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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Daemonforge (1/2 CP)''': Select a {{W40kKeyword|DAEMON ENGINE}} in either the Shooting or Fight phase. Their WS and BS improve by +1 for the phase. Notably, it modifies your characteristic, not the roll, so it will stack with stuff like Prescience and the like. A Forgefiend can now carry its own weight as long as it keeps eating those, and a Tendril Maulerfiend can do some serious punching. Also guarantees that your Kytan will fuck up whatever it charges. Costs 2 CP for {{W40kKeyword|TITANIC}} models. *'''Death to the False Emperor! (1 CP)''': Your {{W40kKeyword|TRAITORIS ASTARTES}} units can re-roll to hit enemy {{W40kKeyword|adeptus astartes}} or {{W40kKeyword|santic astartes}} unit in melee. Especially needed if you're carrying along something that can breach through AOC. *'''Fury of Khorne (1 CP)''': During the Fight phase, one {{W40kKeyword|KHORNE TRAITORIS ASTARTES}} unit will auto-wound on 6s to hit. It's a very clear step down from what last year gave you, but it's now much cheaper. Just remember, when LTGB activates, you only get one autowound, and you still need to roll to wound for that bonus hit. *'''Grandfather's Blessings (1/2 CP)''': Whenever a {{W40kKeyword|NURGLE TRAITORIS ASTARTES}} unit is attacked, they cannot be wounded on anything better than a 4+ (it interacts weirdly with the Mark itself - it discards ''unmodified'' rolls while the mark ''modifies'' them conditionally, so pay attention). This goes quite a way in making them tankier, especially if you hit one of the strike zones where your mark would take effect. Costs 2 CP for a unit with over 5 models, which is a bargain on Helbrutes and Termies. *'''Hatred Eternal (2 CP)''': At the end of a shooting or assault phase, one unit of Legionaries (that being the base CSM, no cult marines, no chosen, just the troops) can shoot or fight again. Ohhh, expect to abuse this with abandon. *'''Murderous Perfection (1 CP)''': Whenever a {{W40kKeyword|SLAANESH TRAITORIS ASTARTES}} unit fights or shoots, you can make one hit, wound or damage roll automatically count as a 6. Save it for power fists or a Dd6 gun that can potentially finish off a tank. Mark of Slaanesh is still legit on Havocs it seems. *'''Veterans of the Long War (2 CP)''': Select a {{W40kKeyword|TRAITORIS ASTARTES INFANTRY/biker}} unit when it's selected to attack in the Shooting or Fight phase. They add 1 to all their wound rolls ''for the rest of the phase'', meaning that this will also stack on bonus hits from LtGB. **Hilarious on a unit of flamer Chosen, but this makes melta squads much more reliable against T8 targets, too. **Do not underestimate using this stratagem with mass bolters (and/or sonic blasters), especially against toughness 7 models. Having an S4 weapon wound a Predator on a 4+ is no small thing. And let's not even talk about how utterly hideous this gets when paired with Khorne Berzerkers. Remember that this works until the end of the ''phase'' so it works with Hatred Eternal, but you're also spending 4 CP on Troops, so you'd better make it worth it. *'''Wrath of the Chosen (1 CP)''': Select one unit of Chosen or Terminators during the shooting or fight phase. This unit adds +1 to hit for the rest of the phase. </tab> <tab name="Epic Deed"> *'''Blasphemous Machines (1/2 CP)''': Pick one {{W40kKeyword|traitoris astartes machine spirit}} or {{W40kKeyword|traitoris astartes daemon engine}} with 10+ wounds during the Command phase. This unit will now count as having max wounds for the sake of any damage tracks, making it very handy for a kamikaze run for Maulerfiends, Helstalkers and Land Raiders. Costs 2 CP for {{W40kKeyword|titanic}} models. **While {{W40kKeyword|daemon engines}} are everywhere, {{W40kKeyword|machine spirit}} units are quite rare. In fact, only the vanilla Raider has it, from the looks of it. It might very well (and really should) change in the future, but we'll see. *'''Fell Prayers (2 CP)''': One priest who didn't pray that turn can automatically make a prayer without needing to roll. Very useful for a dark apostle emerging from their