Editing
Warhammer 40,000/8th Edition Tactics/Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Special Rules==== Unlike other supplements, the Imperial Fists share theirs with their Crimson Fists successors. Crimson Fists thus have a full list of relics and stratagems (and Imperial Fists don't), but have their own chapter tactic and half a warlord trait table. They're still Fists, just with some "heroic last stand" tones. *'''{{W40kKeyword|Imperial Fists & Successor}} Chapter Tactics - Siege Masters:''' Enemy units do not receive "the benefit of cover" against attacks made by models with this tactic. If the attack was with a bolt weapon, an unmodified 6 to hit scores an additional hit. [[Ork|Yellow IS shootier]]. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Plus, scoring more shots than the weapon is actually capable of is always neat. This also means you suffer less from -1s to hit, including Auspex Scanner's. **Cover isn't the nigh-invuln it was back in 7E, but it's almost like an extra point of AP now that it affects everyone. Not only cover-relying campers like Rangers and Scouts, but also those armies that get "the benefit of cover in the open", where similar things like Deathwatch Dragonfire rounds are specified as NOT working against. This lets Imperial Fists entrench themselves while their opponents cannot, either levelling the playing field when storming enemies in cover, or stacking it in your favour when you have a cover of your own. Especially when it makes Primaris bolter variants more relevant. *'''{{W40kKeyword|Crimson Fists}} Chapter Tactic - No Matter the Odds:''' Add 1 to hit rolls for a unit targeting another unit (in either the shooting or fight phase) that has at 5 more models than the attacking unit has (e.g. a unit of 3 models gets +1 against any unit of 8 models or more). When using a {{W40Kkeyword|Vehicle}} to attack, that model itself counts as 5 models, so you only get it on units of 10 or more, not 6. Vehicles and Dreadnoughts you attack still count as 1 - in fact, this tactic ''can't'' come up against any target unit with fewer than 6 models in it. Additionally, for attacks with a bolt weapon, an unmodified 6 to hit scores an additional hit. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Plus, scoring more shots than the weapon is actually capable of is always neat. This also means you suffer less from -1s to hit, including Auspex Scanner's. **As if you needed an incentive to run Multiple Small Units. Keep in mind "cosmetic" models count as squad members, e.g.: an Armorium Cherub would prevent an otherwise 5-man Devastator unit to gain the bonus against a unit of 10 Guardsmen. Still, it gives Crimson Fists great anti horde capability. It works on your damaged units too as well as low count units ([[That_Guy|Company Vet pairs!]]), and your characters won't suffer penalties to their power fists when fighting the enemy masses. **This Chapter Tactic also means <u>safe supercharged plasma</u>, which can matter against massed T4 enemies like Ork Boyz or Necron Warriors. Always load up your characters with combi plasma. As long as they're shooting units of more than 5 models they'll have safe overcharged plasma for killing primaris or TEQ models. If you're shooting at hordes, the +1 will let you fire both sides of the combi weapon without penalty. **Aggressors and Centurions are perfect for the CF: they are a three-man squad and can generate a fuck ton of bolt shot. *'''Combat Doctrine - Legacy of Dorn:''' Heavy Weapons gain +1 damage when targeting {{W40kKeyword|Vehicle}}s or {{W40kKeyword|Building}}s (although good luck finding a non-vehicle building to shoot at) in the Devastator Doctrine. No nonsense, strike some of the important targets turn one at range. But only turn one, due to the changes to Combat Doctrines. ''[[Battlesuit#XV95_Ghostkeel_Battlesuit|Does]] [[Riptide|nothing]] [[Khaine#The_Avatar_of_Khaine|against]] [[Tyranids|{{W40kKeyword|monsters}}]].'' **In 8E volume of dice matters more. The doctrine makes Lascannons and Krak missiles more reliable, but 6 Assault Cannon shots at ''double damage'' (12 damage at S6 AP-1) are simply more reliable than two lascannon shots at +1D (9 damage at S9 AP-3). The specialist doctrine is active only the first turn and you have to make it count; on top of your actual dedicated anti-tank you could aim your non-specialized heavy guns at tanks too, even the humble Heavy Bolter becomes a considerable