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====Special Rules==== <tabs> <tab name="Blood Angels"> *'''Chapter Tactics - The Red Thirst:''' Add +1 to all charge and advance rolls. When a unit charges, gets charged, or make a heroic intervention, they can add +1 to their wound roll for the turn. **This makes your lot a bit zippier and choppier than most marines. This stacked with shock assault means that your guys will absolutely be able to lay on the hurt without hesitation. **This makes you ''insanely'' good at wounding things - so much so that in your hands, a lightning claw is actually better at wounding than a power fist or thunder hammer, meaning you take them just for the higher D when you do. *'''Unit Restrictions:''' Blood Angels Ancients can't be upgraded to Chapter Ancients, which is a rule that ''doesn't'' seem to apply to their successors. Sanguinary Ancients carry chapter banners, but aren't chapter ancients themselves, so Blood Angels just don't have access to chapter ancients. </tab> <tab name="Flesh Tearers"> *'''Chapter Tactics - Fury Within:''' When a unit rolls a 6 to wound in melee, the AP of their hit improves by 1. When a unit charges, gets charged, or makes a heroic intervention, they can add +1 to their wound roll for the turn. **Compared to the BA, this makes you far more vicious in a fight, But slightly harder to get there. One inch may not be much but it can add up espeically with the few 'charge and advance' ability so it's nothing to be discounted. On the other blood stained hand, Now that even chainswords can mulch light infantry, you can bet your ass that you'll find more uses with basic weapons as you reduce power armor into shreds, especially since it now stacks with Assault Doctrine. </tab> </tabs> *'''Combat Doctrine - Savage Echoes''': While the Assault Doctrine is active, add 1 to the Attacks of models in units that charged, were charged, or Heroically Intervened (i.e. double the normal benefit of Shock Assault). **Yes, this ''does'' stack with Black Rage, so your Death Companies will be able to spit out a disproportionately high number of attacks for their unit size. Don't forget the regular marines: scouts, assault troopers, and intercessors are rocking 4 attacks, 3 on tacticals. Makes for some added punch in the later stages of games when you're scrapping over objectives with smaller squads and/or a single sergeant. **Turn 3 (or earlier, with a Sanguinary Priest on hand) charges are absurd this time around. Hang back in LR crusaders or use Jump Packs and let loose turn three; frankly, it's like 7th when trying to add up and account for all the modifiers and +1s your marines will be under, but when you get it right, you will crush everything. If you're not tabled by turn 3, your deep strikers will utterly change the game if you combo everything perfectly. *'''Black Rage:''' Your death company rules. These guys can never fall back, gain another attack when charging or heroically intervening, and have a 6+++ FNP. However, they are incapable of doing any other actions, meaning they're less useful in a more objective-focused game. *'''Options:''' **Adds inferno pistols and hand flamers to the pistols list, which comes up all over, but is probably most noticeable on your Assault Squad sergeant. **Adds heavy flamers to the heavy weapons list, so you can field Devastator Squads of 4 heavy flamers and a combiflamer (or hand flamer, but that'd be silly). **Assault squads can replace up to two flamers with plasma guns or meltaguns. *'''Death Company:''' In addition to the exclusive units, you can also consign a captain and two lieutenants to the black rage by spending a few points/1 PL. Doing so will give them all the benefits of doing so but now every buff aura must be exclusive to {{W40kKeyword|Death Company}} units. These HQs are also no longer able to accept the Masters of the Chapter upgrades but do not count against Company Command restrictions. **'''Death Visions:''' Each {{W40kKeyword|Death Company Character}} can opt to trigger a certain vision of Sanguinius's final moments, granting them a particular boost once per game. ***'''On the Bridge of the Vengeful Spirit:''' Triggered if your "hero" sees an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. They gain an extra attack for every 5 enemy models within 6" of them and they can re-roll any bad hit rolls, turning them into a blender. ***'''Grace of the Angel:''' Triggered if your "hero" is engaged with an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. This model gains a 3++ invuln save, making their survival much closer to guaranteed in any case, but especially if they're bogged down by hordes. ***'''To Slay the Warmaster:''' Triggered if your "hero" sees an enemy {{W40kKeyword|Infantry Character}} or {{W40kKeyword|Monster Character}}. Instead of the standard combat phase, both you and your enemy must roll 1d6. If you win, one model of your choice suffers 3+d3 mortal wounds, likely enough to fell any Marine HQ and seriously wound hive tyrants and skorpekh lords.
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