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==Detachments== When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can't include any models whose datasheet specifies a different chapter (e.g. you can't field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment). ===Gladius Task Force=== <div class="toccolours mw-collapsible mw-collapsed"> The Index's general-use detachment. It's focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages. <div class="mw-collapsible-content"> ====Special Rules==== *'''Combat Doctrines:''' At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle. **'''Devastator Doctrine:''' Your army can always shoot after advancing, which is actually best on ''non-heavy'' weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like ''least''. Because GW is bad at rules, this ''doesn't'' add the ''Assault'' USR to all of your guns (instead applying the definition of it directly to every gun). **'''Tactical Doctrine:''' Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they're better at falling back. **'''Assault Doctrine:''' Your army can charge after advancing. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Armour of Contempt (1 CP):''' One of the few rules we welcome being busted to a stratagem. 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. *'''Honour the Chapter (1 CP):''' One unit gets ''Lance'' on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1. *'''Storm of Fire (1 CP):''' One unit gets ''Ignores Cover'' on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active. </tab> <tab name="Epic Deed"> *'''Only in Death Does Duty End (2 CP):''' If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down. </tab> <tab name="Strategic Ploy"> *'''Adaptive Strategy (1 CP):''' One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why. *'''Squad Tactics (1 CP):''' When an enemy moves within 9" of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6" in any direction. Using this while under Tactical Doctrine makes that movement a flat 6" and thus better for getting the squad into position. </tab> </tabs> ====Enhancements==== *'''Adept of the Codex:''' {{W40Kkeyword|captain}} only, and absolute trash. When you would pick a Doctrine for your army, you can ''instead'' select the Tactical doctrine and force it to be on the Captain's unit even if you've already used it; [[Wat|the downside for this is you didn't pick a doctrine for your army, so the entire rest of your army has to go doctrineless]]. You should absolutely never field this. **Remember you can Rites of Battle to use Adaptive Strategy for free on the Captain's unit. So yes, you can either take Adept of the Codex and have your entire army go doctrineless in exchange for the Captain's unit having the Tactical doctrine...or have your entire army use a regular doctrine and the Captain's unit have any doctrine for free without consuming an enhancement slot. Hard choice to make. *'''Artificer Armour:''' Bearer gets 2+ and 5+++. Always useful on anything. *'''Bolter Discipline:''' While the bearer is leading a unit, ranged weapons equipped by models in that unit have ''Sustained Hits 1''. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. **Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should never put this on a non-Leader. **An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets '''Lethal Hits''' and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol. You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fish for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Oath of Moment), and if you pay 1 CP for Storm of Fire as well, you'll also have ''Ignores Cover'' ''and'' improve your AP by 1. *'''The Honour Vehement:''' Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with ''Extra Attacks'' like Gravis Captains with fists and Techmarines. </div></div> ===Dark Angels=== ====Unforgiven Task Force==== <div class="toccolours mw-collapsible mw-collapsed"> The exclusive Dark Angels detachment. This focuses more on mitigating the more disastrous effects of battle-shock since the entire