transport. *'''Fire Frenzy (1 CP)''': Use on an unengaged Helbrute unit that was hit during an opponent's shooting phase, regardless of whether or not it lost wounds. It may fire all its weapons but can only target the nearest visible enemy unit or the unit who hit it. Very nice when that tank in front of your multimelta/missile launcher 'brute really needs to die and can be cheesed to total a transport if your enemy tries to kill it before the transport could unload. *'''The Great Sorcerer (1 CP)''': Use at the end of your Psychic phase; a {{W40kKeyword|TZEENTCH TRAITORIS ASTARTES PSYKER}} can attempt to manifest one additional power or commit a psychic action after casting. Due to you normally knowing as many non-Smite powers as you can cast, this usually amounts to an extra Smite. </tab> <tab name="Requisition"> *'''Aspiring Lord (1 CP)''': Mandatory "Bonus WT on new character" strat. *'''Gifts of Chaos (1 CP)''': Mandatory "Bonus Relic" strat, but you can give a marked character a second relic - as long as it isn't a daemon weapon and one of the relics replaces a weapon. This doesn't require you to only pick from the universal relics RAW, which can seriously ease your issues with decisions, especially for marked characters. *'''Trophies of the Long War (1 CP)''': Gives a sergeant a relic, and you've got a '''''FUCK TON''''' of relics to pick from, ranging from the various warbands and legions... **Hyper-Growth Bolts, Maelstrom's Bite, Ashen Axe, the Armour Diabolus, Viper's Spite, Icon of the Hydra Cult, Distortion, Armour of Abhorrence, Talons of the Night Terror, Claw of the Stygian Count, Spitespitter, Axe of the Forgemaster, Loyalty's Reward, Trophies of Slaughter, Black Mace, Warp's Malice, Blade of the Relentless, '''Black Rune of Damnation'''. </tab> <tab name="Strategic Ploy"> *'''Contempt over Caution (1/2 CP)''': Select one Legion CORE unit in the shooting phase, until the end of the phase, that unit can do a Valhalla and shoot at enemies engaged in combat, so long as all the friendlies in engagement range are part of your LEGION. Every hit roll of 1, and you can't reroll any of your rolls, is resolved on your models. It costs 1CP if the enemy is engaged with Cultists, 2 CP if they're engaged with anything else. **Ironically, there won't be any friendly fire if you use flamers. *'''Excessive Cruelty (2 CP)''': Whenever an enemy falls back from fighting a {{W40kKeyword|SLAANESH TRAITORIS ASTARTES}} unit, you can either consolidate that unit 3" or shoot the runners, allowing them to continue their carnage after breaking a unit. *'''Unending Destruction (2 CP)''': Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|TRAITORIS ASTARTES INFANTRY}} unit from your army (excluding CULTISTS units) that is performing an action. That unit can shoot this phase without that action failing. *'''Ritual offerings(1 CP)''': If you kill something with Cultists, they automatically pass Morale Tests and add 1 to their hit roll. **Is it really worth it to spend 1 CP to give you better Cultists? The only point to it is that it's actually possible to have ''too much CP'' due to Nephilim capping CP at 6 and giving you a CP every player's Command Phase, but there's still better options. *'''Scorn of Sorcery(1 CP)''': Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch test is taken. If that enemy PSYKER unit is within 24" of any {{W40kKeyword|TRAITORIS ASTARTES KHORNE}} units from your army, roll one D6: on a 4+, that psychic power is denied. **The FUCK [[Thousand Sons|NERDS]] stratagem. Save it for when they try to do Psychic Actions for VP, since they won't be able to do it again until their next turn (and then you get to do it again). If anyone is dumb enough to take Warp Ritual, any Psyker within 6" of the center will probably be in range of this. *'''Shroud of Flies(3/2 CP)''': Use this Stratagem at the start of your opponent’s Shooting phase. Select one {{W40kKeyword|TRAITORIS ASTARTES NURGLE}} unit from your army. Until the end of the phase, each time an enemy model shoots, if that NURGLE unit is not the closest eligible target or within 12" of that model, then until that shooting is resolved, that model cannot target