 to a minimum of 1. ''Use it on Centurions, Aggressors, Bladeguard, or Outriders, your units with the most wounds''. **Keep in mind that once you begin allocating wounds onto a model, any further wounds must be allocated onto it until it either dies or heals to full; if you tank a multi-D wound, the enemy can then waste the crux by next attacking with D1 weapons until the bearer dies. *'''Fist of Balthus:''' Replaces a power fist with a +1 to hit, +1D Power Fist (or equivalently, +1 to hit, -1AP Thunder Hammer): Sx2 AP-3 D3 without any penalty to hit, making it a pretty easy grab. **Compared to a MC Thunder Hammer (which is 33.33% better than a normal one), the accuracy buff alone is worth the same (+33.33%) on a WS3+ model but is only worth +25% on a WS2+ model, and the improved AP is <s>often useless</s> a roughly 25% increase in damage against 3+ Sv targets with no invuln. 20% in Assault Doctrine, either way more than a 33% increase. The MC Thunder Hammer wins out against things with exactly 4 wounds, or 7-8 or 10+ wounds and an invuln. So Ltns, Gravis Captains, ect. The fist beats vehicles and regular gravis infantry better. Also the MC Thunder Hammer takes a command point. *'''Holy Orb:''' The Holy Hand Grenade of Antioch returns yet again. Once per game on the shooting phase, the bearer can chuck this on an enemy within 6" and hit on a 2+. The target suffers d3 MWs and won't be able to fight until after all of your army does, making it a handy tool for supporting a charge. *'''Icon of Heinmann:''' All attacks allocated to the bearer with AP-1 or AP-2 are reduced to AP0, which is useful for shutting off power axes and bolters. **A Bladeguard, Terminator, or squad in cover can use the Icon to save up to AP-2 on a 2+. **A unit can combine it with Uphold the Honor of the Emperor to save up to AP-2 on a 3+, while AP-3 hits can be tanked by 5++. Especially good for Crusader squads who can use Neophytes for that. *'''Light of the Emperor's Grace:''' Grants +1 to the unit's Leadership and the psyker debuff aura from the Skull of the Cacodominus without the perils part. *'''[[Sigismund]]'s Seal:''' Mark one enemy unit during the first turn of the game. The bearer's unit gets to re-roll to hit and to wound against that unit. Mark it for a key unit in your enemy's army, maybe mark it for a hero that your characters won't be able to handle because they have better priorities. </tab> </tabs>
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