morale game has been shifted dramatically to avoid ATSKNF cheese. Hell, the enhancements present make them even more dangerous when battle-shocked. <div class="mw-collapsible-content"> =====Special Rules===== *'''Grim Resolve:''' All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won't stop enemy high-OC troops from taking over. **The only way you have to avoid being worse than a Black Templars Righteous Crusaders detachment baseline is to stick to low-OC models: at OC2+, improving your LD by 1 (as they can do, plus more) would be better than Grim Resolve in terms of preserving your OC. However, OC 0 models ''rise'' to OC 1 when Battle-Shocked under this doctrine, while OC 1 models simply ignore Battle-Shock for OC purposes, both of which beat the Black Templars in that niche. =====Stratagems===== <tabs> <tab name="Battle Tactic"> *'''Armour of Contempt (1 CP):''' Same as the one in Gladius. One unit reduces the AP of any hit it suffers by 1. *'''Fire Discipline (1 CP):''' One unit's guns gain '''Assault''', '''Heavy''', and '''Ignores Cover'''. Obviously, you want to put this on weapons that will benefit - e.g. don't bother putting it on Hellblasters. *'''Unbreakable Lines (1 CP):''' When an enemy unit charges one of yours, your unit reduces any damage they take by 1. *'''Unforgiven Fury (1 CP):''' One unit gains ''Lethal Hits'' on either ranged or melee weapons. If the unit is battle-shocked, they score critical hits on a 5+. **This means when you use Hellblasters to kill off your own Impulsor and the unit shoots a second time while Battle-Shocked, it'll be critting on 5+. Good times. </tab> <tab name="Strategic Ploy"> *'''Grim Retribution (1 CP):''' If an enemy kills models in one of your units during the shooting phase, they can immediately shoot back at the enemy before dying. Excellent for making anyone pay for mowing down your troops. *'''Intractable (1 CP):''' One unit can shoot or charge after falling back. </tab> </tabs> =====Enhancements===== *'''Heavenfall Blade:''' The bearer's melee weapons gain +1 to Strength, AP, and Damage. While battle-shocked, those bonuses are improved to +2. Absolutely ideal on a Judiciar. *'''Pennant of Remembrance:''' Primaris Ancient, Terminator Ancient, or Bladeguard Ancient only. The bearer gives any unit they lead a 6+++ FNP, which improves to 4+++ while battle-shocked. Overlaps with the Primaris Ancient 4+++ while near an objective or the table center. **Bear in mind that we still don't know how Grim Resolve interacts with Ancients in general. *'''Shroud of Heroes:''' If the bearer dies, they can come back at the end of the turn on a 2+. They'll return with 3 wounds, but this goes to restore all wounds if they died while battle-shocked. *'''Stubborn Tenacity:''' The bearer grants +1 to hit to a led unit when it is below half-strength. While battle-shocked, this also adds +1 to wound. Identical to the buff from a Terminator Ancient, although they'll stack and then get subjected to the standard cap of +1. </div> </div> ====Mordekai's Judgement (Combat Patrol)==== <div class="toccolours mw-collapsible mw-collapsed"> A bit...confused, as it's giving you ways to stand stiff but little benefit to fighting back and no morale help. <div class="mw-collapsible-content"> <u><b>Composition</b></u> 1 Chaplain Mordekai, 5 Intercessors, 3 Inceptors, 1 Redemptor Dread *'''Chaplain Mordekai:''' A Primaris Chaplain that keeps the +1 to wound in melee but not the single-use curing of battle-shock. Pretty much exists to keep the Intercessors from being fucked in melee. *'''Intercessor Squad:''' They exist. They lost their ability to keep units capped. *'''Inceptor Squad:''' Come for the surprise assaults with their twin bolters. The loss of your ability to land closer to enemies doesn't change too much since they weren't going to fight anyways. *'''Redemptor Dreadnought:''' The only plasma in an army traditionally focused on plasma. Fortunately, this plasma cannon can destroy any squad without needing to overcharge and has a gatling cannon to blast away any stragglers. Sadly, this