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Ongoing cleanup.


* BloodBrothers: Many chapters have blood-mingling rituals, which may involve imbibing the blood of their fellow Marines--this is possibly the result of their Omophagea implant, which allows them to process {{Genetic Memor|y}}ies of biological material they consume. In this manner, the Marines share traces of memory with each other, [[TrueCompanions further solidifying their bond with each other]], and the blood of the fallen will be consumed that [[DueToTheDead the living might better remember them]]. For some gene-seed strains, mutations in the Omophagea implant give them a greater thirst for blood, and their blood ceremonies are more frequent; the Blood Angels and their successors are the best known of these.

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* BloodBrothers: BloodOath: Many chapters have blood-mingling rituals, which may involve imbibing the blood of their fellow Marines--this Marines -- this is possibly the result of their Omophagea implant, which allows them to process {{Genetic Memor|y}}ies of biological material they consume. In this manner, the Marines share traces of memory with each other, [[TrueCompanions further solidifying their bond with each other]], and the blood of the fallen will be consumed that [[DueToTheDead the living might better remember them]]. For some gene-seed strains, mutations in the Omophagea implant give them a greater thirst for blood, and their blood ceremonies are more frequent; the Blood Angels and their successors are the best known of these.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Thunder Hammers are ginormous mallets wrapped in an electrical field that stuns whatever they don't pulverize.



* DropTheHammer: Some Terminators carry Thunderhammers, power weapons whose power field, instead of being spread out along a blade, is concentrated on the hammer’s head and energizes on contact in a devastating concussive blast. Regular, armored Marines need two hands to wield these things, but Terminators swing them about one-handed.
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Per TRS, Just For Pun was renamed to Punny Trope Names due to misuse.


** While Techmarines are fully indoctrinated into the Machine Cult, many tech-priests look down on them, at best seeing them as lowly [[JustForPun cogs]] in the Mechanicus' overall operations and at worst treating them as Hereteks who pervert the machine spirits of their mechanical charges to wage war.

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** While Techmarines are fully indoctrinated into the Machine Cult, many tech-priests look down on them, at best seeing them as lowly [[JustForPun [[{{Pun}} cogs]] in the Mechanicus' overall operations and at worst treating them as Hereteks who pervert the machine spirits of their mechanical charges to wage war.
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putting this back since the WS pic was chosen for a different page


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* SwordAndGun: Captains in both normal Mark X power armor and the heavier Gravis armor are armed with a power sword and a gun of some variety. In-game, the regular Captain model can be armed with either a normal bolt rifle or a master-crafted Stalker pattern bolt rifle, while the Captain in Gravis armor has the aforementioned arm-mounted bolt pistol.

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* SwordAndGun: SwordAndGun:
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Captains in both normal Mark X power armor and the heavier Gravis armor are armed with a power sword and a gun of some variety. In-game, the regular Captain model can be armed with either a normal bolt rifle or a master-crafted Stalker pattern bolt rifle, while the Captain in Gravis armor has the aforementioned arm-mounted bolt pistol.pistol.
** In the 10th edition rules, Lieutenants have the option to take one of a variety of guns and a melee weapon, one of which in the model kit is a sword.
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** The Razorback is a Rhino variant that can only carry 6 Firstborn, but it compensates by packing much heavier firepower via a turret-mounted twin heavy bolter, twin lascannons or twin assault cannons, as well as the option of taking the Rhino's normal weapons[[note]]a storm bolter or hunter killer missile[[/note]]. Older rules noted that Devastator squads favored using the Razorback as their transport.
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* {{EMP}}: Some Incursors are equipped with haywire mines, sophisticated mines that produce a sophisticated electromagnetic pulse when enemies pass over them, doing massive damage to enemy equipment and vehicles. In the 8th Edition of the game, haywire mines do multiple [[UnblockableAttack mortal wounds]] against the enemy unit that activated the mine, with [[AntiVehicle vehicles being particularly vulnerable]].
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that project a detailed readout of the surrounding area [[HeadsUpDisplay directly onto the Primarus Marine’s visor]]. These auspex scan are so accurate that an Incursor is able to effectively see their foes through solid objects. The 8th Edition rules represent this by ignoring all negative modifiers to hit from an Incursor’s shooting attacks.

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* {{EMP}}: Some Incursors are equipped with haywire mines, sophisticated mines. Rather than an explosive, these mines that produce a sophisticated an electromagnetic pulse when enemies pass over them, doing massive damage to enemy equipment and vehicles. In the 8th Edition of the game, haywire mines do multiple [[UnblockableAttack mortal wounds]] against the enemy unit that activated the mine, with [[AntiVehicle vehicles being particularly vulnerable]].
* XRayVision: The multi-spectrum arrays carried by all Incursors are highly advanced auspexes that project a detailed readout of the surrounding area [[HeadsUpDisplay directly onto the Primarus Marine’s Marine's visor]]. These auspex scan scans are so accurate that an Incursor is able to effectively see their foes through solid objects. The 8th Edition rules represent this by ignoring all negative modifiers to hit from an Incursor’s Incursor's shooting attacks.

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