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#1 Edited by SirFizzWhizz (37749 posts) - - Show Bio

Time for some respect on Warhammer 40K. They have comics too, and one of the best Sci Fi's in the world. My good friend @strider1992: made a respect thread of Space Marines long time ago, some feats directly from there, and I feel there is much more to add to it. So I am making my own. This will not include Codex name characters, just the run of the mills novel, short story, comics, video games, ect Space Marines and Chaos Marines. To show off what the Adeptus Astartes are capable of.

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Space Marines are the super human soldiers of the Imperium known as the Adeptus Astartes. They fight and defend against the worst threats of humanity in a galaxy of never ending war. The forces of Tyranids, Eldar, Necrons, Orks, and the demonic forces of Chaos itself.

Space Marine

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Recruitment and Skill

To be a Space Marine, you first must be chosen from your planet to be the best of the best in the range of children to young adult. Some Chapters will hold yearly trials of events to pick the best. Others will hold massive to the death events where last child or young man standing is chosen. To be a Space Marine you must first prove your worth as the best of humanity.

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The basics of most Space marine Chapters choosing candidates.

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The trials of Space Wolves Chapter to choose recruits. Throwing out already hard living vikings of their world out into the freezing elements of Fenris. A world filled with wolves larger than men, krakens that can sink ships, and moose that trample armies. All the while implanted with a werewolf like curse, minus the immortality bit, that painfully affects their bodies. They have to survive and find their way back.

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The Blood Angels Chapter holds various tournaments and games of racing through a desert of a radioactive moon. Their aspirants chosen from tribal villages are already sick and dying from radiation poison while competing in games to the death, and surviving the harsh environment of a desert. Those that pass are healed and changed to be Space Marines.

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Raclaw takes on his worlds best in a to the death match. last man standing and inducted into the Black Templar Chapter.

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After the fresh surgeries of the organs, not knowing if they will take or not with the body, Raclaw is given a further test to prove his worth by fending off a mutated human of super strength. All to be worthy as a member of the Black Templar Chapter.

Special Organ and Abilities

The next step of being a Space Marine is the implant of a various organs, and the precious Geneseed. The chosen go through various surgeries, and are implanted with special made organs as children to give them super abilities. Once implanted with the organs due the super human stats start to developed.

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  • Mucranoid - Protects against the vacuum of space and extreme temperatures.
  • Larraman's Organ - Instant scarring to prevent any blood loss and also helps heal major wounds easy.
  • Omophagea - Allows access to recent memories through eating of the flesh.
  • Occulobe - Super enhance eyesight.
  • Secondary Heart - Allows more stamina and acts as a back up heart.
  • Biscopea - Allows strength of up to 2 tons or more.
  • Ollitic Kidney - Filters poisons and gasses that might harm a Space Marine.
  • Preomnor - Allows to digest poisons.
  • Interface - Allows the link up with Power Armour.
  • Haemastamen - Allows for the creation of efficient blood that allows high stamina.
  • Multi Lung - A third lung that allows a Marine to breath poisons and even water.
  • Lyman's Ear - Allows sharper hearing, filtering of sounds, and near immunity to disorientation.
  • Sus-an Membrane - Allow the Marine to enter hibernation for centuries.
  • Betcher's Gland - allows for the creation of both acidic and poisonous spit.
  • Ossmodula - Steel like bones that can heal fast, and fuses the rib cage.
  • Neuroglottis - Grants sense of smell on par of an dog, and allows an Marine to taste the toxicity, and nutritious content of objects, or the air itself.
  • Catalepsean Node - Marines can stay awake for days with no hindrance.
  • Progenoids - Also known as Gene Seed allows these organs to be developed, and accepted during surgery. They are harvested from Space Marines to make more Space Marines.

Strength

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Some stated statistics that show a fresh Space Marine can carry, lift, and push without Power Armour. All Space Marines can rip human beings into two.

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Space Marine casually lifts a half ton with no effort.

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Space Marine Sargent Tarkus rips off the Power Armor level armor and arm of this Warp Spider.

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Space Marines stated to rip the steel armor of tanks off like paper. Stated with Power Armour to support buildings as well as any Steel Girder.