has no damage reduction, making any meltas and power fists a very real threat. <u><b>Secondary Objectives</b></u> *''Endless Hunt:'' 3 VP each turn where you get your Intercessors on an objective outside your DZ, upped to 4 DZ if it's within the enemy DZ. *''Archaeotech Reliquary:'' Your enemy marks one objective. Score 10 VP if you score it like the average [[Blood Ravens|magpie]]. <u><b>Stratagems</b></u> *'''Fortitude of the First (1 CP):''' One {{W40kKeyword|infantry}} unit gets cover against any enemy shooting. *'''Resolute in Duty (1 CP):''' One {{W40kKeyword|infantry}} unit gains +1 to OC. Excellent for making your Intercessors snatch objectives out of the enemy's grasp. *'''Teachings of the Lion (1 CP):''' One {{W40kKeyword|infantry}} unit can shoot or charge after falling back. <u><b>Enhancements</b></u> *''Stoic Exemplar:'' Enemies who charge Chaplain Mordekai's squad take -1 to wound on that fight phase, which is pretty iconic for a chapter defined by their stubbornness. Doesn't help them fight back though... *''Zealous Wrath:'' Chaplain Mordekai's squad can re-roll advance and charge rolls. Better to use if you're being more aggressive. </div> </div> ===Space Wolves=== ====Champions of Russ==== <div class="toccolours mw-collapsible mw-collapsed"> The exclusive detachment for the Space Wolves. Their sagas rely on characters performing a major deed and granting armywide buffs. As such, you'll need to make use of your many characters to get those buffs as fast as possible. <div class="mw-collapsible-content"> =====Special Rules===== *'''Deeds Worthy of Saga:''' At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during the next round, you get a permanent buff. Some of your stratagems are affected by your sagas. **'''Saga of the Beastslayer:''' If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone's melee weapons gain '''Lethal Hits'''. ***The best characters for making this happen have good guns, like a Wolf Guard Pack Leader with missile launcher or Bjorn the Fell-Handed. **'''Saga of the Bear:''' If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets '''Feel No Pain 6+++''' to make everyone tanky. ***There's no truly ''good'' way to make this happen, as you generally need to rely on your opponent hurting you just enough without finishing the job, but the best you have is fielding a lot of '''Hazardous''' weapons (i.e. guns) and shooting them to hurt yourself. Bjorn the Fell-Handed is just about the best you have for earning this. **'''Saga of Majesty:''' If you managed to control an objective in the enemy's DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats. *** Build the rest of your army to take control of objectives like you should have been doing ''anyway'' and this should more or less take care of itself, but the more mobile a character, the easier a time you'll have rushing them over once you realize you're on track to score this. **'''Saga of the Warrior Born:''' If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain ''Sustained Hits 1''. ***You don't have any characters with Precise ranged weapons worth a damn, but in melee you have the Primaris Company Champion (as well as Arjac Rockfist), the Judiciar, and anyone else you gave the Frost Weapon to. Since the first two require a ride to be delivered into melee ''and'' can't Fly to reach your target, that third option is the most reliable. *'''Restrictions:''' As a very divergent chapter, there are forces the Space Wolves won't use or have alternatives. Tactical Squads, Assault Squads of both Varieties, Devastator Squads, Command Squads, and Primaris Apothecaries are all out of the list. It is easy to tell when you have an intended replacement, as the new units have special rules to make '''Leader''' work properly. **Tactical Squads are replaced by Grey Hunters. **Assault Squads are replaced by Blood Claws if they don't have Jump Packs and Skyclaws if they do. **Devastator Squads are replaced by Long Fangs. **Command Squads are ''theoretically'' replaced by Wolf Guard, except their special rule decided