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===[[Blood Angels]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Blood Angels Pauldron.jpeg|100px|left|]]''In the grim darkness of the far future, there is always a risk of becoming blinded by rage''. <br> Thematically, these guys are a bunch of poncy space vampires who constantly battle their own genetic curses. These curses turn out to be their greatest strengths, as they become genuine monsters made to [[Rip and Tear]].<br> On the tabletop, these guys go pretty deep for both melee and speed with your unique units mostly focusing on jump packs or being Death Company.<br> <div class="mw-collapsible-content"> ====Characters==== *'''Sanguinary Priest:''' An apothecary with a chainsword. Rather than resurrecting the dead, he grants a 5+++ FNP to whoever he leads and improves the AP of their melee weapons by 1. Fortunately, he can join a squad already led by a captain, chapter master, or lieutenant, allowing some welcome protection and melee support for everyone. He joins the "standard" set of firstborn squads with Command Squads replaced by Devastator Squads to avoid letting you (thematically speaking) double up on apothecaries in 1 unit: Assault, Devastator, Tactical, or Vanguard Squad. **'''with Jump Pack:''' Because it'd be weird if you couldn't buy one for him. Changes what he can lead to the standard Jump Pack set (assault Squads with Jump Packs and Vanguard Veteran Squads with Jump Packs). =====Epic Heroes===== *'''[[Astorath]] the Grim:''' A jump pack chaplain with a very ferocious axe who can only join jump pack DC. Any pack he leads gets the chance to fight before dying and any charges they make give their weapons ''Devastating Wounds''. *'''[[Luis Dante|Lord Commander Dante]]:''' *'''Brother [[Corbulo]]:''' A special Sanguinary Priest, the only differentiating factor being that his chainsword has +1 Strength and ''Sustained Hits 1'' *'''[[Erasmus Tycho|Captain Tycho]]:''' *'''[[Erasmus Tycho|Tycho the Lost]]:''' *'''[[Lemartes]]:''' A Chaplain on a jump pack who can only pick up jump pack DC. Alongside the 6+ FNP symbolic of the Death Company, he also grants them ''Lethal Hits'' on melee, something his unique Crozius already enjoys. *'''[[Mephiston]]:''' *'''The [[Sanguinor]]:''' *'''[[Gabriel Seth]]:''' Though he's Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can't interact with any other BA Epic Heroes. While he's no stronger than the basic firstborn captain, he is very mobile by letting an attached unit (a Tac Squad, Assault Squad, Command Squad or Vanguard Vets) charge after advancing. He's also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with ''Sustained Hits 1'' as well as an extra attack for every 5 enemy models within 6" of him. Put him in front of a mob of gaunts or boyz, and he'll cleave through them like nothing. ====Infantry==== *'''Death Company Intercessors:''' Intercessors with 6+ FNP. That said, they can only be led by a Primaris Chaplain. If you don't at least have a Chaplain within 12" of them, then these guys lose their OC1 and can never fall back, making them useful only as a kamikaze unit. Fortunately nothing forces you to pick either the bolt rifle or chainsword loadouts, as you get a free use of either Heroic Intervention or Fire Overwatch each turn - provided you didn't use it before. *'''Death Company Marines:''' The original Death Company. This gives you more freedom to pick how many of your models can go either melee or ranged, and the melee ones can freely pick whether or not they pick up power weapons and thunder hammers. While they lack free stratagems, they do gain ''Sustained Hits 1'' if they lose models and ''Sustained Hits 2'' if they're below half-strength. **'''Jump Packs:''' Re-rolling to charge at least makes them far more likely to reach combat - it's the only place they're meant to go. Sadly, they don't gain anything to make charges more deadly and the jump Chaplain's power only gives you smashes during the fight. *'''Sanguinary Guard:''' The jump pack answer to the Command Squad. Maybe they don't have an apothecary on hand, but having one as a retinue in place of jump pack Assault marines makes enemies take -1 to hit (natively) and -1 to wound (as a retinue). ====Vehicles==== *'''Baal Predator:''' Can re-roll advance rolls (so average 4.25", not average 3.5") and all ranged weapons gain '''Assault''' when the model advances (which is functionally the same as always having it) but can only target {{W40Kkeyword|infantry}} units when they shoot, which is extremely crippling. The default loadout is just a Razorback but worse since it's not a transport, but you can take sponson weapons (2 heavy flamers or bolters) and more importantly swap out the turret TAC for a Baal Flamestorm Cannon: 18: Ad6+3 BS '''Torrent''' S6 AP-2 ('''Ignores Cover''') D2. Good news: the BFC is better than a TAC against nearly everything. Bad news: the heavy flamers are generally inferior to heavy bolters, and unlike a real Predator, you can't take lascannon sponsons; more importantly, the BFC has fundamentally similar performance to a Predator Destructor's Predator Autocannon against the majority of targets (remember, at BFC range, the autocannon fires 8 shots) at inferior range. tl;dr '''Never take this, a Predator Destructor does the same job better.''' =====Walkers===== *'''Death Company Dreadnought:''' The Furioso Fists have 1 AP over the classic dreadfist, making them a bit better on tanks even before accounting for all the MWs you deal before fighting in melee. If you go fisting, take a Magna-Grapple to make things easier on yourself - You want to be fighting {{W40kKeyword|Monsters}} and {{W40kKeyword|Vehicles}}, so a +2 on charge rolls is vital at the cost of the {{W40kKeyword|Smoke}} keyword. Taking the Blood Talons is only worth it for fighting infantry mobs. A helpful ability this dread gets is the ability to fight back if anyone tries to attack at any range. **The underslung guns on your fists will offer some support, but you're going to be pressed for choices. Just by default, you only get a storm bolter on one fist while the other fist comes with an odd melta. The only alternatives you get for both are heavy flamers. *'''Furioso Dreadnought:''' Comes with a Frag Cannon so you have a better gun to blow apart hordes at close range. That said, you can still go double-fisting if you want - after all, you're getting ''[Twin-Linked]'' for going full melee. Just beware that you lack the DC 6+ FNP. *'''Librarian Dreadnought:''' A Furioso Dread with one fist and a force halberd for a supporting attack - While a lot less powerful than the fist, it's capable of a lot more damage. If you want real psychic power, it has the Blood Lance power for a single shot that can ram through lighter tanks. **The Librarian Dread comes with two psychic buffs that make it better for support. One is a 6" bubble that gives everyone a 5+ FNP against mortal wounds and psychic powers, the other is a risky power that lets you redeploy one {{W40kKeyword|Infantry}} squad within 12" anywhere on the board. </div> </div>
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