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==Stratagems== ''Lots'' of ways to inflict Mortal Wounds here. Many are Primaris specific, to encourage you to buy them. <tabs> <tab name="Battle Tactics"> *'''Death to the Traitors! (1 CP):''' When one unit is attacking a {{W40Kkeyword|Heretic Astartes}} unit in the fight phase, it can re-roll hit rolls. *'''Fury of the First (1 CP):''' Select a {{W40Kkeyword|Terminator}} unit during either the shooting or fight phase. This unit adds +1 to their hit rolls. Now your termies won't need a chaplain to babysit them. *'''Gene-Wrought Might (1 CP):''' Select a {{W40Kkeyword|Primaris}} unit from your army when selecting it to fight; until the end of the phase, when resolving an attack made with a melee weapon, an unmodified hit roll of 6 automatically hits and wounds. *'''Honour the Chapter (2 CP):''' An {{W40Kkeyword|Assault intercessor squad}} can fight again at the end of the fight phase. Both of the first codices produced for 9E have limited these 'Fights again' stratagems to a specific unit, so expect that to be the norm in the future. *'''Rapid Fire (2 CP):''' At the start of the shooting phase, pick an {{W40kKeyword|Intercessor Squad}} or {{W40kKeyword|Veteran Intercessor Squad}}. They can shoot again. While a bit of a shame that it won't work for heavies, now it's a guarantee that their guns will fire again. **While the RAI ''seems'' clear - Veterans are explicitly listed, implying the strat won't work on Assault or Heavy Intercessors - the core rulebook doesn't support this. While keywords are consistently given as a comma-delimited list, implying each item between commas should be considered a keyword, there's no rule stating this, and the word "keyword" ''actually'' means one word - so a {{W40kKeyword|Veteran Intercessor Squad}}, RAW, has the Veteran, Intercessor, and Squad keywords. What this means is that RAW, {{W40kKeyword|Intercessor Squad}} covers the Assault, Veteran, and Heavy flavors (in fact, also any other flavors you might find, such as Death Company Intercessors). In particular, you have a stratagem in the Wargear Strats section, Shock and Awe, clearly intended to work on Reivers, but it only works on them if keywords work ''this'' way - there's currently no rule in any book letting both strats work as apparently intended at the same time. **Deathwatch: Combine with the Devastator Doctrine, and the Special Issue Loadout Stratagem, to make Intercessor Stalker bolt rifles shoot S4 -3 D2/3 twice at 36" to destroy elite infantry and exposed characters. *'''Transhuman Physiology (1/2 CP):''' Costs 1 CP for a unit with fewer than 6 models, 2 for units above 5 models. Select something with the {{W40Kkeyword|Primaris}} keyword; until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. ''S10 attack? Effective T10 chadmarines aw yeah''. Sucks that firstborn no longer benefit from it. *'''Unyielding in the Face of Death (1 CP):''' Whenever an {{W40kKeyword|Mk X Gravis}} unit is hit by a weapon with Damage 1, then they can add 1 to their saves. This won't totally blunt the high AP stuff, but it can diminish massed bolter fire. **''Does not'' include Dd3 or Dd6 that roll a 1. </tab> <tab name="Epic Deed"> *'''Armour of Contempt (1 CP):''' When one of your {{W40Kkeyword|vehicle}}s takes a mortal wound, for the rest of the phase, you get a 5+++ to ignore mortal wounds, and you can use it on the one you just took. ''Doesn't work on regular wounds''. *'''Combat Revival (1 CP):''' Your {{W40Kkeyword|apothecary}} can automatically resurrect a single model in a {{W40kKeyword|<Chapter> Infantry}} or {{W40kKeyword|<Chapter> Biker}} unit (''except'' for Invader ATVs) at full wounds. Expect to use this a ''lot'' more with a chief apothecary, for whom it costs 0CP. *'''Commanding Oratory (2 CP):''' Use at the start of any phase. Your {{W40Kkeyword|chaplain}} who ''hasn't already prayed'' can automatically inspire with ''one'' litany, though you can't double-dip with a litany that's already been used. Notably this lets a {{W40Kkeyword|chaplain}} use a litany after deep striking or disembarking. It also seems to allow him to recite a litany he doesn't know. *'''Only in Death Does Duty End (2 CP):''' When one of your {{W40Kkeyword|Character}}s '''who hasn't fought yet''' dies in the Fight phase, it can fight before being destroyed. Doesn't combo with the Banner abilities on Ancients. ''Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters.'' *'''Power of the Machine Spirit (2 CP):''' Select a {{W40Kkeyword|Machine Spirit}} unit during command phase. Until the start of your next command phase, that unit acts as if it has full wounds. ''Worried