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Space Marine Mortal Wound Spam


Charlo

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So marines seem to have a LOT of ways of dealing mortal wounds, be it through stratagems, unit abilities or otherwise.

 

I thought it might be fun to list every way they can deal mortals and then potentially even build a list around it?

 

Mostly copied from 1D4Chan for ease.

 

Chapter specific has been added.

 

Colour coded:

Ultramarines

Imperial Fists

Black Templars

Raven Guard

Salamanders

White Scars

Iron Hands

Unknown Successor or unaligned

 

 

Stratagems:

  • Cluster Mines (1 CP): Use when a Scout Bike squad falls back. On a 2+, one unit you fell back from takes D3 mortal wounds
  • Flakk Missile (1 CP): When an INFANTRY model shoots a missile launcher at a unit with FLY, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. 
  • Hellfire Shells (1 CP): Instead of shooting normally, a Space Marine Infantry model rolls only once to hit. If it hits, it does D3 mortal wounds. 
  • Orbital Bombardment (3 CP, Single Use): If your warlord is a Space Marine (this could be your secondary detachment) and didn't move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within D6" of it (subtract 1 if it's rolling for a CHARACTER). On a 4+, it takes D3 mortal wounds.
  • Hammer of Wrath (1CP): JUMP PACK models within a unit that successfully end a charge move within 1" of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder.
  • Hunter-slayer Missile (1 CP): A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48" of a REPULSOR and not within 1" of an ally. Roll a dice. If it is equal to or greater than the Repulsor's Ballistic Skill (meaning it ignores modifiers to hit), the enemy unit takes d3 mortal wounds. One use per Repulsor.
  • Target Sighted (3 CP): At the start of the shooting phase, pick a squad of INTERCESSORS. Until the end of the phase, that squad's stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+.
  • Seismic Devastation (1CP): Activate at the start of any Shooting or Fight phase; each time your SIEGEBREAKER COHORT units make a wound roll of 6+ against a VEHICLE or BUILDING, you deal an additional mortal wound to enemy model.
  • Deadly Price (1 CP): Use at the end of your turn to boobytrap an objective. If an enemy unit tries to take it, roll a d6. on a 2-4, they take d3 mortal wounds. on a 5+, they take 3 mortal wounds instead. Can't be used on the same objective more than once per battle.

Warlord Traits:

  • Paragon of War: This warlord's unmodified wound rolls of 6s (ranged and melee) inflict mortal wounds in addition to all other damage.
  • Master of Vigilance: When resolving an attack made by a melee weapon by this warlord, an unmodified hit roll of 6 inflicts a mortal wound in addition to any other damage.
  • Deadly Hunter: Each time he successfully charges, roll a D6. On a 4+, the enemy unit takes a mortal wound. 

Psychich Powers:

  • Psychic Scourge (WC6): Make a Leadership value + 1D6 contested against the Leadership value + 1D6 of an enemy unit within 18" of the psyker. If you beat the enemy they take D3 mortal wounds, equal them they take 1 Mortal Wound, and nothing happens if your total is lower.
  • Fury of the Ancients (WC7): Range 3D6", so less than 18" Smite. Target any visible enemy model within that range and draw a line from the caster to that model; each unit under the line, in addition to the target model's unit, takes a mortal wound.
  • Tenebrous Curse (WC6): Select a visible enemy unit within 18" that does not have the FLY keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as are all of its advance and charge rolls.
  • Mind Raid (WC6): Select a visible enemy unit within 18". It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a CHARACTER, roll 3d6. If the result is greater than or equal to the target's Ld, you get a free Command Point! 
  • Telepathic Assault (WC7): Select one enemy unit within 24" of and visible to the psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit.
  • Storm of the Emperor's Wrath (WC6): Select the nearest enemy unit within 18" of and visible to the psyker. Roll a D6 for each model in the unit; for each 6, that unit suffers 1 mortal wound.
  • The Abyss (WC6): Select one visible enemy unit within 18". Roll 3d6; for each each roll of 4+, the target takes a mortal wound. If any models are destroyed, then the unit suffers a -1 penalty to their leadership for the rest of the turn.
  • The Darkness Within (WC6): Select up to 3 enemy units within 18"; roll 1d6 for each unit. On a 4+, they take a mortal wound. If you rolled a 10 or higher on the psychic test, add 1 to the d6 rolls.
  • Lightning call (WC7): The closest enemy unit within 18" takes d3 mortal wounds. Then roll a dice. On a 4+, deal one additional mortal wound. rinse and repeat until you fail, with the target going up by one each time (5+ on the second roll, 6+ on the third).
  • Storm-wreathed (WC6): Enemy units cannot fire overwatch. In addition, roll a dice for each model that charged and got within 1" of an enemy. On a 6, it causes a mortal wound.
  • Eye of the Storm (WC6): Roll a d6 for each enemy unit within 12". Add 1 if the enemy has fly. On a 4+, cause a mortal wound.
  • Objuration Mechanicum (WC7): If manifested, select one visible enemy unit within 18". When that unit rolls 1s to shoot or fight, it takes a mortal wound. 
  • Fury of Medusa (WC6): Select an enemy model within 18". Draw a line 1mm wide between the psyker and target. For every unit the line crosses, roll 1d6, adding 2 for VEHICLEs; the unit takes a mortal wound on a 4 or 5, and 1d3 mortal wounds on a 6.
  • Machine Flense (WC6): Select a visible enemy VEHICLE unit within 18". It takes 1d3 mortal wounds. Then select an enemy unit within 6" of that VEHICLE (meaning the original target must still be on the table). Roll 1d6 for each mortal wound the original target suffered. On a 3+, the secondary target takes a mortal wound.