to limit them [[Wat|to only Vanguard Veteran attachments]] instead, so now you have no Command Squads, and then both Wolf Guard and Vanguard Veterans attract the same leaders. **Primaris Apothecaries have no replacement at all, and even worse, Wolf Priests are weirdly no longer available. [[Derp|Despite the Wolves using regular Apothecaries alongside Wolf Guard during]] [[Horus Heresy|that one temper-tantrum]]. =====Stratagems===== <tabs> <tab name="Battle Tactic"> *'''Armour of Contempt (1 CP):''' Same as the one in Gladius. Any hits on one unit reduce their AP by 1. With the loss of any Wolf Priests, you're absolutely going to need this. *'''Go for the Throat (1 CP):''' Improve the AP of one units' melee weapons by 1. If the Saga of the Beastslayer has been completed, these weapons also get ''Lance'' for an edge in charging. </tab> <tab name="Epic Deed"> *'''Warrior Pride (1 CP):''' One {{W40kKeyword|Character}} and their unit gains the effects of completing a saga they hadn't yet completed. </tab> <tab name="Wargear"> *'''Runic Wards (1 CP):''' One unit gets a 5+++ against mortal wounds and psychic weapons. This improves to a 4+++ if the Saga of the Bear has been completed. </tab> <tab name="Strategic Ploy"> *'''Death Howl (1 CP):''' When a unit wipes out an enemy unit, they can consolidate 6" towards an enemy unit so they can get into engagement range again. If you've already accomplished the Saga of Majesty, any enemies within 6" of this unit are forced to make battle-shock checks. *'''Relentless Assault (1 CP):''' One unit can shoot after advancing or falling back. If you accomplished the Saga of the Warrior Born, you can also charge with that same unit. </tab> </tabs> =====Enhancements===== *'''Black Death:''' The bearer's melee weapons gain ''Anti-Vehicle 4+'' and ''Anti-Monster 4+''. Want an easier way to fulfill the Saga of the Beastslayer? This is how. *'''Frost Weapon:''' The bearer's melee weapons gain ''Precision'' as well as improve their Strength and AP by 1. *'''Pelt of the Bale Wolf:''' Enemies engaged with the bearer must take a battle-shock test each turn. *'''Wolf Tail Talisman:''' Reduces any damage the bearer takes by 1. </div> </div> ====Thoryk's Void Hunters (Combat Patrol)==== <div class="toccolours mw-collapsible mw-collapsed"> Focuses your army on taking down key units. <div class="mw-collapsible-content"> <u><b>Composition</b></u> 1 Battle Leader Thoryk, 10 Intercessors, 5 Reivers, 1 Invictor *'''Battle Leader Thoryk:''' A Primaris Lieutenant with Bolt Rifle and Power Weapon. While you lost the extremely good ''[Lethal Hits]'', you can have his unit shoot or charge after falling back. *'''Intercessor Squad:''' They exist. They lost their ability to keep units capped. *'''Reiver Squad:''' Keep their knives to make them the preferred melee unit to nail key units. Fortunately, they can deep-strike to help them get as close as they need to. *'''Invictor Tactical Warsuit:''' Comes with a twin Ironhail Autocannon for more shots over the Incendium Cannon so you can blow up TEQ with ease. Sadly can't support your Reivers with anything. <u><b>Secondary Objectives</b></u> *''Mighty Saga:'' Mark one enemy {{W40kKeyword|character/vehicle/monster}} for death. Score 8 VP if you kill this enemy, 12 VP if Battle Leader Thoryk dealt the killing blow. Pretty easily goes hand-in-hand with the default enhancement. *''Reiving Conquerors:'' 3 VP if you control at least half the objectives in no man's land. <u><b>Stratagems</b></u> *'''Keen Senses (1 CP):''' One unit gains ''[Ignores Cover]'' on their guns. They can re-roll 1s to wound any enemy {{W40kKeyword|character}} they target. *'''Pack Ambush (1 CP):''' After your Reivers shoot, their target must take a battle-shock test at a -2 penalty. *'''A Warrior's Death (1 CP):''' When an enemy fights one of your units, all models gain the ability to fight after death on a 4+. <u><b>Enhancements</b></u> *''Tireless Hunter:'' Mark one enemy unit. Battle Leader Thoryk's unit can re-roll to wound this chosen quarry. A bit thematic, but it does limit