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Space Marines lifting and throwing ton in weight stone rubble.

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Space Marine Captain Titus overpowers the hydraulics, and moves this large turret around.

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Space Marine Sargent pushes across the steel floor a semi truck in size artillery shell.

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Space Marine stops dead a charging Ork Dreadnaught.

Durability

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Space Marine slams powerful Chaos Marine, who has a healing factor, through a concrete wall. then they free fall several stories through the air, and pancake a transport tank with their weight and momentum. With the Chaos Marine on top of the Space Marine. Both are alive and still fighting.

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The force that would shatter a human's skeleton is barely felt by a Space Marine.

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This Veteran Sergeant is coated in a flamethrower using special high burning gel. Not only he survives but brushes away with ease the burning and and damage to his bare head.

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This Farseer lightning attack kills a normal Tactical Marine, but the Space Marine veteran plows through a torrent of it to kill the Eldar.

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Space Marine survives being sheared to the bone inside a exploding Land Raider.

Speed

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Space Marine Captain at the time Gabriel, of the Blood Ravens states how he sees in slow motion the Bolts he fired.

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Space Marine Captain Ragnar Blackmane reacts and dodges in Micro Seconds.

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This scan states due to the stats and training an Space Marine can processes, and come up with a plan of attack in the time space of a Nanosecond even though that is very much a stretch, it is noteworthy close enough to the speed and reactions of Space Marines.

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A Iron Warriors Chaos Lord, with no Chaos Gifts mind you, is seeing a stated impossible fast missile coming at him which he blocks fine with his liquid metal of a arm.

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Space Marine Captain of the Blood Gorgons slaps down a bolt at close range.

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Chief Librarian Sapredon of the Soul Drinkers cuts a bullet in half in mid air.

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A veteran Space Marine of the Word bearers cuts down three Bolts out of the air.

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A Chaos Lord who lost all his Chaos Powers, now a average Space marine of great skill is able to cut down multiple bullets and Bolts out of the air consistently.

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Another scan of a Night Lords Captain from the Horus Heresy era has stated hundreds of years of training and experience, with honed reactions of a Space Marine can block Bolter rounds on their arms, and weave around laser fire without ever feeling its heat.

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Night Lord Space Marine Captain of the Horus Heresy is nearly too fast to be seen by humans, and is fast enough to dance between rain drops.

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Space Marines can run dozen meters with a few steps.

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Space Marine Captain shows the speed that comes with skill, and experience over Chaos Marines.

Healing

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Space marine healing factors are so good that what is fatal to humans is minor injuries to Adeptus Astartes.

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Space Marine Captain shuts out the pain knowing any wound sustain will clot and begin to heal.

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Space Marine instantly forms blood and scar tissue over wounds.

Psy Resistance

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Space Marine Captain fights off the fear effects of the Nightbringer C'Tan, a planet affecting Star God.

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Space Marines like in the Raven Guard can be train further to be mentally invisible to psychic detection.

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The Eldar Farseer known as Loranel is mentally strong enough to cut off the planet surface from psy detection of other psykers. Sargent Tarkus shows how exceptional the mind of a Space marine is by resisting Loranel's psy illusions and mental commands.

Memory Devouring

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Space Marines can eat the flesh of others, and gain the experiences, memories, and emotions of the being they are eating for a limited time.

Acid Spit

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Most Space Marines can generate acid spit that is potent enough to burn slowly through metal, or burn the face off of foes in a fight.

Gear and Weapons

Space Marines have a huge inventory of weapons and gear which they use depending on the mission. Space marines are equipped with some of the best gear the Tech priest of Mars have made.

Chainsword

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Chainsword is a chain saw in the form of a sword. Using monomolecular blades. It can cut even Terminator Armour if given enough time.

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Chainsword cutting through Power Armor with effort. Cutting right through the weak points with ease.

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Chainsword shows the ability to saw through Power Armour.

Power Weapons

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The Power Weapon(s) are energy field close combat weapons that cuts on the molecular level. Power Weapons take to form of swords, axes, mauls, halberds, any kind of close combat weapon really with a energy field added.

