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==Stratagems== LOTS of ways to inflict Mortal Wounds here. By the way, Linebreaker Bombardment, Empyric Channeling, Datalink Telemetry and Killshot are not included in the new codex, and the 2019 FAQ confirms them to be DEAD. They are all, however, still available to {{W40Kkeyword|Blood Angels}}, {{W40Kkeyword|Dark Angels}}, and {{W40Kkeyword|Space Wolves}}, at least for the moment. So if you're really attached to that triple Predator detachment, run them as one of them instead. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Utility. <div class="mw-collapsible-content"> *'''Auspex Scan (2 CP):''' When an enemy unit comes in from reserves within 12" of one of your {{W40Kkeyword|Infantry}} units, your unit can shoot at it but with a -1BS penalty. ''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''. *'''[[Lugft Huron|Big Guns Never Tire (1 CP):]]''' Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons. *'''Tactical Flexibility (1 CP):''' At the start of your movement phase, pick any number of 10 model unit with the Combat Squads rule and split them into two 5 model units as if they had been deployed as two Combat Squads. ''You probably should have split your squads before the battle, but on the other hand, it could be used to unexpectedly divide a squad in mid-battle to let it take two objectives at once. Still, calling it situational would be an understatement''. *'''Tremor Shells (1 CP):''' At the start of your shooting phase, when a Thunderfire cannon shoots, subtract 1 from the wound rolls, but as long as it hits, the target unit gets half move, advance, and charge distances their next turn. Doesn't affect {{W40Kkeyword|Fly}} or {{W40Kkeyword|Titanic}} units. **This is all it takes to clog up a large horde army. OR, more importantly, drastically reduce the chances that they get off a charge, in cases when they choose to use Da Jump or other such gimmicks. **The effect is worded to last for the whole shooting phase so use the new Suppression Fire stratagem and slowdown the second unit in the same phase! **Tremor Shells do bizarre things to your enemy. Most standard units (M6") will still be able to move about 4-6" with an advance move. HOWEVER, this strat forces them to advance to get that far, thus it is also a useful way to reduce a units shooting if you know they need to get close to use close range/assault weapons. Altogether its a great strat. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Character Upgrades <div class="mw-collapsible-content"> *'''Chapter Ancient (1CP)''': One use only. Upgrades a non-named Ancient into a Chapter Ancient, granting +1 to Leadership and makes the range of its Astartes Banner 9". *'''Chapter Champion (1CP)''': One use only. Upgrades a non-named Company Champion into a Chapter Champion, granting +1 to Attacks and Leadership. Enemies attacking them in melee must take -1 to hit, making non-HQs attempting to hit him with Fists a pipe dream. Not usable by Black Templars, they have the Emperor's Champion for that. *'''Chapter Master (2 CP):''' Use before the start of the game to turn your Captain into a Chapter Master, boosting his aura to re-roll all hits (fails and successes) instead of only 1s. You can't use this twice, nor use it on a named captain, or if you already have a named Chapter Master from the same Chapter. **A named Chapter Master costs about +50pts more than your would-be generic CM and brings along a special rule, a relic of some sort, and +1W. Ask yourself if 2 CP is worth 25pts each plus the loss of the special characteristics. Of course, this isn't an argument for those Chapters [[Imperial_Fists|without]] [[White_Scars|named]] [[Salamanders|Chapter]] [[Iron_Hands|Masters]]. *'''Chief Apothecary (1CP)''': One use only. Non-named Apothecary may be upgraded and can re-roll the die to determine if a model that has been destroyed returns to that unit. *'''Chief Librarian (1CP):''' One use only. A non-named Librarian is upgraded to a Chief Librarian. Knows one more power from their chosen discipline, and has one more Deny. *'''Hero of the Chapter (1 CP):''' One use only. Select a {{W40Kkeyword|Character}} from your army that's not your warlord and determine a warlord trait for it. *'''Master of Sanctity (1 CP)''': One use only. A non-named Chaplain is upgraded to a Master of Sanctity, which grants him one more Litany of Battle and the ability to use two Litanies at once. *'''Master of the Forge (1CP)''': One use only. Upgrades a non-named Techmarine who isn't attached to a Thunderfire Cannon to a Master of the Forge. Like Iron Father Feirros, you always restore 3 wounds to a vehicle. *'''Relics of the Chapter (1 CP):''' Use before the start of the battle. 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. No longer limited to a one-use stratagem due to the sheer amount of relics. *'''Veteran Intercessors (1/2 CP):''' AKA that specialist detachment stratagem from Vigilus part one. +1 attack, +1 leadership to a unit of {{W40kKeyword|Intercessors}}. Costs 1 for a 5 man unit, and 2 for a unit of 6 or more. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Offense: Use these to shoot or fight better. <div class="mw-collapsible-content"> *'''Bolt Storm (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Auto bolt rifles automatically hit if they target an enemy within half range. **Effectively multiplies your Intercessors' shooting by 1.5x, but most importantly it completely negates BS penalties and it's nice extra damage before melee. *'''Cluster Mines (1 CP):''' Use when a Scout Bike squad falls back. On a 2+, one unit you fell back from takes D3 mortal wounds. **Best in an Ultramarines or White Scars list, where you can fall back, pop it and reengage. The reactive version of the proactive Incursor's mines. *'''Death to the Traitors! (1 CP):''' When one unit is attacking a {{W40Kkeyword|Heretic Astartes}} unit in the fight phase, any 6+ to hit generates another attack with the same weapon. Steal