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Warhammer 40,000/9th Edition Tactics/Space Marines
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====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Descent of Angels (1 CP):''' Trigger after setting up a {{W40kKeyword|Blood Angels Core Jump Pack}} unit in the Reinforcements phase. This unit doesn't suffer any penalties to charge for this turn and adds +1 to hit this turn. Note this includes shooting, so inceptors like this just as much as acc units. *'''Vengeance for Sanguinius (1 CP):''' Your version of Death to Traitors. Whenever a {{W40kKeyword|Blood Angels}} unit is in combat with a {{W40kKeyword|Black Legion}} unit, you can re-roll all hit and wound rolls. *'''Refusal to Die (1/2 CP):''' Use in any phase after the {{W40kKeyword|Death Company}} are targeted with an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isnβt lost. You can only use this once per turn. Return to previous levels of refusing to feel pain. Costs 2 CP for a unit with 5+ models. *'''Flesh Tearers only - Aggressive Onslaught (1 CP):''' Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them an extra 3" pile-in distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. </tab> <tab name="Epic Deed"> *'''Angel's Sacrifice (1 CP):''' Nominate one {{W40kKeyword|Blood Angels character}} (barring any Dreads) during the fight phase. Anyone within engagement range with this character now must attack your designated martyr. This can prove to be particularly useful if you grabbed a Termie or Gravis captain to tank the blows. *'''Spiritual Might (1 CP):''' Your {{W40kKeyword|Blood Angels Psyker}} can cast an additional power this Psychic phase. *'''Visions of Sanguinius (1 CP):''' Use when a {{W40kKeyword|Death Company character}} is chosen to fight. They can now trigger a second Death Vision if they already used one before or trigger two simultaneous death visions at the same time. Normal restrictions of not re-using Death Visions still apply. </tab> <tab name="Requisition"> *'''Angel Ascendant (1 CP):''' One use. Generic "Give Sergeant Special-Issue Wargear" stratagem. *'''Angel Exemplar (1 CP):''' One use. Unlike stratagems that give another character a Warlord trait (which all marines get anyway), this allows your Warlord to have a second Warlord trait, which has to be a Blood Angels/Flesh Tearers trait depending on which chapter your Warlord is from. This could propel your Warlord into truly terrifying levels of smashy-dom - consider traits like Imperium's Sword combined with Gift of Foresight, for example. *'''Lucifer-Pattern Engines (1 CP):''' Use this stratagem before the battle to give a non-Dreadnought vehicle overcharged engines, meaning their Advance moves always add 6" rather than rolling.. **Why hello Relic Sicaran...did you know red ones go faster? *primes red spray paint* *'''Honoured by the Arx Angelicum (1 CP):''' One use. Lets you give a Blood Angels relic to a successor. A copypaste in form, if not in name. </tab> <tab name="Strategic Ploy"> *'''Red Rampage (1 CP):''' One use. When the Assault Doctrine is active, ALL Blood Angels units who roll a 6 to wound get an additional -1 AP to their pistol and melee attacks until the next Command Phase, which stacks with the Doctrine itself. With luck, that means your power swords can be AP-5. *'''Unbridled Ardour (1 CP):''' Use in the enemy's Charge phase to let a {{W40kKeyword|Sanginary Guard}} unit Heroically Intervene 6" by 5" as though it were a character. *'''Forlorn Fury (1/2 CP):''' Use before the first turn begins to give a {{W40kKeyword|Death Company}} a move of 12", as long as it doesn't take them within 9" of an enemy. For {{W40kKeyword|Dreadnoughts}} or units of 6+ models this costs 2CP. *'''Upon Wings of Fire (1 CP):''' Select a {{W40kKeyword|Blood Angels Core Jump Pack}} unit in your army. It immediately leaves the field and be set up again in the next Reinforcements phase so long as it's at least 9" away from an enemy model. *'''Flesh Tearers only - Savage Destruction (1 CP):''' Use when a morale test is failed for an enemy unit within Engagement Range of a {{W40kKeyword|Flesh Tearers}} unit. Until the end of the turn, subtract 1 from combat attrition tests for the unit. This could cause some serious losses to a large unit. </tab> <tab name="Wargear"> *'''Chalice Overflowing (1 CP):''' Your sanguinary priest can trigger their blood chalice ability a second time. Awesome. </tab> </tabs>
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