their effectiveness outside of that one case. *''Ferocious:'' Battle Leader Thoryk's unit can use the Heroic Intervention strat for free, regardless of if you already used it. Has much more uses for protecting the Invictor from getting tied up. </div> </div> ===Blood Angels=== ====Sons of Sanguinius==== <div class="toccolours mw-collapsible mw-collapsed"> The exclusive detachment for the Blood Angels. This plays into the very aggressive playstyle the Blood Angels are known for, focusing on getting in the enemy's face and tearing them apart. <div class="mw-collapsible-content"> =====Special Rules===== *'''The Red Thirst:''' Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have. **This is the Gladius Task Force "Honour Vehement" enhancement but worse (due to not having a doctrine bonus) spread across your entire army, so just like there, it's best on models carrying weapons with '''Extra Attacks''': Captains in Gravis Armour, Primaris Techmarines, Techmarines, and technically Thunderfire Cannons. In your specific case, this list also includes Librarian Dreadnoughts. =====Stratagems===== <tabs> <tab name="Battle Tactic"> *'''Armour of Contempt (1 CP):''' Same as the one in Gladius. Any hits one unit takes reduces their AP by 1. *'''Red Rampage (1 CP):''' One unit gains ''Lance'' and ''Lethal Hits'' in for the fight phase. Best saved for a unit who doesn't have a Lieutenant to join. </tab> <tab name="Epic Deed"> *'''Angel's Sacrifice (1 CP):''' When one {{W40kKeyword|Character}} dies, they can immediately attack whoever just killed them with a re-roll to hit. *'''Only in Death Does Duty End (2 CP):''' When a unit is attacked in melee, any models that die can still fight before dying. </tab> <tab name="Strategic Ploy"> *'''Relentless Assault (1 CP):''' One unit can still charge after falling back. </tab> </tabs> =====Enhancements===== *'''Archangel's Shard:''' Bearer's melee weapons gain '''Lance''' and '''Anti-Chaos 5+'''. *'''Artisan of War:''' Bearer gains a 2+ save and improves the AP of their weapons by 1. *'''Icon of the Angel:''' Whenever a non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit tries to fall back from the bearer, they need to make a desperate escape test. Battle-shocked units take a -1 on this test. *'''Visage of Death:''' Non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} units within engagement range of the bearer halve their OC. Excellent for frontline denial with a squad of Assault Intercessors or bikers. </div> </div> ====Strike Force Marcellos (Combat Patrol)==== <div class="toccolours mw-collapsible mw-collapsed"> Lacks any of the units truly unique to the chapter but does give you a means to play up an aggressive playstyle. <div class="mw-collapsible-content"> <u><b>Composition</b></u> 1 Librarian Marcellos, 5 Intercessors, 5 Incursors, 3 Aggressors, 1 Impulsor *'''Librarian Marcellos:''' A basic Primaris Librarian. Only grants the 4++ to his Intercessors and not the 4+ FNP against enemy psykers. *'''Intercessor Squad:''' They exist. They lost their ability to keep units capped. *'''Incursor Squad:''' Excellent at finding the enemy through anything and then marking them up so Marcellos' Intercessors can finish the job. *'''Aggressor Squad:''' Very up-close combatants with Flamestorm Gauntlets cooking through any hordes. *'''Impulsor:''' A lot less of an assault transport, but it does get a missile array so that you can cover whoever you're carrying with whatever you need. <u><b>Secondary Objectives</b></u> *''Angelic Wrath:'' 4 VP if you score an objective within 6" of the enemy DZ. Pretty easy if you've got your Intercessors camping. *''Strategic Aggression:'' Mark one enemy {{W40kKeyword|vehicle}} or {{W40kKeyword|monster}} (or any {{W40kKeyword|character}} if they lack anything else). You get 10 VP if you kill that thing. If you can, use the alternate enhancement to make things a bit easier. <u><b>Stratagems</b></u> *'''Controlled Ferocity (1 CP):''' If an enemy fights one of your {{W40kKeyword|infantry}} squads, the enemy takes -1 to hit them. *'''Harness