- Where Do Space Marines Keep Their Ammo
- Space Marines Costumes
- Where Do Space Marines Keep Their Ammo Free
They do carry ammunition. Fluff-wise they would have to and it has often been noted of a space marine reloading, unless it is a Legion of the Damned who willful manifestations. Model-wise they usually do come with ammo pouches, grenades and the likes to put on the model, but thats more detail to paint than anyone really wants to do. 'Thankfully, most people understand the concept of dramatic license, an amusing little technique that involves exaggerating or ignoring facts, physical laws, and general plausability to keep things entertaining. Space Marines are embellished in fiction, where their heroism and invincibility are accentuated.' - White Dwarf #300.
Ladies and gentlemen, good day! In this instalment, we will look at the effect the new weapons rules revealed by GW will have on Space Marine armies.First off, twin-linked weapons have been completely reworked, and in a way that is more beneficial for Marines (and other high BS armies) than for those not endowed with high marksmanship.
This is simple math: the old rule to twin-linked resulted in 33% more hits for a weapon fired by a BS4 model, whereas a BS2 model (like say, an Ork) would see a whopping 66% increase in hits with a twin-linked weapon. Now, both will get twice as many hits, which is a boost to both low and high BS armies, but more so for the latter than the former.Given how many twin-linked weapons Marines have access to, this is going to be a huge bump in firepower for us. Now, this is mitigated somewhat by the fact that vehicles will be suffering a -1 to hit when firing heavy weapons on the move: a twin Heavy Bolter Razorback will cause 3 hits on its target if moving, whereas it would have been 2.66 before. The flipside to the flipside is that it sounds like a Razorback will be able to move its full move distance while still firing at almost full effect whereas it would have been snap-firing before.The one thing that worries me a bit is how this is going to be costed in practice: how expensive is a Razorback going to be, for example? During 7th, Razors became a rare sight outside of the Gladius Task Force because – when upgraded with a twin Assault Cannon, for example – they were more than twice as expensive as a Rhino: the extra firepower was nice to have, but the fact that the base hull was no more resilient than the humble Marine APC’s made them a bit of a liability – smart opponents would often prioritise their destruction as that cut into the Marine player’s firepower a lot and would hamstring his mobility to boot. Consequently, the cheaper Rhino (and more so the Drop Pod) were usually preferred.The change to combi-weapons is glorious. Having the ability to get what is basicaly an additional special weapon in a squad will significantly improve the deadliness of many of our squads.
I’m personaly planning on combi-plasmas for my Tactical Squads, combi-meltas for my Scout Squads and combi-gravs for my Bike Squads (if they are still relentless). Devastator Sergeants will likely continue to go without if the rules for their Signum remains the same. Sternguards will probably get combi-plasmas but that I may go a different route after some experimentation. Of course, all of this is subject to the specifics of point costs.Finaly, the change to Blast weapons is also welcome. Marines have access to quite a few of those, and them being more broadly useful (if less so against some targets) increases their attractiveness for TAC lists.
I see a lot of Plasma Cannons in my future On the receiving end, however, Marines are going to be relatively more vulnerable to Blasts than they were before (again, relatively), as big blobs of bunched hordy types will be no more punished by blasts than our own small model count army.All in all, some very exciting changes for Marines. Can’t wait to see what else GW has in store for us! I’d been putting Combi-Flamers on my Tactical Sergeants for a while now; there weren’t often many situations where I needed the Ignores Cover short range shot more than once in a game (usually to clear off an objective I wanted tbe Tacticals to claim) with the addition of Overwatch/Wall of Death they became even more useful and now they won’t be One Use Only!? Oh happy day!Now, if only they’d tell me what Storm Bolters.
Assault Cannons, Power Fists, and Thunderhammers do. My Deathwing are starting to get nervous.
Okay, plasma guns get hot so they are not suitable for every sistuation.However, why don't marines get the options of giving everyone a plasma weapon when the sistuation calls for it? Like when fighting other powered armor opponents or an opponent largely in light armor? It would surely come handy when boarding a chaos space marine ship or something.There is certainly more than enough plasma gun in the universe for every marine that wants one to have one. It is common enough in imperial guard formations (so much that it can be taken in every standard squad that can take a special weapon) which out number the marines in a mindbogging way. Instead of wasting such a powerful weapon on guardman that can't shoot straight, a space marine can use it a million times better.It is not like it is some massive logistic problem either, as marines already use plasma guns, and can certainly carry enough ammo for himself in a mission.