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Leonatos using Power Sword to cleave a non Power Weapon with ease.

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Leonatos stalemates, and cuts through a psychic energize Force Weapon with Power Sword.

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Power Weapon of a Chaplain cuts off an tank turret of a Gargant with ease.

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Power Sword wielded by peak human soldier cuts through Power Armor with ease.

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Peak human Commissar cuts down a Chaos Marine's Power Armor like a hot knife through butter.

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Power Sword easily stabs through Ork Terminator Armor.

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Power Sword cleaves with ease a Terminator Armor Ork in two.

https://www.youtube.com/watch?v=7y0m6aWDpPA

Titus wields the Power Axe.

Power Fist

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Power Fists and Power Claws are large hydraulic gauntlets with the disruptive energy field. Stated to double the users strength for that arm.

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Huron Blackheart's with his power Claw crushes a Power Armour Space Marine into a bloody wreck.

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Power Fist breaking through Power Armour with ease.

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Power Fist in action in various Kill Screens.

Thunder Hammer

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Thunder Hammer is a Power Weapon that also discharges explosive force of energy.

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A mere human with on blows knocks down hundred ton pillar of metal.

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Human overpowers the Force Staff of a powerful Chaos Sorcerer with the Thunder Hammer. Leaving a large crater.

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Thunder Hammer ending a fight against a speedy and well armored Eldar Farseer with explosive AOE impact.

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Thunder Hammer one shotting Eldar into paste, and breaks large chunk of the stone walk way apart.

Boltgun and Bolt Pistol

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Various descriptions of the Boltgun types. Carries 30 rounds .75 Caliber bolts. 1/4 larger than the most powerful small arms round of the modern .50 Cal. Each Bolt is diamantine tip, with depleted deuterium core, and mass reactive detonators. Once fired these Bolts explode inside their targets like mini missiles.

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A single Bolt can blow a man's entire torso away.

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Bolt Pistols blowing through armor of mecha robots with ease.

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Multibolts blow through Ork Trukk armor and explodes the vehicle.

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The Bolt round is capable of penetrating the thinner parts of even Power Armor.

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Various types of Bolts that Space Marines use, and their descriptions. Sternguard Space Marines make use of all four types.

Heavy Bolter

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The larger version of the Bolt Gun. Firing larger Bolts.

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Heavy Bolter blasts holes in a armored transport tank.

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Heavy Bolter brings down a stone guard tower.

Plasma Guns

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Plasma Canon, Guns, and Pistols all fire energy pulses that hit targets with spheres of nuclear energies. Energies that reach the temperatures of small suns. Dealing in pure heat and explosive shock damage.

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Plasma Gun takes out three Orks at once.

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Plasma Gun disintegrates Orks with a blast.

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Plasma Gun vaporizes a Warp Beast, and vaporizes a Dark Eldar in armor.

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Plasma Pistol disintegrates the head of a Ork Warboss.

Autocannon

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Autocannons fire small tank shells. A single Autocannon takes 2-3 humans to set up or move. In the hands of a Space Marine its a two handed weapon.

Flamer

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Flamers are promethium liquid flamethrowers that can melt even Power Armour.

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Heavy Flamer decimating anOrk charge.

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Heavy Flamer melting Power Armor.

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Flamer takes out three Chaos Marines in a quick burst.

Lascannon

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Lascannons fire laser beams that blow holes in the strongest of tanks.

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Lascannon blowing away a Ork Copter.

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Lascannon disintegrates a Power Armour Chaos Sorcerer.

Melta Gun

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Melta weapons fires a energy beam of Sub Molecular Thermal energies comparable to Microwave Radiation.

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Melta Gun cuts a Space Marine in half.

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A Melta weapon porpoises the right side Heavy Bolter of a Predator tank.

Meltabomb

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Meltabombs and Melta Charges work as explosive heat damage on the subatomic level.

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A single Meltabomb takes out a Dreadnought.

Missile Launcher

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Missile Launcher fires non guided, and guided missiles. Using frag ammo for infantry or krak ammo for vehicles.

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Frag ammo is seen blowing away several Orks. Krak ammo one shots a Ork Trukk, and an Ork Dreadnought.

