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====Righteous Crusaders==== <div class="toccolours mw-collapsible mw-collapsed"> The exclusive detachment for the Black Templars. Mainly geared towards melee, their Templar Vows allow them a degree of flexibility that also lets them stand resolute or hunt witches, should the need arise. <div class="mw-collapsible-content"> =====Special Rules===== *'''Templar Vows:''' Pick one vow to buff your army at the start of the game. Which vow you pick can also affect some enhcancements and stratagems during the game. **'''Abhor the Witch, Destroy the Witch:''' All units gain a 4++ save against psychic attacks and all melee weapons gain ''Anti-Psyker 4+''. You need to be facing a ''seriously'' [[Thousand_Sons|psyker]]-[[Grey_Knights|heavy]] army for this to be worth it. ***Boosts 'Witchseeker Bolts' enhancement and 'Devout Push' strat. **'''Accept Any Challenge, No Matter the Odds:''' All melee weapons gain ''[Sustained Hits 1]''. Best saved for horde armies, as ''[Lethal Hits]'' is better than ''[Sustained Hits]'' when attacking enemies that need a 5+ or 6+ to wound. ***Boosts 'Sigismund's Seal' enhancement and 'No Escape' strat. ***Can use Lieutenants, Vanguard Vets and Assault marines to combine Lethal and Sustained hits on several squads. **'''Suffer Not the Unclean to Live:''' All melee weapons gain ''[Lethal Hits]''. Use to overcome high-Toughness armies, as ''[Sustained Hits 1]'' is better when attacking enemies that need a 3+ or 2+ to wound. ***Boosts the 'Perdition's Edge' enhancement and 'Crusader's Wrath' strat. ***''[Lethal Hits]'' is easy to gain from Lieutenants onto many squads, but you're paying for one character for one squad. On the other hand, ''[Sustained Hits]'' only really appears on Heavy Bolters and Assault squads on foot. **'''Uphold the Honour of the Emperor:''' All units gain a 6+++ and improve their Leadership to 5+. It's the only applicable vow if you go gun-heavy. It's often better than the Dark Angels' Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it. ***Boosts the 'Tanhauser's Bones' enhancement and 'Vicious Riposte' strat. *'''Restrictions:''' As ever, your Templars can never field Psykers of any kind. In addition, they've banned the use of any (base) Primaris Vehicles (Gladiator, Impulsor, Repulsor), because they can add a pintle-mounted Multi Melta; that way other chapters don't get that option. **The way detachments are written, it does mean you could attach Librarians to Crusader squads when ''not'' using this detachment. [[Rules_Lawyer|It is heresy, however]]. =====Stratagems===== <tabs> <tab name="Epic Deed"> *'''Fervent Acclamation (1 CP):''' A character and the unit he's leading gain a second Vow on top of the army's one. Meaning a squad with a Lt/Castellan can get Lethal, Sustained, and FnP 6+ & Ld5+. **The wording for Enhancements is "if X vow is active ''for your army''" and this makes it active for a character's squad, so it's unknown if this would proc an enhancement's boosted rule for that squad. </tab> <tab name="Strategic Ploy"> *'''Devout Push (1 CP):''' After one of your units is fired upon, it can move 1d6" towards their shooter. It can move full 6" instead if 'Abhor the Witch' is active for your army, and said move can be either towards the shooter or towards an enemy Psyker. *'''No escape (1 CP):''' When a non-Vehicle/Monster tries to fall back, roll 1d6, adding +1 if 'Accept any Challenge' is active for your army. On a 4+ it cannot escape, and if it does, they must test for Desperate Escape (1 & 2 = dead model). </tab> <tab name="Battle Tactic"> *'''Armour of Contempt (1 CP):''' Same as the one in Gladius. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed. *'''Crusader's Wrath (1 CP):''' Improve the unit's melee AP by 1. If 'Suffer not the Unclean' is active for your army, also add +1S to their melee attacks. *'''Vicious Riposte (1 CP):''' Each time your models are killed in melee, roll 1d6, adding +1 if 'Uphold the Honour of the Emperor' is active for your army. On a 4+ the dying model fights after the enemy unit has fought, doing so with full attacks. **So it's like a riskier but more rewarding version of 'Only in Death' where there's a chance the model may not fight, but if it does it's with full attacks. And marines are often 3A or more. So it's .5 times the models doing 3 times the attacks Only in Death does, but costing half the CP. </tab> </tabs> =====Enhancements===== *'''Perdition's Edge:''' The bearer's melee weapons improve Strength and AP by 1. If 'Suffer Not the Unclean to Live' is active for your army, this also adds an extra attack. *'''Sigismund's Seal:''' Bearer's melee weapons gain +1 Attack. If 'Accept Any Challenge, No Matter The Odds' is active for your army, any 5+ to hit counts as a crit for his squad, causing that vow's ''[Sustained Hits 1]'' proc twice as often. *'''Tännhauser's Bones:''' Reduces any damage the bearer takes by 1. If 'Uphold the Honour of the Emperor' is active for your army, his squad gets a FnP 5+ (doubling the vow's FnP 6+). *'''Witchseeker Bolts:''' Bearer's ranged weapons gain ''Precision'', ''Anti-Psyker 4+'' and ''Devastating Wounds''. If 'Abhor the Witch, Destroy the Witch' is active for your army, his squad can re-roll to hit and wound psykers with their guns (effectively a 2nd Oath just against Psykers). **Psykers are often characters but the squad's guns don't gain ''Precision'', only rerolls. Reivers, Eliminators and Scout Sniper squads have it, if you want a source of ranged psyker-sniping. </div> </div>
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