that NURGLE unit. If that NURGLE unit has the MONSTER, VEHICLE, TERMINATOR or BIKER keyword, this Stratagem costs 3CP; otherwise, it costs 2CP. **Abuse the shit out of this by putting it on someone on an objective. *'''Terrifying Phenomena (1 CP)''':Use this Stratagem at the start of the Morale phase. Select one enemy unit within 12" of a {{W40kKeyword|TRAITORIS ASTARTES CHAOS UNDIVIDED}} unit from your army. Until the end of the phase: **Your opponent cannot select that unit for the Insane Bravery Stratagem, and cannot use any rule that would allow them to re-roll a Morale test for that unit. **If that unit fails a Morale test, any action it is performing immediately fails. *'''Relentless Devastation (1 CP)''': Use this Stratagem in your Movement phase, when a {{W40kKeyword|TRAITORIS ASTARTES INFANTRY}} unit (excluding CULTISTS units) from your army makes a Normal Move or Advances. Until the end of your Shooting phase, provided that unit does not move again, it is considered to have Remained Stationary. *'''Tide of Traitors (1 CP)''': Use this Stratagem in your Command phase. Select one {{W40kKeyword|CULTISTS MOB}} unit from your army that is either within 6" of a battlefield edge or within 6" of your deployment zone. Up to D3+3 destroyed models can be added back to that unit. These returned models cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that {{W40kKeyword|CULTISTS MOB}} unit. You can spam it now if you really want that blob to hold, although it is very unlikely the usual minsquad of objective-humpers will survive contact with any kind of firepower. *'''Vicious Descent (1 CP)''': When a {{W40kKeyword|JUMP PACK TRAITORIS ASTARTES}} (Read: Raptors and Warp Talons) charge, roll an additional d6 for each model in that squad that enters engagement range. Every roll that exceeds the target's Toughness scores a mortal wound. This gives you a good opening salvo against the damned 2W loyalists and can add even further to breaking a GEQ squad. *'''Warp-Born Foresight (2 CP)''': When an enemy arrives as reinforcements within 12" of a a {{W40kKeyword|TZEENTCH TRAITORIS ASTARTES}} unit, this unit can immediately shoot these interlopers, allowing you to foil deep-strike heavy armies. *'''Winds of the Warp (1 CP)''': One {{W40kKeyword|TRAITORIS ASTARTES BIKERS/JUMP PACK}} unit that either advanced or deep-striked in is -1 to shoot. Hit penalizers are always welcome, especially on units who like to drop into Rapid Fire range. </tab> <tab name="Wargear"> *'''Daemon Shells (1 CP)''': When a {{W40kKeyword|TRAITORIS ASTARTES}} unit fires their bolt weapons, they improve their range by +6" and improve their AP by 1. Heavy Bolters become capable of actually breaching marine armor. Literally only worth it on Tzeentch Icon Bearers, because now you've got 30" AP2 bolters. ''Turns out Daemons can make you just as effective as Cawl's toys'' *'''Infernal Engine (1/2 CP)''': When an enemy shoots at one of your {{W40kKeyword|DAEMON ENGINE}} units, all incoming damage is reduced by 1. Costs 2 CP for {{W40kKeyword|TITANIC}} models. For extra fun, pop it on stuff that is already -1 to-hit, like Heldrakes and Smoking Defilers. *'''Skyshrike Missile (1 CP)''': When a {{W40Kkeyword|Traitoris Astartes Infantry}} '''''model''''' shoots a missile launcher at an enemy {{W40Kkeyword|AIRCRAFT}} unit, make a single hit roll with +1 to hit. If you hit, do 2d3 mortal wounds instead of rolling to wound. Really useful in case the opponent is packing Flyers, with jetpacks of all kinds no longer counting. **'''Important Note!:''' This only affects a specific '''''model''''', not the entire unit! So, while at first glance it might seem like an incentive to take Havocs with 4 Missile Launchers, you can only apply this to one of them. That isn't to say this stratagem is bad, far from it - just that you'll get just as much out of it by taking 1-2 Missile Launchers on your normal Chaos Marines as you would by taking 4 with Havocs. *'''Smokescreen (1 CP)''': Unit with {{W40kKeyword|Smokescreen}} can become -1 to-hit in the shooting phase. Notably, Defilers still have smoke launchers. </tab> </tabs>
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