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====Relics & Special-Issue Wargear==== Don't forget, you are explicitly banned from giving {{W40Kkeyword|vehicle}}s relics, even if you use a strat to make them a {{W40Kkeyword|character}}. <tabs> <tab name="Relics of Medusa"> *'''Aegis Ferrum''': Primaris Model only. +1T and the model takes -1D (to a minimum of 1). *'''Axe of Medusa''': Replaces a power axe. Gives it S+3 AP-3 D3, or relative to the base weapon, +1S -1AP +2D. Completely identical to a Master-crafted relic blade except for what it replaces (and hence who can carry it). For non-primaris only simply because primaris haven't earned the right to swing axes yet. **Note that this ''can't'' replace an Omnissian power axe. *'''Betrayer's Bane''': Replaces a Combi-Melta. The Melta part becomes Assault 2. Yay. You will probably never take this. *'''Gorgon's Chain''': 4++ and equipped model has -1 to be wounded by ranged attacks. **Can't be wounded on anything worse than a 3+. Sadly nerfed from its 7th edition incarnation, but now Smashfucker has a few new toys to play with above such as the Aegis Ferrum or the Ironstone. *'''Ironstone''': At the start of the battle round, select one friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 3" of the bearer of this relic. Until the start of the next battle round, when resolving attacks made against that unit, if the bearer is within 3" of that unit, you can reduce any damage suffered by 1 (minimum 1, explicitly won't stack with any other damage reduction). **Another method of keeping the damage tables from getting to you never hurts. Give it to a techmarine and the vehicles he sticks near will never die. Sadly, this no longer stacks with Duty Eternal. *'''Mindforge''': Force Sword, Axe, or Stave. Your force power fist of choice! Sx2 AP-3 Dd3, essentially a force power fist. You get the hint that they want you to take non-captain characters? **A Master-crafted Force Sword will serve you better, if you're really after giving a Librarian a melee upgrade. *'''Tempered Helm''': Roll 1d6 for every command point spent whenever you use a stratagem while the equipped model is on the battlefield. On a 5+, the command point is refunded. Only 1 command point can be refunded in this way per battle round (no limit on stratagems used outside of a battle round, i.e. before the battle begins). ** Per the September 2019 FAQ, you can't use this to refund command points before the battle begins, even if the model is on the battlefield. </tab> <tab name="Special Issue Wargear"> The first four relics in the Special Issue Wargear section are copy-pastes for each Supplement, then there's a selection of unique mini-relics. *'''Adamantium Mantle:''' 5+++. You have a Warlord trait that does the same thing, but because it's Wargear, this relic is also available to successors and lets you add some variety to your unkillable characters. *'''Artificer Armor:''' 2+/5++. Excellent on Lieutenants and Librarians who don't get invulnerable saves to start. Or, throw it on a Sergeant with Scion of the Forge. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Master-crafted Weapon:''' +1 to the damage characteristic of one of the bearer's weapons, which is then considered a relic. D4 Thunderhammer baby! *'''Automedicae Bionics:''' Heal 1d3 wounds at the start of the turn. Actually a decent pick! *'''Dataspike:''' Roll 2 dice and drop the lowest result when healing vehicles. Generally speaking, this will turn 1d3 healing from average 2 to average 2.44, change the odds of rolling at least 2 from 67% to 89%, and change the odds of rolling 3 from 33% to 56%, in terms of your ability to repair a target enough to change wound brackets. *'''Haywire Bolts:''' Affects a bolt weapon. It can only do 1 shot, but when targeting a {{WH40Kkeyword|vehicle}}, an unmodified wound roll of 4 or 5 does d3 mortal wounds, and a 6 results in a flat 3 mortal wounds, in addition to normal damage. Can be useful for chipping off the last few wounds from a vehicle. You know, in case your Heavy Weapons under the Devastator Doctrine somehow didn't finish the job. **The additional damage is both mortal and additive, so the effect is more noticeable on a weapon with poor AP and D to begin with, and it happens on a 4 or 5 even if the shot failed to wound, so also more noticeable on low S, and for obvious reasons, you want to take it on a 1-shot weapon to begin with. The upshot is that while this is very efficient on an Eliminator Sergeant, it'll have more of an impact on a Primaris Lieutenant with a stalker bolt rifle. *'''Teeth of Mars:''' Replaces a chainsword, SU AP-2 D2 A+1; becomes Sx2 AP-2 D2 A+1 when resolving attacks against {{WH40Kkeyword|vehicle}}s. **This isn't as good as a Master-crafted Lightning Claw, so smack yourself if you find yourself contemplating this. </tab> </tabs>
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