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Frag ammo takes out several Eldar Banshees wearing Aspect Armor that rivals Power Armor.

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Krak missile taking out a Dreadnought that laughs off mass Bolter fire.

Executioner Rounds

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Executioner rounds are the most rare type of Bolt ammo. Using lost technology to make Bolts that can turn around mid air, and track targets fired at with near perfect precision. Inquisitors and Space Marines under them are the only ones who have access to these rounds.

Grenades

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Descriptions of the more unique and rare types of Grenades carried by Inquisition and Space Marines in their services.

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Frag grenade in the mouth.

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Frag grenades used on soldiers.

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The uses and damage of the highly powerful Plasma grenades.

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Space Marine using smoke grenade to confuse enemies.

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Photon grenade, aka Blind grenade, being used to blind the sight of a large Chaos empowered psychic spider monster.

Jump Pack

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Jump Pack description.

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Chaplain using a Jump Pack to air strike foes, and bouncing from hot spot to hot spot.

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Example of assault strikes with Jump Packs. jumping right on top of the target to stun the foe, and start attacking.

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Jump Pack being used for short flight through the warring ships.

Iron Halo

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The Iron Halo as describe is a unique energy field from forgotten conversion field emitter technology that helps buffer psy attacks, and any form of energy or physical blow. Running on the nuclear reactor of the Space Marine armor, this force field can tank as much as much force as a large explosion before breaking down, and needing to recharge.

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The Iron Halo being described as it tanks a Plasma Gun blast with no harm.

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The Iron Halo of Gabriel shrugging off dozen strikes from super strength Bloodletter demons wielding Power Weapons. Only the major blow from Demon prince breaks the fields remaining energy, and Gabriel is KOed.

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Titus's Iron Halo showed the ability to tank a near half skyscraper explosion of energy, and free fall to the surface of the planet. At which point the Halo did outright break, and Titus was very wounded. Still that is a lot of energy to drain the Halo completely. Best part is the Halo can recharge with less damage taken. You would need to pour constant attacks to drain it just to get through it.

Storm Shield

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Storm Shields are shields with energy fields that work like Iron Halos.

Servo Skulls

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Servo Skulls are often used by Inquisition and Space Marines as recon devices. With built in sensors, and a surveillance feed. they also have cloaking fields for stealth.

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Three Servo Skulls following three marines and recording battle.

Bionic Eye

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Space Marines can be outfitted with advance bionic eyes that can give out advance readouts of vehicles, angles of approach, weather data, enemy data, and more.

Auspex

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Auspex are short range scanners to detect foes.

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Auspex scans a mile long ship and finds life readings.

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Auspex detects the number of foes and their position in the sewers.

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Auspex locates and maps out Necron forces.

Teleport Homer

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The Teleport Homer locks on the Space Marines and allows the orbiting ship with teleporting tech to teleport them around.

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Space Marines teleport out of harms way.

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Space Marines teleport into attack. Firing on foes as soon the materialize. Then teleport out.

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Space Marines teleport onto a moving ship in a fleet.

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Terminators teleport out of combat.

Power Armour

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Space Marines are armored in Power Armor for protection. Adding to their already super human durability. This Adamatium and Ceramic armor hybrid allows nothing short of tank penetrating level weapons to cause real damage. Shrugging off what we in real life label as "Small Arms" fire easy.

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Power Armour grants a 25% strength increase for the user.

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Hud Display of Power Armour helmets are equip with the various stated sensors, scanners, and readouts.

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Space Marine free falls three stories and lands with no damage.

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A Space Marine hit by a grenade launcher, and shrugs it off.

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Two Space Marines get shot up by Heavy Bolter fire, but remain unharmed.

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Space Marine back plate tanks the light anti tank rounds of a Autocannon. Even after a dozen of shots.

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This Veteran Sergeant is coated in a flamethrower. Not only he survives but his Power Amour suffers no damage.

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Space Marine fights through a steady pour from a flamethrower.

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Space Marines walk through flaming fire of a explosive barrage that disintegrate sandbag emplacements.