the Flaw (1 CP):''' One {{W40kKeyword|infantry}} unit can re-roll 1s to wound in the Fight phase, but you re-roll all wounds against {{W40kKeyword|monsters}} or {{W40kKeyword|vehicles}}. Helps guarantee that the Aggressors can demolish the big things. *'''Rapid Strike (1 CP):''' At the end of the shooting phase, you can have your Intercessors or Incursors move right afterwards. That said, they can't enter the Impulsor and can't charge afterwards. <u><b>Enhancements</b></u> *''Baalite Bladesman:'' Librarian Marcellos' unit improves the AP of their melee weapons by +1. Makes the Intercessors get slapdash chainswords while he and the sergeant really good at killing MEQs. Of course, the Incursors make this job much easier. *''Radiant Wrath:'' Librarian Marcellos gains ''[Anti-Vehicle 5+]'' and ''[Anti-Monster 5+]'' to his Smite. Great for taking on the big units but it will restrict his Intercessors to mostly shooting. </div></div> ===Black Templars=== ====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> ====Siguard's Crusaders (Combat Patrol)==== <div class="toccolours mw-collapsible mw-collapsed"> Need a crash course in what your crusaders can do? This is how! <div class="mw-collapsible-content"> <u><b>Composition</b></u> 1 Marshal Siguard, 10 Primaris Crusaders (5 Initiates, 4 Neophytes), 5 Intercessors, 1 BT Impulsor *'''Marshal Siguard:''' A Marshal with a plasma pistol. Really, that's all he is. No squad buffs, no free strats, nothing. *'''Primaris Crusader Squad:''' Pretty much split down the middle with half the squads carrying guns while the other half carrying chainswords (The Initiates are also picking up a Pyreblaster and the Sword Brother's power weapon). Curiously, they didn't lose anything - Instead, they gain the ability to split your squad in half with one being the 5 Initiates while the other has the Sword Brother leads the Neophytes). *'''Intercessor Squad:''' They exist. They lost their ability to keep units capped. *'''Black Templars Impulsor:''' The best transport for the team, you've got two storm bolters and the crusade-approved multi-melta to support the guns your squad will be toting. Even if it's only the crusaders, you'll be making do since this tank lets its cargo exit after advancing. Also comes with an orbital comms array that does...nothing since it's not on the damn card. <u><b>Secondary Objectives</b></u> *''Path of Purgation:'' 8 VP if you get any units on the opponent's DZ and not battle-shocked. You get 10 VP if Marshal Siguard's among them. *''Sacred Vow:'' After turn 1, mark one enemy unit for death. You score 3 VP if you kill them in melee, instead getting 4 VP if it's your crusaders who cut them down. <u><b>Stratagems</b></u> *'''Goaded to Fury (1 CP):''' If an enemy shoots at one of your {{W40kKeyword|infantry}} squads, that squad can move towards the enemy. An excellent choice for your crusaders if you're focusing on the choppy. *'''Hate-Fuelled Strength (1 CP):''' One {{W40kKeyword|infantry}} unit can re-roll to hit if they're fighting or shooting the closest enemy. *'''Shield of Zeal (1 CP):''' When an enemy within 6" shoots or fights one of your {{W40kKeyword|infantry}} units, your squad gains a 4++ save. If it hits your crusaders, the neophytes instead get a 5++ since they only wear carapace plate. <u><b>Enhancements</b></u> *''Crusader's Fervour:'' Marshal Siguard's unit gains +1 Attack with melee weapons. Ideal for your crusaders with half the squad toting chainswords. Pretty much why it's the default. *''Righteous Defiance:'' Marshal Siguard has a 5+ FNP. He also has a single-use ability to make his squad gain a 4+ FNP if you need to resist something devastating. </div> </div> ===Deathwatch=== ====Black Spear Task Force==== <div class="toccolours mw-collapsible mw-collapsed"> The exclusive detachment for the Deathwatch. Rather than the Chapter Tactics, which build around the specific rules of the army, these tactics just slap on special rules on the squad's weapons. At least these rules can be applied on all weapons - something you'll need with how