their gimmick to use back on them. *'''Flakk Missile (1 CP):''' When an {{W40Kkeyword|Infantry}} '''model''' shoots a missile launcher at a unit with {{W40Kkeyword|Fly}}, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Like Hellfire Shells, {{W40Kkeyword|Salamanders}} can get some extra mileage from this with the free re-roll. *'''Fury of the First (1 CP):''' A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn't NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well. *'''Gene Wrought Might (1 CP):''' When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds. *'''Gravitic Amplification (1 CP):''' When a unit of your army is chosen to shoot with any "Grav" weaponry, you can re-roll the wound roll and the damage roll. Nifty. ''Redemption for those Gravs you glued to your Cents back in 7E''. *'''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 5+. Makes your big units of assault marines/VV punch much harder. *'''Hellfire Shells (1 CP):''' Instead of shooting normally, a Space Marine Infantry model (with a heavy bolter) rolls only once to hit. If it hits, it does D3 mortal wounds. Try to get +BS or rerolls and stand still so that you don't miss the shot. *'''Honour the Chapter (3 CP):''' At the end of the fight phase, pick an {{W40Kkeyword|Adeptus Astartes}} unit to fight a second time. The usual "fight twice" stratagem, best on characters and units with good weapons to delete someone. ** Do not besmirch your chapters proud history by affording Abaddon any chance of survival. Finish the job properly! Seriously this could be the pivotal factor in capturing slay the warlord or destroying a tank in one fell combat. *'''Hunter-slayer Missile (1 CP):''' A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48" of a {{W40kKeyword|Repulsor}} and not within 1" of an ally. Roll a dice. If it is equal to or greater than the Repulsor's Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. *'''Masterful Marksmanship (1 CP):''' When a Sternguard Squad shoots, it adds 1 to wound rolls with its special issue boltguns. **+1/6 to wound on a BS3 unit equals +0.11 wounds per shot, regardless of the target. At most this is 10 Sternguard at 15" do +2.2 wounds the enemy might still save. While not that much, Sternguards are a solidly fun unit and a few couple extra casualties could make the difference when attacking a priority target, like Berzerkers going your way. Just don't expect them to solo a Leman Russ, is what we're saying. **This ''can'' stack with Catechism of Fire, which can provide a minimum of 4+ to wound for a unit of Sternguard. Combined with the Tactical Doctrine to get AP-3, this can be the bane of other Marines and even serve to poke vehicles. *'''Only in Death Does Duty End (2 CP):''' When one of your {{W40Kkeyword|Character}}s dies, it can shoot or fight again. 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. Overcharge their plasma pistol if they were killed at range''. *'''Orbital Bombardment (3 CP, Single Use):''' If your warlord is a Space Marine (this could be your secondary detachment) and didn't move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield, and roll a D6 for every unit within D6" of it (subtract 1 if it's rolling for a {{W40Kkeyword|Character}}). On a 4+, it takes D3 mortal wounds. ''RIP Linebreaker''. *'''Rapid Fire (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Bolt rifles become Rapid Fire 2. **Better 2x multiplier than the Auto Bolt Rifle's Bolt Storm's 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15", or AP-2 at 30" with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. *'''Target Sighted (3 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don't need to lock in 1 CP before the battle. **Rather expensive for something Eliminators do better (S5)...on the other hand, Eliminators can't really be spammed and the ludicrous firepower of 10 Stalker Intercessors can drop a Lieutenant. If with 3CP you can kill a character your enemy relies on then, by all means, go ahead. *'''Skyfire (1 CP)''': When a Hunter or Stalker shoots, it may only aim at units with {{W40Kkeyword|Fly}} but adds +1 to hit and wound against them and deals double damage on an unmodified 6 to wound. *'''Steady Advance (1 CP):''' Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary. *'''Suppression Fire (2 CP):''' Use in your shooting phase. A Whirlwind or Thunderfire Cannon that did not move may fire a second time, but it can only shoot with weapons that can target units out of sight of the firer. So basically, their main weapon; nothing says it can ONLY fire at targets out of sight. *'''Vengeance of the Machine Spirit (2 CP):''' If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart. *'''Wisdom of the Ancients (1 CP):''' At the start of any phase, pick a Dreadnought to turn into a 1-phase Captain. Any same Chapter units within 6" can reroll hits of 1 that phase, including itself. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Defensive. makes it harder for your units to die <div class="mw-collapsible-content"> *'''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 can use it on the one you just took. ''Doesn't work on regular wounds''. *'''Duty Eternal (1 CP):''' When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase decrease the damage of attacks by 1 to a minimum of 1. Will help keep your Dreads alive in a tight pinch, but it won't save them from massed Las-cannon fire. The latest FAQ made it so it no longer stacks with other forms of damage reduction, so no more Ironstone shenanigans unfortunately. *'''Skilled Riders (2 CP):''' The return of 7th edition jink rules. Use on a {{W40kKeyword|biker}} or {{W40kKeyword|land speeder}} unit. If they move, they gain a 4+ invulnerable save. If they advanced, they gain a 3+ invulnerable save. *'''Transhuman Physiology (2 CP):''' Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, 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 marines aw yee''. </div> </div>
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