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Power Armour shrugging of Pulse Rifles, and Plasma Rifle of Tau. Pulse Rifles are seen blowing Gaurdsmen to bloody wrecks in one blow, sending them flying. Tau Commander's Plasma Rifle that blows huge hole through through the General, body armor and all.

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Powerful lightning blasts that craters the ground, glassing the insides, are shrug off by Space Marine Power Armour. Lightning blasts with the stated impact of missiles.

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Space Marines at ground zero of the city wiping shock wave of a crashing object from space. Stun, but whole for the most part as they climb from the rubble.

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Space Marine Captain normal Power Armour tanks the force of a explosion that trashed the inside of an whole military bunker at ground zero.

Terminator Armour

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Terminator Armour was design to be the most durable armor known. Originally made to work in hyper pressurize plasma cores, these suits are stated to tank even orbital Strikes with some success of protection.

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Dark Eldar Splinter Rifles that cut through Power Armour, but on Terminator Armour the splinters cannot even penetrate. Dark Eldar on Jet Bike crashes into a terminator to know effect.

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Terminator Armor tanks plasma gun fire with success.

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Terminator Armor withstands 100+ ton foot stomp. While damage the Space Marine was still alive and he still fought on.

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Terminator Armour Chaos Marine flips over a forty ton Chimera tank.

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Terminator Armour folds over a 30 ton steel door with effort.

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#2 Edited by SirFizzWhizz (37749 posts) - - Show Bio

Psychics deserve their own section, but I am including them here. Space marines are not all just bad ass super soldiers, some of them are bad ass super soldiers with psychic powers! Psychics are a core of the Warhammer 40K landscape, and Space marines are no exception. Some Legions like the Thousand Sons are all psychic Space Marines, as are Space Marin chapters like Grey Knights. Now your thinking why not just make psychic Space Marines as the norm? There is some draw backs, foremost being the devotion to training and focusing the psychic powers to keep from being burn out, or invaded by demons. Librarians, the term for psychic Space Marines, are formidable warriors, but not to the degree of Chapter Masters and Space Marine Captains. Instead relying on unique powers to fill the gap.

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Librarians are the name for psychic Space Marines that act as keepers of the lore, and battle supports. Some Space Marine armies like Thousand Sons, or Grey Knights for example are all psychic to a degree. This section will deal with the powers and abilities of these type of Marines that are employed in battle.

What Is A Librarian

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Psychic Schools

Quick list of the psychic schools that all psychic powers fall in.

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List of Psychic Powers

This is a list of all the main psychic powers, and their description from the Codexes and Imperial Armour books themselves.

Codex Space Marine

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Codex Chaos Space Marine

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Blood Angels

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Blood Ravens

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Carcharodan

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Crimson Fist

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Dark Angels

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Deathwatch

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Flesh Tearers

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Grey Knights

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Howling Griffins

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Imperial Fists

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Iron Hands

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Marines Errant

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Nova Marines

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Raptors

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Raven Guard

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Red Scorpions

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Salamanders

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Space Wolves

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White Scars

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Deathguard

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Emperors Children

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Thousand Sons

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Psychic Powers

Now lets get into the actual feats and abilities of the powers. This is a list of non legendary Librarians and Sorcerers to show off the average psyker of Space Marine forces.

Smite

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Smite being used to kill several Eldar at once.

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Smite explodes a Eldar in armor.

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Smite lifts and explodes Ork.

Telekinesis

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Ahriman shows a example TK being used to crush the throat of a creature.

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Sorcerer flings several Grey Knights.

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Chaos Lord pins down three Space Marines.

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TK explodes Ork.

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Librarian uses TK to hold back a Daemon Prince. Daemon princes that flip tanks.

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Chaos Lord blows back dozen soldiers with TK wave.

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TK wave blasts back several Eldar and craters the ground.

Telepathy

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Librarian probes the mountains for life. Then senses the warmth of life to a fortress.

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Librarian sensing the presence of other Space Marines from orbit, until cut off by Eldar Psykers.

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Librarian extends his senses across the planet to sense foes.

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Chaos Sorcerer shields himself, and the Chaos Space marines from psychic detection.