that your tank's about to go up in smoke? Now you can extend the middle finger to them and blast them to bits.'' *'''Wisdom of the Ancients (1 CP):''' At the start of any phase, pick a {{W40Kkeyword|Dreadnought}} to turn into a 1-phase Captain or Lieutenant. Any {{W40kKeyword|<Chapter> Core}} units within 6" can re-roll either hits or wounds of 1 until your next turn (you choose one aura when you spend the CP). </tab> <tab name="Requisition"> *'''Hero of the Chapter (1 CP):''' One use only for '''Incursion''' sized games, two use only for '''Strike Force''' games, three use only for '''Onslaught''' sized games. Select a {{W40Kkeyword|Character}} from your army that doesn't have a Warlord trait and give them one, all warlord traits must be different. **Every chapter has a chapter-specific one-use stratagem for giving your actual Warlord a second Warlord Trait, which must be from that chapter's chapter-specific warlord trait table. This means the usual hard limit for Warlord Traits is 3 to 5. *'''Relics of the Chapter (1 CP):''' Use before the start of the battle. One use only for '''Incursion''' sized games, two use only for '''Strike Force''' games, three use only for '''Onslaught''' sized games. You can have an extra Chapter Relic for 1 CP. You can't take two of the same relic, and all the Relics have to go to different Characters. **Every first founding chapter has a chapter-specific one-use stratagem for giving a successor chapter a first founding chapter relic instead of another relic. **Every chapter has a chapter-specific one-use stratagem for giving a Sergeant a relic chosen from Master-Crafted Weapon, Digital Weapons, that chapter's Special-Issue Wargear relic bolt, and one other Special-Issue Wargear; the only exception is the Deathwatch, for whom the stratagem ''also'' allows you to issue Artificer Armor. This means the usual hard limit for Relics is 3 to 5, although exceptions exist - Blood Angels and Deathwatch have identical Warlord Traits that can issue one more, chosen from Adamantine Mantle, Artificer Armour, Master-Crafted Weapon, and Digital Weapons. </tab> <tab name="Strategic Ploy"> *'''Adaptive Strategy (2 CP):''' Use if your warlord is alive, a {{W40kKeyword|<chapter> core}} unit counts as having all doctrines active until your next turn. *'''Guerilla Tactics (1 CP):''' During the movement phase, a {{W40kKeyword|Phobos}} unit that's more than 6" away from any enemies can jump right back into strategic reserves instead of moving. Particularly useful on Troops. *'''Hammer of Wrath (1CP):''' {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1" of an enemy unit cause mortal wounds on a d6 roll that meets or beats enemy Toughness. Makes your big units of assault marines/VV act like they have higher attack values against weaker units: against T4, for example, a 10-man unit that all got into melee inflicts 5 mortal wounds, on average. Since this is is more and more useless against tougher targets (it does nothing against T7+), this is ''far'' better on Fist/Hammer VVs who find themselves charging GEQ hordes than on Assault Marines, who have a bunch of chainswords anyway. *'''Hit-and-Run Warfare (1 CP):''' During the movement phase, you can have one {{W40Kkeyword|Biker}}, {{W40Kkeyword|Storm Speeder}}, or {{W40Kkeyword|Land Speeder}} unit shoot even though they fell back. Useless for Ultramarines, as they are already eligible to shoot after falling back, and it doesn't negate the -1 to hit they suffer if they do. *'''Orbital Bombardment (3 CP, Single Use):''' Use in your command phase if your {{W40kKeyword|ADEPTUS ASTARTES WARLORD}} is on the battlefield. Pick a spot on a battlefield. In your next Command phase, units within 6" of that spot get hit with D3 mortal wounds on a roll of 2-5, D6 mortal wounds on a roll of 6+. For units within 3" add 1 to the roll, for characters subtract 1 from the roll. For when you really want your opponent off an objective. **'''Note:''' This damage occurs in the Command phase. With Thraka and the new C'Tan having per phase damage limits, this could be way to get extra wounds on them per turn. Tremor shells can slow some units down to the point where they cannot escape the blast. *'''Skilled Riders (1 CP):''' The return of 7th edition jink rules. Use on a {{W40Kkeyword|Biker}}, {{W40Kkeyword|Storm Speeder}}, or {{W40Kkeyword|Land Speeder}} unit that Advanced. Enemies targeting them take a -1 to hit them for this turn. *'''Steady Advance (2 CP):''' An {{W40kKeyword|Infantry}} unit can make a normal move while acting as if they don't move. Absolutely necessary if you have a heavy gunline or want to max out bolter spam. *'''Suppression Fire (2 CP):''' Use in your shooting phase on a {{W40kKeyword|Whirlwind}} model; when it hits with a blast weapon, the target unit can't fire overwatch or set to defend and always fights last until your next turn. *'''Terror Troops (2 CP):''' Use in command phase; until your next turn one {{W40kKeyword|Reiver}} unit has an aura that cancels enemy Objective Secured abilities. In addition, if the Reivers move normally, advance, or charge to within 3" of the enemy unit performing an action this turn, the Reivers roll 2d6; if the roll is below their Leadership score, then the enemy immediately fails any action it was attempting, often denying them VP during a mission. *'''Uncompromising Fire (2 CP):''' An {{W40kKeyword|infantry}} unit can shoot while also accomplishing another action - really only useful with a specific objective. </tab> <tab name="Wargear"> *'''Assault Launchers (1 CP):''' When a unit with {{W40Kkeyword|assault launchers}} charges, an enemy within 9" either suffers d3 MWs or takes -1 attacks for the turn, as well as being unable to fire Overwatch or Set to Defend (opponent's choice). Although the stratagem doesn't specify it, remember that the core rules state Attacks cannot be modified below 1. *'''Auspex Scan (2 CP):''' At the end of the enemy's reinforcement phase, select one of your {{W40Kkeyword|Infantry}} units within 12" of enemy units that were set up this phase. Your unit can shoot at it. ''It might pay off to keep Devastators/Hellblasters around, as deepstriking Termies can survive hurried bolter fire, and this "emergency" strat can be an unforeseen expense for your relatively small army''. *'''Flakk Missile (1 CP):''' When a Space Marine {{W40Kkeyword|Infantry}} model shoots a missile launcher at a unit with {{W40Kkeyword|Aircraft}} keyword, make a single hit roll with +1 to hit. If you hit, do 2d3 mortal wounds instead of rolling to wound. No longer seems to have a use against tau battlesuits or jump packs. **Missile launcher is not well-defined, so it's a fine question if weapons that have missile launcher as part of their name, like Cyclone Missile Launcher, also count. Hellfire Shells ''seems'' to imply that they do not. *'''Grav Pulse (1 CP):''' Only usable by units with a {{W40Kkeyword|Repulsor Field}}, with one of two options: if your unit fell back, they can still shoot. If the unit is charged by an enemy, they suffer a -2 to their charge roll. *'''Hellfire Shells (1 CP):''' Instead of shooting normally, a Space Marine {{W40Kkeyword|Infantry}} model with a heavy bolter, including hellstorm or executor, rolls only once to hit. If it hits, it does 1d3 mortal wounds, maxing out against a {{W40Kkeyword|monster}}. Try to get +BS or re-rolls and stand still so that you don't miss the shot. *'''Melta Bomb (1 CP):''' During the fight phase against a {{W40Kkeyword|Vehicle}}, one model in a {{W40Kkeyword|Melta Bomb}} unit can sacrifice their attacks to make one hit roll. If it hits, that vehicle takes 2d3 MWs. Nice little bonus for some of your Firstborn units. The Melta Bomb squads are: **Assault Squad (and SW Skyclaws) **Tactical Squad **Vanguard Veterans **DA Ravenwing Black Knights *'''Shock and Awe (1 CP):''' When a {{W40Kkeyword|Land Speeder Storm}} or {{W40Kkeyword|adeptus astartes shock grenades}} unit shoots, you can force an enemy within 6" to take a -1 to hit to any attacks until your next turn, and be unable to shoot overwatch or Set to Defend. **{{W40Kkeyword|adeptus astartes shock grenades}} units don't exist; you have units with {{W40Kkeyword|adeptus astartes}} and {{W40Kkeyword|shock grenades}}, namely Reivers and Lieutenants in Reiver Armour. This shouldn't be a problem unless your opponent is a massive tool, but note that in order to be allowed to interpret keywords this way, your Rapid Fire stratagem has to be allowed to work on Assault and Heavy Intercessors, which is clearly ''not'' intended, so just don't be [[that guy]] and don't play ''against'' [[that guy]]. *'''Smokescreen (1 CP):''' If a unit with a {{W40Kkeyword|smokescreen}} keyword is shot, they can pop their smoke and force the enemy targeting them to take a -1 to hit them. Useful to protect your {{W40Kkeyword|Phobos}} objective holders, tanks, and dreadnoughts, although of course only one. *'''Tremor Shells (1 CP):''' At the start of your shooting phase, when a {{W40Kkeyword|Thunderfire cannon}} shoots, subtract 1 from the wound rolls, but as long as it hits, the target unit gets half M and subtracts 2" from advance and charge rolls on their next turn. Doesn't affect {{W40Kkeyword|Fly}} or {{W40Kkeyword|Titanic}} units. </tab> </tabs>
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