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===Codex Space Marines Copypastes=== *'''Armour of Contempt (1 CP):''' Gives a {{W40kKeyword|vehicle}} a 5+ save against Mortal Wounds for a phase, used right before a vehicle would take a Mortal Wound. ''Doesn't work on regular wounds''. *'''Auspex Scan (2 CP):''' When a enemy unit comes from reserves within 12″ of one of your {{W40kKeyword|Infantry}} units, your unit can shoot at it but with a -1BS penalty. Basically, the return of the Interceptor rule. ''Useful against smaller units, although even with special ammo it's a bit on the expensive side for the damage it'll cause. Better used by nearby Hellblasters and the like''. *'''Empyric Channeling (1 CP):''' Used at the start of the psychic phase if a Deathwatch Psyker is within 6″ of at least 2 other Deathwatch Psykers. The Psyker can immediately attempt to manifest one additional power and when he does so, adds +2 to the test. *'''Flakk Missile (1 CP):''' Used when a Deathwatch {{W40kKeyword|Infantry}} model with a Missile Launcher fires at an enemy unit with the {{W40kKeyword|Fly}} keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the normal damage. *'''Hellfire Shells (1 CP):''' Used when firing an {{W40kKeyword|Infantry}} model's Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target. Use this to get past tough units like {{W40kKeyword|Monsters}}, damaged {{W40kKeyword|vehicles}}, and units with a good Invuln save. *'''Only In Death Does Duty End (2 CP):''' Use it when Deathwatch {{W40kKeyword|Character}} is slain. Before removing it from play, it can fight as if it were your Fight phase or shoot as if it were your Shooting phase. A general way to say a last "Fuck you, xenos!" from any of your Characters, which could be a very painful one for the receiving end. *'''Orbital Bombardment (3 CP):''' This stratagem is used once per battle, if your Warlord doesn’t move or fire their weapon normally, he may select a point on the battlefield visible to him. Every enemy units within D6″ of that points takes D3 Mortal Wounds on the roll of a 4+. Characters are hit on a 5+. *'''Tactical Flexibility (1 CP):''' Allows you to Combat Squad a unit of 10 Deathwatch that have the rule, splitting them up in to two 5 man units. Can also be used to split squads of Agressors, Inceptors or Bikers from 1 unit of 6 models into 2 units of 3 each. ''Situational, but you do have access to teleport units and mixed Troop squads, which can benefit''. *'''Wisdom of the Ancients (1 CP):''' Allows you to reroll results of 1 to hit for all Deathwatch units within 6" of Deathwatch Dreadnought for a phase. *'''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. *'''[[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. *'''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. *'''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. *'''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. *'''Steady Advance (1 CP):''' Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary. *'''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. *'''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. *'''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''. *'''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. *'''Veteran Fury (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. *'''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.
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