As even guardsman can carry the ammo, it is probably no more of a logistic burden then bolters, and most likely less.It is also true that plasma guns are measurablely more powerful then bolters, otherwise it would not be adopted as a special weapon. Its general role overlaps with bolters however, except its power.-The same is similar for melta guns. If guardsman can have them, I can't see why marines can't have an squad packed with them if there is a need. Such a formation would certainly be useful, as we can see in the eldar formation of firedragoons. I can't imagine anything standing up to a marine assualt from a unit packed full with melta guns.So why is the super elites stuck with the bolter in almost all sistuations? While a bolter is perfectly fine in meshing up some orks/traitors/space-elves, it simply just doesn't cut it against tougher opponents.Part of it might be the codex, but not everyone follows it, certainly not chaos marines.
Marines don't actually have plasma guns in large useage. They are not common things by any means. In fact, in the fluff you'll find that standard Marine heavy weapons are heavy bolters and missile launchers.
The only time I even heard of a lascannon was the Space Wolves creation of the Predator Annihilator. One multi-melta in Storm of Iron, and exactly zero plasma cannons.
Furthermore, I have never heard of any Marine using a plasma gun. Pistol maybe. So rare is the plasma cannon, I have to confess that I have exactly zero idea what they're truly capable of in the fluff. Oh there's the plasma tank in Honour Guard, and plasma rifles, and plasma pistols, never the Marine portable cannon though.In fact, it was the Jourans who had all the plasma weapons in Storm of Iron, probably because the Mechanicus wanted the facility protected as well as possible.A squad carries a special weapon to deal with that tough enemy. And a heavy weapon, to mince that tough enemy.
In almost every single situation the plasma gun would be massive overkill, in a less reliable, more ammo intensive package. Plasma guns are ridiculously hard to produce in comparison to your average mass-issue line weapon, such as the Lasgun or Bolter.This is in large part due to the following:1.) The Adeptus Mechanicus hasn't found the info to make non-overheating plasma weapons the way they used to.
Where Do Space Marines Keep Their Ammo
In fact, entire forgeworlds have LOST the ability to produce plasma weapons due to accidents. And they can't just ask their neighbor forge world 'Hey, can you ship us those blueprints for that Plasma Gun there? Because of my next point.2.) Job Security in the Ad Mech.
Simple enough, if you want to keep your job as the top coghead on your forgeworld, you gotta know something your underlings don't, because Knowledge is Power in the AdMech. Therefore, we have Tech-Priests who are hundreds of years old who jealously keep the secrets of Plasma weapon creation to themselves as they slowly go senile, and occasionally crank out a couple dozen a year or so at absolute best - all the while, the quality of weapons slowly is going down due to information corruption in their mechanically-enhanced brains. Plasma weapons are not 'rare' per se just not common and are very expensive which is why only SOME guard regiments even have them I mean you look at Cadians they can easily afford Plasma weaponry and I haven't played guard yet without some Plasmas and meltas in the mix.In fact it was a drop squad with Melta-guns and a plasma gun that helped win a major victory for me in a campaign recently.Not to mention space marines almost loathing using anything the Guard uses and you get another reason for them not wanting to use plasma rifles. From a tabletop gaming POV I wouldn't want an entire unit with plasma guns. They overheat on a 1 in 6 if you shoot just once, and if you shoot twice they do so on a 1 or 2.
You might as well hand your enemies victory points.In universe they just aren't as reliable as bolters, are somewhat rarer, have a chance of killing/maiming the user (even if it's small, it's still more than bolters), are harder to maintain, and carry less ammo.Besides, why bother when a space marine unit can have heavy weapons including a heavy bolter, lascannon or rocket launcher? From a tabletop gaming POV I wouldn't want an entire unit with plasma guns. They overheat on a 1 in 6 if you shoot just once, and if you shoot twice they do so on a 1 or 2. You might as well hand your enemies victory points.In universe they just aren't as reliable as bolters, are somewhat rarer, have a chance of killing/maiming the user (even if it's small, it's still more than bolters), are harder to maintain, and carry less ammo.Besides, why bother when a space marine unit can have heavy weapons including a heavy bolter, lascannon or rocket launcher? Plasma Weapons do have the ability to Rapid Fire.
Idm 6.28 build 12 crack download. They would have the same ROF as a Bolter. Of course, firing it quickly just gives its painfully inadequate cooling mechanisms less time to channel off all that heat, resulting in more overloads and more melted Guardsmen.The Eldar have taken a different approach.
Space Marines Costumes
Where Do Space Marines Keep Their Ammo Free
Their Starcannons are roughly the same as Imperial Plasma Cannons, but rather than firing out a massive ball of plasma that explodes over a radius of a few metres, Starcannons take all that energy and fire several smaller bolts. This means that their weapons have more time to cycle the heat, and there's less chance of any overload.Tau have a similar philosophy, but their weapons are not as adanced as the Eldar, so it sacrifices strength like the Eldar one, but does not have the same ROF.BYE.