weird your kill-teams can end up. <div class="mw-collapsible-content"> =====Special Rules===== *'''Mission Tactics:''' Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn. **'''Furor Tactics:''' All weapons gain ''Sustained Hits 1''. **'''Malleus Tactics:''' All weapons gain ''Lethal Hits''. **'''Purgatus Tactics:''' Any critical hits your army scores gain ''Precision''. *'''Restrictions:''' Lots of stuff gets cut out due to the very special structure of the Deathwatch as the space marine special forces rather than the typical chapter. No Tacticals, Assault Marines, Devastators, Bikers, Assault Bikes, Scouts (including Snipers), or Land Speeder Storms. That said, your new squads can still be joined by specific characters. **Deathwatch Veterans and Proteus Kill Teams are considered equal to Vanguard Vets. **Deathwatch Terminators are just regular Terminators. **Veteran Bikers replace Bikers, and can be led by anyone that can lead Outriders (meaning the Chaplain's still fair game). **Fortis Kill Teams can be led by anyone who leads Intercessors. **Indomitor Kill Teams can be led by anyone who leads Heavy Intercessors. **Spectrus Kill Teams can be led by anyone who leads Infiltrators. =====Stratagems===== <tabs> <tab name="Battle Tactic"> *'''Adaptive Tactics (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can choose to have a different mission tactic active. Sounds good except there's no clause about whether these can be used after being used by the rest of the army - something that sinks this from usable into trash. *'''Armour of Contempt (1 CP):''' Same as the one in Gladius. Incoming attacks against one unit reduce their AP by 1. </tab> <tab name="Strategic Ploy"> *'''Teleportarium (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units that aren't engaged at the end of the enemy Fight phase can leave the board and redeploy anywhere at least 9" away from the enemy on the next turn. </tab> <tab name="Wargear"> *'''Dragonfire Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their guns both ''Assault'' and ''Ignore Cover''. *'''Hellfire Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their their guns without ''Devastating Wounds'' both ''Anti-Infantry 2+'' and ''Anti-Monster 5+''. GW quickly realized giving 2 squads the massive amount of potential mortal wounds against infantry for only 1 CP was a little broken and quickly nerfed it so now it only gives your other guns the means to insta-wound troops and chip away at monsters. *'''Kraken Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their guns +6" range and improve their AP by 1. Great for handling MEQ. </tab> </tabs> =====Enhancements===== *'''Beacon Angelis:''' The bearer's unit gains the Deep Strike rule and can use the Rapid Ingress stratagem for free. *'''Osseus Key:''' Watch Captain or Techmarine only. When one non-{{W40kKeyword|Titanic Vehicle}} shoots at them, they need to make a Leadership check to force the enemy to make the enemy take -1 to hit. *'''Thief of Secrets:''' +1 to Strength, AP and Damage to the bearer's melee weapons. If this weapon kills an enemy model, those bonuses are improved to +2. *'''The Tome of Ectoclades:''' Watch Master or Captain only. Grants a single-use ability to mark two enemies for the Oath of Moment. </div> </div> ====Vigil Force Alphion (Combat Patrol)==== <div class="toccolours mw-collapsible mw-collapsed"> While far from the most tacticool or operational, this does provide you with the means to pull surprises out of your team. <div class="mw-collapsible-content"> <u><b>Composition</b></u> 1 Lieutenant Alphion, 1 Apothecary Krenn, 10 Intercessors, 3 Aggressors *'''Lieutenant Alphion:''' Basic Primaris Lieutenant with a power weapon. Lets his squad shoot and charge after falling back, which is at least helpful but still lacks ''[Lethal Hits]''. *'''Apothecary Krenn:''' Primaris Apothecary. Use to raise dead Intercessors if you're using the alternate Enhancement. *'''Intercessor Squad:''' They lost their ability to keep units capped but you can split them up into two squads of 5. Fortunately, you