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====Relics and Special-Issue Wargear==== <tabs> <tab name="Blood Angels Relics"> *'''Gallian's Staff''': Force staff with an extra AP that gives its bearer +1 to cast Sanguinary discipline powers; functionally worse than the equivalent relics from Salamanders (+1 to casting and +1 power known) or Imperial Fists (re-roll casts), but it's what you've got. If you're giving a relic to a Librarian, you should strongly consider the Tome of Malcador, as the Sanguinary Discipline has a ''lot'' of synergy with Veil of Time and Null Zone from Librarius. *'''Hammer of Baal''': Thunder Hammer with an extra AP and without the penalty to hit. **''Only'' better than a Master-Crafted Thunder Hammer when ''both'' bonuses apply (assuming the target has enough wounds for D4 to matter, of course), and if the wielder can re-roll hit rolls, the Master-Crafted hammer is still better against Sv4+. Technically, the Crimson Fists have a strictly better relic than this - they have the exact same relic, only theirs replaces a Power Fist, so it costs fewer points. *'''Icon of the Angel''': Gives all {{w40kKeyword|Blood Angels}} units within 6" re-rolls to their charges. Seriously?! Fuck YES!! And note that unlike most auras, this one ''isn't'' limited to affecting {{W40kKeyword|Core}} units, so use your imagination with that. Do your best to ''always'' take this Relic. *'''Visage of Death''': Melee attacks against the wearer are at -1 to hit, and enemy units within 3" lose their Objective Secured type rules. A character with this and the Rites of War Warlord Trait can wreak some serious havoc. *'''Wrath of Baal''': Sanguinary Ancient only. Add +2" to the Move of friendly {{w40kKeyword|Blood Angels Jump Pack}} units within 6” when they make Normal, Advance, or Fall Back moves. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle''': 5+++ FNP. Not that great in an army with widespread access to FnP already, but hey, at least you're not Iron Hands. *'''Artificer Armour''': Gives a model a 2+ save and a 5++ invulnerable save. This can allow your characters to survive much more, especially librarians who need to sacrifice a cast to get an invuln. Best put on a model with a decent amount of wounds but no invuln, such as Primaris Librarians and Lieutenants of all stripes. *'''Digital Weapons''': When you fight, you make 1 extra attack using the “close combat weapon profile” and if you hit, you score a mortal wound. Completely worthless on everything in your army, skip this. *'''Master-Crafted Weapon''': Give a weapon +1D, and it’s considered to be a Chapter Relic. The gold standard by which all melee relics are judged, because a master-crafted thunder hammer is fucking awesome. *'''Quake Bolts''': The Blood Angels special bolter ammo. Give this to someone and you can choose to shoot one of these bolts instead when firing a bolt weapon. When you shoot with these, make only one attack, but if you hit, the target is “felled” until the end of the turn and the attack continues. When you attack a felled unit in melee, add 1 to the hit roll. ** Good to amplify the damage dealt by your melee units, especially if said units bring hammers or fists. The higher your chances to hit the better, so slapping it on a character with nice BS or access to re-rolls makes it do more work. Notice you can only make 1 attack per shooting phase with these, so you won't get better result by slapping them on a character with a storm bolter. ** Did you know that bolt pistols are the greatest pistols? These unique rounds are proof. On a captain these will help you get another 1 or 2 hits with a power fist. ***Alternatively, if you like Intercessors with Stalker bolt rifles, the range of those weapons lets a sergeant with these bolts support whichever combat looks like it will need it the most. ****If you ''really'' want the Quake Bolt to probably land, the best person to make it happen is a Devastator Sergeant Drop Podding in with 4 Heavy Flamers, since he'll be BS2+ and can Cherub to shoot the Quake Bolt ''twice'' (and if you give him the ability to re-roll 1s to hit, odds are crazy good both shots will land). Or, if you're enamored with the above idea of a long range sergeant putting the bolt where it's needed without moving, an Eliminator Sergeant is not only BS2+, he can ignore Look Out, Sir if you need this applied to a Character, ''and'' if necessary he can cancel out a -1 to hit penalty. *'''Archangel's Shard''': Replaces a standard or master-crafted power sword with S+2 AP-4 D2, which is 1 better S and AP than the MC sword (which itself is 1 better D than the normal sword). Against {{W40kKeyword|Chaos}} units D goes up to 3, and against {{W40kKeyword|Chaos Monster}} units the damage is a mighty 4! D4 with no accuracy penalty is ''tasty'' for you, but it doesn't come up often enough to warrant this choice over something better, namely The Burning Blade all Space Marines can take. *'''Fleshrender Grenades''': Replaces ''frag'' grenades with some that are type Grenade d3 S5 AP-3 D2 Blast, Ignores Light Cover. These are reliably better than krak grenades against anything you'd throw krak grenades at, but there are plenty of targets where you'd rather you still had your frag grenades. You probably don't want this relic. *'''Gleaming Pinions''': Replaces a jump pack. The bearer can charge in a turn in which he fell back, and gets to re-roll charge rolls. This allows you to reactivate all of your charge bonuses, allowing Smash Captains to keep swinging at full potential each turn, and makes sure you don't end up tarpitted. This is great because such a Captain can receive 3 or possibly more attacks on the charge depending on how you build them. Not ''as'' useful as the Icon of the Angel in general, but can be good for making a smashfucker. </tab> <tab name="Flesh Tearers Relics"> *'''The Crimson Plate''': {{W40kKeyword|Terminator}} model only. The wearer gets +1" M, can charge after advancing, and can make pile in and consolidation moves up to 4" away. **If you were going to take a Terminator Chaplain anyway, this will help them keep up with what they're praying for, but why were you going to do that? Anything else in terminator armor wants to deep strike, not footslog, so you'd probably prefer a jump pack and gleaming pinions. *'''Severer''': Replaces an Astartes chainsword with a master-crafted/omnissian power axe (S+2 AP-2 D2, no extra attacks). Any unmodified wound roll of 5+ also inflicts an extra mortal wound. **This is deceptively ''bad'' because of how your chapter tactics work - with an S6 weapon, you'll never wound on worse than 4+ (so the ability to hurt anything on a 5+ won't come up), and on a 6+ to wound, you already have improved AP, so the extra wound being mortal isn't quite as useful. It's generally better than the chainsword it replaces, of course - the extra mortal wound on 5+ to wound means as soon as you have A4 or better, you're doing better than the base chainsword against anything in the game - but it can't compare to a master-crafted thunder hammer. </tab> </tabs>
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