Relics & Special Issue Wargear

  • Lament: Upgrades a master-crafted stalker bolt rifle's statline to S5 AP-2 3D, and successful wounds inflict a mortal wound on top of that.
  • Benediction of Fury: Replaces a Crozius arcanum. S+2 AP-2 3D, unmodified wound rolls of 6 do a mortal wound in addition to other damage. 
  • Digital Weapons: Do an additional attack when the model fights. If it hits, the target suffers a mortal wound.
  • The Holy Orb:  Once per battle, in your Shooting phase you can choose for the bearer to throw the Holy Orb instead of making a normal shooting attack. If you do so, pick a visible enemy unit within 6" of the bearer and roll a D6 for every 10 models in that unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.
  • Raven's Fury: Jump Pack model only, inflicts a mortal wound on its charge target on a 4+
  • Haywire Bolts: Affects a bolt weapon. It can only do 1 shot, but when targeting a vehicle on a 1-3 nothing happens, a 4 or 5 does d3 mortal wounds, and a 6 results in a flat 3 mortal wounds.

Unit Abilities:

  • Incursor Squad: Haywire Mine can be placed on the board. First enemy unit within 3" takes D3 Mortal wounds, D3+1 for a VEHICLE.
  • Scout Sniper Rifle: Wound roll of 6 causes a Mortal Wound.
  • Centurion Assault Squad: Causes a Mortal Wound to Enemy Unit upon Charging on 4+ (might be each Centurion, unsure on wording...)
  • Tartaros Terminator Squad: Volkite Charger on Sergeant deals an additional Mortal Wound on a 6+ to wound.
  • Ironclad Dreadnought: Deals D3 Mortal Wounds to an enemy unit when charging on a 4+.
  • Relic Deredeo Dreadnought: Arachnus Lascannons cause an additional Mortal Wound on a wound roll of 6.
  • Relic Sicaran Arcus Strike Tank: Rotary Missile Launcher deals an extra mortal wound to INFANTRY units on a 6+ to wound.
  • Relic Sicaran Omega Tank Destroyer: Can supercharge gun to becomes Heavy 3 S9 AP-3 3 D and inflicts an extra mortal wound on a 6 to wound.
  • Impulsor: Orbital Comms Array can launch an Orbital bombardment akin to the Stratagem.
  • Inceptor Squad: 6 for each model when it charges causes a Mortal Wound.
  • Devastator Squad: Special mention for the heavy weapon stratagems.
  • Eliminator Squad: Mortis rounds cause an additional Mortal Wound on a to wound roll of 6+.
  • Land Raider Crusader: Frag Launchers case D3 Mortal Wounds on a 4+ to enemy it charged.
  • Thunderhawk Assault Gunship: Turbo Laser causes D3 additional Mortal Wounds on a 6+ to wound. In addition, the Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for every VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit.

Special Characters:

  • Cato Sicarius: power sword can deal D3 mortal wounds if you roll a 6 to wound.
  • Chief Librarian Tigurius: Special mention as he has access to lots of Mortal Wound based powers with a bonus to cast.
  • Chaplain Cassius: if an Ultramarines model is destoryed in combat and that models unit is within 6" of Cassius, on a 6 that unit suffers a mortal wound.
  • Sergeant Telion: Standard Mortals on Sniper wound of 6.
  • Roboute Guilliman: Sword on a wound roll of a 6 causes D3 mortal wounds
  • Lieutenant Commander Anton Narvaez (Marines Errant): Sword deals a mortal wound INSTEAD of normal damage on a 6 to wound.
  • Primaris Kayvaan Shrike: Pistol deals a Mortal Wound on 6 to wound. Shrike deals a single Mortal Wound on the Charge on a 4+.
  • Primaris Kor'sarro Khan: cyber-hawk that deals a mortal wound on a 4+ in the shooting phase.
  • Gabriel Angelos: Hammer deals additional Mortal Wound on a 6+ to wound. Can also deal D3 Mortal Wounds on the Charge on a 4+.
  • Lughft Hauron: Choose an enemy unit, on a 2+ they take D6 Mortal Wounds

Other:

  • RG Combat Doctrine Surgical Strikes: having +1 to wound means triggering some Mortal Wound rolls (snipers etc) on a 5+ instead of 6.
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Well the quanitity is there, what we are lacking is the quality. Many of them are rather unreliable (Snipers for example) and/or expensive (Orbital Bombardement for example).

 

The best out there are definitely the Hellfire Shells.

Chapter specific has been added. 

 

Colour coded:

Ultramarines

Imperial Fists

Black Templars

Raven Guard

Salamanders

White Scars

Iron Hands

Unknown Successor or unaligned

 

Please note however, that I have not included the Salamanders or Imperial Fists Supplements yet.

Thanks man, when I'm on my PC I'll update it.

 

So my dudes, anyone wanna try and make a list that spams MW for marines?!

Way ahead of ya.

 

I play Raven Guard, so I have some options. Just working on fitting them all into a list.

 

Thanks man, when I'm on my PC I'll update it.

 

So my dudes, anyone wanna try and make a list that spams MW for marines?!

Way ahead of ya.

 

I play Raven Guard, so I have some options. Just working on fitting them all into a list.

Awesome! Looking forward to seeing it.

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