get two grenade launchers for a bit of extra utility, especially with the Special Issue Ammunition strat. *'''Aggressor Squad:''' Come with Flamestorm Gauntlets. Surprisingly keep their AP boost when shooting at the closest enemy, which helps with melting hordes and bothering MEQs. <u><b>Secondary Objectives</b></u> *''Hunter's Insight:'' Mark one objective outside your DZ each turn. You get 4 VP each turn where you have a squad on it. *''Head-Taker Doctrine:'' Score 5 VP for each {{W40kKeyword|character}} you kill with an additional 5 VP if you killed them all. <u><b>Stratagems</b></u> *'''Deathwatch Teleportarium (1 CP):''' At the end of one fight phase, you can throw one unengaged unit into reserves. They can redeploy on your next Movement phase, arriving anywhere within 3" of an enemy unit. Seeing how powerful this is for your Aggressors, you're restricted to only one use, so time it wisely. *'''Special-Issue Ammunition (1 CP):''' One unit gains one of two sets of special rules for their guns: ''[Anti-Monster 5+, Anti-Vehicle 5+, Melta 2]'' or ''[Assault, Ignores Cover, Sustained Hits 2]''. The Intercessors and whoever joins them gets the best deal with this, since the Aggressors have no AP on their flamers when not shooting at the closest target and are wasted on the second set of buffs. *'''Veteran Instincts (1 CP):''' One unit gains a 5+ FNP when they're attacked. Your {{W40kKeyword|Gravis}} Aggressors instead get a 4+ FNP on account of being chonkers. <u><b>Enhancements</b></u> *''Aegis Vigilate:'' Lieutenant Alphion's squad gains +1 to Touhness and a 4++ invuln. Pretty much makes your Intercessors into budget Terminators. *''Alien's Bane:'' Lieutenant Alphion's power weapon gains ''[Precision]'' and +1 to Wound, making it incredibly useful if you're targeting a specific enemy. </div> </div> ===Strike Force Octavius (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed"> One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format. <div class="mw-collapsible-content"> '''Composition:''' 1 Captain Octavius, 1 Librarian Tantus, 5 Terminators, 5 Infernus *'''Captain Octavius:''' Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn. *'''Librarian Tantus:''' A basic Termie Librarian with a storm bolter for non-psychic shooting. Lost out on the 4+ FNP against psychic powers but not the ''[Sustained Hits 1]'' buff for a squad. *'''Terminators:''' Come with one Assault Cannon. Do not get the Teleport homer. Join the captain if you used the default enhancement and want someone to protect him, otherwise keep the Librarian to make the most use out of that AssCan. *'''Infernus Squad:''' There's five of them and lost their ability to force battle-shock tests. Seeing as nobody can join them, they're definitely going to need to make use of the terrain to survive. <u>'''Enhancements'''</u> *''Champion Duellist:'' Captain Octavius's melee weapons gain ''[Precision]'' and ''[Lethal Hits]''. Seeing as this is the default, you're going to be seeing him fighting the enemy warlords often. *''Oathsworn Determination:'' Captain Octavius's unit gains +1 to their OC. Only really needed if you have an objective to cap over anyone, since you only get OC1 on your termies. <u>'''Secondary Objectives'''</u> *''Wrath of the Emperor:'' Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP. *''Shock Tactics:'' A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It's a worthwhile win though, as you get 5 VP for getting at least one. <u>'''Stratagems'''</u> *'''Duty and Honour (1 CP):''' Allows a squad to keep an objective capped even if they aren't on it. Expect to use this a lot because you need your men moving constantly. *'''Gene-Wrought Resilience (1 CP):''' If one of your units is attacked, the enemy attack suffers -1 to wound if the attack's Strength exceeds your squad's Toughness. *'''Veteran Instincts (1 CP):''' During the fight phase, you can pick one Terminator squad that hadn't yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}. </div> </div>
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