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====Stratagems==== Raven Guard Stratagems can be divided into four broad categories; Mobility, Offense, Disruption/Survival, and Universal. *'''Mobility:''' If White Scars are the masters of speed, Raven Guard are the masters of deployment. **'''Infiltrators (1 CP)''': At the start of the first battle round, but before the first turn begins choose an infantry unit and move them. As long as you finish more than 9" from enemy models. Each unit can only be selected for this once per battle. As your turn hasn't begun you can use this multiple times on different units. ***Best utilized on Jump Infantry, though as Concealed Positions also happens before the first turn, it can also be used to reposition an infiltrating unit. **'''Strike from the Shadows (1 CP)''': Lets you place a {{W40kKeyword|Raven Guard}} Infantry unit in ambush, allowing them to deep strike. **'''Strike from the Skies (1 CP)''': Start of the Charge phase. One {{W40kKeyword|Raven Guard}} Jump Pack unit can charge even if they advanced and adds 1 to the charge rolls. **'''The Raven's Blade (1 CP)''': Allows you to reroll all charge rolls against one enemy unit. Useful for removing an important enemy unit by charging several of your melee units into it simultaneously. **'''False Flight (2 CP)''': One {{W40kKeyword|Raven Guard}} unit can now shoot and charge after they fall back. There's plenty of utility here, from making a fighting retreat to double-dipping on any charge bonuses you get. *'''Offense:''' Compared to other chapters, the Raven Guard have only a few Stratagems that enhance their damage output, and they are either limited to once per turn or very narrow in scope. **'''Lay Low the Tyrants (1 CP)''': Use during the melee phase. Pick a {{W40kKeyword|Raven Guard}} Infantry or Biker unit. When they resolve a melee attack against a character that is not a vehicle or a non-vehicle unit with a model that has 4 or more wounds, add 1 to the wound roll. Stacks with Surgical Strikes, giving you +2 to wound against enemy Characters. **'''Vengeance of Istvaan V (1 CP)''': A {{W40kKeyword|Raven Guard}} unit can reroll all attack rolls in melee when targeting a Word Bearer, Iron Warrior, Alpha Legion, or Night Lord unit. Avenge the Drop Site Massacre. ”Come on you fucking pansies! Fight us face-to-face! For Corax! For Brothers lost! CHARGE!!!”- Master of Shadows Kayvaan Shrike, battle for Hope’s Pyre against Word Bearers. **'''Ambushing Fire (2 CP)''': Use at the start of your moving phase if the Tactical Doctrine is active. Until the end of the next battle round, all {{W40kKeyword|Raven Guard}} units shooting Rapid Fire and Assault weapons in your army improve their AP by 1 on an unmodified wound roll of 6. Can only be used once per battle. *'''Disruption/survival:'''While most armies have stratagems aimed at utility or defense, the Raven Guard emphasize disrupting your opponent's plans and making it harder for them to use stratagems, target your units, and take/score objectives. **'''Stranglehold (2 CP)''': Use during the first turn of the game to screw over your opponent's stratagems. You must have {{W40kKeyword|Raven Guard}} Scouts or Phobos units in your army. roll 1d6 each time an opponent spends a command point on a stratagem. on a 5+, the opponent must spend an additional command point or the stratagem is countered and cannot be used again this round. Only works during the first turn. **'''See but Remain Unseen (1 CP)''': Use this stratagem at the end of your turn. Select one Raven Guard unit that did not make any attacks. Subtract 1 from any hit rolls that target them. You could possibly be a dick and use this on transports working as meat shields for your army, you're not gonna miss a few WS 6+ attacks or less than 10 Storm Bolter shots. Works especially well if you position your units such that your opponent must engage the transport. Also makes an Infantry unit in terrain with Smoke Grenades ridiculously survivable at -3 to hit (>12"). **'''Decapitating Blow (2 CP)''': Use when you kill the enemy warlord with a {{W40kKeyword|Raven Guard}} unit. For the rest of the game, enemy units are at -1 leadership. **'''Deadly Price (1 CP)''': Use at the end of your turn to boobytrap an objective. If an enemy unit tries to take it, roll a d6. On a 2-4, they take d3 mortal wounds. On a 5+, they take 3 mortal wounds instead. Can't be used on the same objective more than once per battle. **'''Force their Hand (1 CP)''': Tactical objective shenanigans. Force your opponent to discard a tactical objective and draw a new one. You need to have a bike or infantry unit on a objective in your opponent's deployment zone to use this. A lot of hoops to jump through to make this work. *'''Universal:''' All Chapters Supplements include some variation of the following three stratagems. **'''Masters of the Trifold Path (1 CP)''': Non-named characters can generate a second warlord trait. No duplicates. once per battle **'''Favored of the Ravenspire (1 CP)''': A {{W40kKeyword|Raven Guard}} Sergeant can take certain relics **'''Token of Brotherhood (1 CP)''': The standard successor relic sharing stratagem.
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