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Sorcerer communicates with Librarian from halfway around the world.

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Sorcerer mentally attacks Librarian.

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Librarian casts a massive illusion across a city to conceal his identity.

Psychic Shields

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Sorcerer summons daemonic shields that blocks Bolters and missiles. Only physically entering the shield counters it.

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Sorcerer summons shield to block Melta Charges that kill several Space Marines and Terminators.

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The heat of a Titan's canon, that turns mountain sides into glass, is blocked by a Librarian using his shield. Librarian was burn out in the process saving the Primarch Magnus.

Precog

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Ahriman using precognition to plant Bolter rounds accurately into foes.

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Example of precognition being used to avoid incoming fire in the Storm Bird flying through a war zone.

Teleport

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Teleport through the Warp being used to travel between space.

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Teleport being used to attack a Space Marine from behind.

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Teleporting a small force through the Warp.

Doombolt

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Sorcerer unleashes a Doombolt on cultist.

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Doombolt by Sorcerer kills Space Marines, and send flying the Captain.

Daemon Summoning

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Chaos Lord summons eight Blood Letters from dead bodies to attack foes.

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Chaos Lord summons handful of Blood Letters through a Warp Rift.

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Chaos Lord summons Bloodthirster with appropriate Chaos Marine willing to be the sacrifice.

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Powerful Psychic weakens the Webway portal to summons Daemons from the Warp.

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Chaos Lord uses the sacrifices of the dead to summon a Demon army.

Gear and Weapons

Psychic Marines have unique gear to themselves as well to compliment their powers.

Psychic Hood

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Psychic Hoods are the standard gear for Librarians to help contain their power, and counter psychic attacks against them.

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Psychic Hood helps disperse the powerful Psychic attack of this Genestealer Cult's Magus.

Force Weapons

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Force Weapons are the main weapon of choice for Librarians and Sorcerers. They are special psychic conductive materials that work like Force Weapons with Disruptive Energy Fields, but also allow focus of psychic attacks, and able to attack the soul.

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Librarian using his Force Staff to cut through Power Armor with ease. A blunt object that cuts like a razor.

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Force Staff channeling enough energy to blow out the stone flooring.

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Force Staff being used to attack the soul.

Psybolt

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Psybolts are specialty ammo of Grey Knights. Imbued with psy power for more force of impact.

Psychic Grenades

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Psychic charge grenades that are carried often by the Grey Knight Space Marines.

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#3 Posted by ThEBeStOfTheBeST (11251 posts) - - Show Bio

Well done.

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#4 Posted by ChildoftheAtom (938 posts) - - Show Bio

Very nice and something that deserves the thread

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#5 Posted by Pipxeroth (9237 posts) - - Show Bio

Hmm... pretty damn good. I don't know why you have Regicide gameplay as feats though lol.

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#6 Posted by SirFizzWhizz (37749 posts) - - Show Bio

Hmm... pretty damn good. I don't know why you have Regicide gameplay as feats though lol.

Easy to find kill scenes. Nothing more. I mean finding any non novel feat is hard enough :/ Wish they put more effort in the comics or Dawn of War cutscenes. Regicide is the only game with kill scenes that are clear and precise how such and such power would work. No one wants to read novel feats lol.

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#7 Posted by Pipxeroth (9237 posts) - - Show Bio

@sirfizzwhizz: Yeah I mean they look nice but at the same time you can have a standard Ork boy killing a marine Librarian or Captain lol. I agree they need to have better cutscenes in the Dawn of War games though, because 90% of the feats for 40k in general are in written form.

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#8 Edited by deactivated-5b728068f211c (7069 posts) - - Show Bio

Why is the WH40k verse so badass

Good job with the RT

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#9 Posted by SirFizzWhizz (37749 posts) - - Show Bio

Why is the WH40k verse so badass

Because the God Emperor demands it so.

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#11 Posted by Killerwasp (17370 posts) - - Show Bio

Great respect thread, wow a lot of reading ha

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#12 Posted by Superhero24 (4748 posts) - - Show Bio

@sirfizzwhizz:

omg. How long did this take you, lol?

It is a ton of stuff in here. Great respect thread.

