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====Walkers==== *'''Dreadnought:''' Where all the old 9th ed captains went. Take it for what it's worth. The Venerable Dread isn't here, so this might be all they're worth now. A Dread's old man stories carry a re-roll of 1s to hit, so the youngin' Adeptus Astartes Infantry will huddle 6" around him as they purge the enemy. Got a choice of Assault cannon, Heavy plasma cannon, Multi-melta, or Twin lascannon for the left arm, and a Missile launcher as a right if standing back or a Dreadnought combat weapon to bitchslap some fools into a paste. Even if he is a tougher captain with heavy weapons, he still has the size and durability of a light vehicle with only infantry speed, so make use of that smoke. *'''Ballistus Dreadnought:''' The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn't enough to show. At T10 W12 with a 2+ save, they're capable of taking a stray melta shot but not much beyond that. This dread comes in a classic Hellfire loadout, with one arm getting an A2 BS3+ S12 AP-3 D1+d6 lascannon, the other a missile launcher that can go between firing a decently-sized blast to handle mobs or a high-powered Krak to take care of light vehicles, and the only ''Twin-Linked'' weapon this thing gets, the Twin Storm Bolters. *'''Brutalis Dreadnought:''' The Choppy to the Ballistus' Dakka does Mortal Wounds on the Charge not too dissimilar to the Tank Shock Stratagem, which it is also a good choice for. Grab the Talons unless you really want the Bolt Rifles (you don't). With Melta weapons no longer being the be-all end-all the heavy bolters are worth another look. Hilariously it can be can be carried by by a Stormraven, don't expect this to last though. *'''Contemptor Dreadnought:''' That old man that refuses to die. Despite the Horus Heresy giving back a lot of the cool stuff to this dread, GW decided to go for the laziest fucking route possible and gave it either a Kheres Assault Cannon or a multi-melta from the plastic kit. Fortunately, it has the ability to resurrect itself on a 2+ with d6 wounds left at the end of the phase. While it's not as tough as the primaris dreads, it comes with a 5++ save unseen on others. **'''Relic Contemptor Dreadnought<sup>HH Legends</sup>:''' The Contemptor we should have gotten. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower. *'''Ironclad Dreadnought:''' A Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6" move does it no favors unless you shill for a Stormraven. In melee, the Ironclad gets +1 to hit and wound {{W40Kkeyword|vehicles}} and {{W40Kkeyword|fortifications}}. One melee weapon can be a Seismic Hammer if you're good at math or a Chainfist if you aren't (the Chainfist has '''Anti-Vehicle 3+''', but your +1 to wound vehicles won't stack with that), while the other can be a Dreadnought Close Combat Weapon if you forgot you can't use 2 melee weapons at once or a Hurricane Bolter if you remembered. *'''Redemptor Dreadnought:''' No longer outperformed in shooting by the Brutalis and only Dread keeping -1 damage, the Redemptor has an option for anything but killing Tanks reliably. Especially the Plasma Incinerator benefits greatly from the changes to ''Blast''. *'''Invictor Tactical Warsuit:''' No longer able to Infiltrate, the training wheel Dread for loner marines trades it for ''Scouts 8"''. Additionally said loner marine has grown more socialable and will now return fire on any who dares to shoot at a friendly ''Phobos'' squad within 6" of him. Though only once a Turn, newfound friendship only goes so far. *'''Deredeo Dreadnought<sup>HH Legends</sup>:''' The Dreadnought to use if you just want to shoot. Like the Ballistus that took after it, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers. *'''Leviathan Dreadnought<sup>HH Legends</sup>:''' The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for ''[Anti-Vehicle 4+]'', otherwise they're both almost identical and carry meltas.
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