threat to lighter vehicles: Auto, Grav, and Plasma Cannons become true all-rounders, able to deal effectively with heavy infantry and vehicles. Combined with the Tank Hunters Stratagem, a true siege master can use even light artillery like Whirlwinds and Thunderfire cannons in a counter-battery role, as well as turn Intercessors' Stalker Bolt Rifles and Eliminator's Bolt Sniper rifles into AP-3 D3 shots (that wound on 4+). =====Warlord Traits===== ======{{W40kKeyword|Imperial Fists & Successors}}====== #'''Siege Master:''' Add 1 to wound rolls against Building and Vehicle units. Great on a slam captain or anyone else that’s going to be in melee against Knights or tanks. This is Tor Garadon’s required trait. #*The Imperial Fists can have one of the mightiest Smash Captains of them all: Combine Siege Master with <b>The Imperium's Sword</b> (rerolls charges, +1S +1A). Then give him a relic Thunder Hammer or the cheaper Fist of Terra and now he's wounding Knights on a 2+. #*Fist Warlords aren't restricted to melee. Siege Masters can wound most vehicles on a 4+ with mere bolters. MC Auto Bolt Rifle > MC Stalker Bolt Rifle. #'''Indomitable:''' This warlord can only be wounded on a 4+. Essentially the opposite of the above, rather than being good at killing Knights this trait makes you good at not being killed by Knights (or other Smash Captains). This is Captain Lysander’s required trait. #*Better for T4 characters than for Gravis Captains; Gravis gives up the option of a 3++ for a T5 that would prevent them being wounded by S8 on a 2+, but this trait does away with silly maths. Only S5 Power Axes and Bolt Sniper Rifles would make a difference here. #'''Fleetmaster:''' Once per battle, ''at the end of the Fight phase'' and if this warlord both remained stationary and didn't do any attacks, select a point on the battlefield and roll 1d6 for each unit within '''d'''6". On a 4+ (substracting 1 for characters), deal d3 MW to that unit. So, give up a Warlord's trait and turn to do what an Orbital Comms Impulsor does. #*Then again, it can be combined with an Orbital Comms Impulsor and Orbital Bombardment for 3d3 MW on the enemy's formation / spam 1d3 MW across the board. Rather punishing for [[Space Marines|MSU armies]]. #'''Stubborn Heroism:''' The warlord halves incoming damage (rounding up), but cannot fall back. Combine this with <b>Indomitable</b>, and take the Adamantine Mantle on a Gravis Captain for a character who isn’t going anywhere. #*He won't die to the big stuff, but keep anti-horde measures at hand should you need them - a Terminator / Aggressor retinue can use '''Close-Range Bolter Fire'''. #'''Architect of War:''' When resolving AP-1 attacks against friendly Fists within 6" of this warlord, add an additional 1 to the (armour) save roll if that unit is "recieving the benefit of cover" (meaning IW & other IF nullify this trait). ''While situational, enemy Bolt Rifles start as AP-1, so it can be a common situation indeed.'' #'''Hand of Dorn:''' If your army is battle-forged, gain D3 command points before the battle. Simple, powerful, always worth taking, even if it requires spending a command point for Sentinel of Terra. ======{{W40kKeyword|Crimson Fists}}====== #'''Tenacious Opponent:''' If there are at least 5 enemy models within 6" of your warlord in the fight phase, he gains D3 extra attacks. #*Have him fight before killing models with other units; [[Khorne|Eight]] attacks on a good roll place him among the most damaging captains. Combine it with '''The Imperium's Sword''' or '''Champion of Humanity''' to make him even deadlier. #'''Refuse to Die:''' Unlike Robutte Girlyman you don’t need magical armour given to you by Cawl and some filthy heretical Eldar. Once your warlord loses his last wound, roll a d6, and on a 4+ he comes back with 1d3 wounds remaining as close as possible to your original position and at least 1” away from enemy models. #'''Stoic Defender:''' All {{W40Kkeyword|Crimson Fists}} units gain the Defenders of Humanity (Objective Secured) rule within 6” of your warlord, and any unit that already had that rule (your Troops) count as double their model count (5 tacticals count as 10 when determining models securing an objective), so you can steal objectives even if you're outnumbered by guardsmen. Especially hilarious when it's a sudden deepstriking ObSec captain stealing it away from non-troop enemies.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information