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#13 Posted by foxerdes (10164 posts) - - Show Bio

Nice!

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#14 Posted by SirFizzWhizz (37749 posts) - - Show Bio

@sirfizzwhizz:

omg. How long did this take you, lol?

It is a ton of stuff in here. Great respect thread.

Took me 12 hours.

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#15 Posted by Vortex1456789 (1043 posts) - - Show Bio

@sirfizzwhizz: Check Wut's quote of a Chaos Marine lifting a 40 ton Chimera on " All things Warhammer 40k " page 24.

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#16 Posted by SirFizzWhizz (37749 posts) - - Show Bio

@sirfizzwhizz: Check Wut's quote of a Chaos Marine lifting a 40 ton Chimera on " All things Warhammer 40k " page 24.

Really. I will have to see that.

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#22 Posted by SirFizzWhizz (37749 posts) - - Show Bio

New feats added.

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#23 Posted by shroudofsorrow (5812 posts) - - Show Bio

A question about this: given the malleable nature of 40K canon, what do we consider valid as evidence and invalid (if anything)? Is everything acceptable as feats and evidence based on the idea that there is no "true" canon in 40K, or do we do disregard certain things? If so, what?

I only ask because my understanding is that WH40K continuity is less..."rigid" than others:

"With Warhammer and Warhammer 40,000, the notion of canon is a fallacy. [...] Warhammer and Warhammer 40,000 exist as tens of thousands of overlapping realities in the imaginations of games developers, writers, readers and gamers. None of those interpretations is wrong."

Gav Thorpe, Lead Designer, Games Workshop

"It all stems from the assumption that there's a binding contract between author and reader to adhere to some nonexistent subjective construct or 'true' representation of the setting. There is no such contract, and no such objective truth."

Andy Hoare, Game Designer GW

"There is no canon. There are several hundred creators all adding to the melting pot of the IP."

Aaron Dembski-Bowden, co-author Horus Heresy series

"Keep in mind Warhammer and Warhammer 40,000 are worlds where half truths, lies, propaganda, politics, legends and myths exist. The absolute truth which is implied when you talk about "canonical background" will never be known because of this. Everything we know about these worlds is from the viewpoints of people in them which are as a result incomplete and even sometimes incorrect. The truth is mutable, debatable and lost as the victors write the history…

Here's our standard line: Yes it's all official, but remember that we're reporting back from a time where stories aren't always true, or at least 100% accurate. if it has the 40K logo on it, it exists in the 40K universe. Or it was a legend that may well have happened. Or a rumour that may or may not have any truth behind it. Let's put it another way: anything with a 40K logo on it is as official as any Codex... and at least as crammed full of rumours, distorted legends and half-truths.

I think the real problem for me, and I speak for no other, is that the topic as a "big question" doesn't matter. It's all as true as everything else, and all just as false/half-remembered/sort-of-true. The answer you are seeking is "Yes and no" or perhaps "Sometimes". And for me, that's the end of it. Now, ask us some specifics, eg can Black Templars spit acid and we can answer that one, and many others. But again note that answer may well be "sometimes" or "it varies" or "depends". But is it all true? Yes and no. Even though some of it is plainly contradictory? Yes and no. Do we deliberately contradict, retell with differences? Yes we do. Is the newer the stuff the truer it is? Yes and no. In some cases is it true that the older stuff is the truest? Yes and no. Maybe and sometimes. Depends and it varies.

It's a decaying universe without GPS and galaxy-wide communication, where precious facts are clung to long after they have been changed out of all recognition. Read A Canticle for Liebowitz by Walter M Miller, about monks toiling to hold onto facts in the aftermath of a nuclear war; that nails it for me. Sorry, too much splurge here. Not meant to sound stroppy. To attempt answer the initial question: What is GW's definition of canon? Perhaps we don't have one. Sometimes and maybe. Or perhaps we do and I'm not telling you."

Marc Gascoigne, former head and chief editor of the Black Library

So how would we reconcile all of this? Do we consider all showings and all evidence from everything valid, or do we dismiss certain things (or everything?) I only ask because it would be nice to have some idea of what to take as valid and what to disregard.