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====Stratagems==== *'''Born Protectors (2 CP)''': When a {{W40Kkeyword|Salamanders}} unit is charged, pick another {{W40Kkeyword|Salamanders}} unit within 12". That can fire overwatch in addition to the charged unit, and if the charge is successful, they can Heroically Intervene 2D6", but only towards that charging unit. Tau Overwatch plus a Heroic Intervention? Fantastic, if situational. Can deter certain charges and anything that can change how your opponent plays has a place. *'''Despite the Odds (1 CP)''': At the end of a turn where you didn't score any Tactical Objectives, if your Warlord is still on the table, generate a new Tactical Objective. *'''Exemplar of the Promethean Creed (1 CP)''': Your Warlord gets a second Warlord trait. Doesn't work on named characters or someone you gave a trait to with Hero of the Chapter. Lots of fun and interesting combos here. *'''Flamecraft (2 CP)''': In the shooting phase, a unit's flame weapons will always fire its maximum number of shots. Good for a Land Raider Redeemer, flamer Aggressors, combi-flamer Sternguard, and Assault Centurions. Still great if less efficient on Invictors and Land Speeders with dual Heavy Flamers and on Bray'arth Ashmantle. *'''Immolation Protocols (1 CP)''': Turn all of one unit's flame weapons into Pistols for one shooting phase. Not a bad way of saving a shooty flame unit from melee. *'''Master Artisans (1 CP)''': Give a Sergeant a Master-Crafted weapon, Digital Weapons, the Drakeblade, or Dragonrage Bolts *'''Relentless Determination (1 CP)''': At the end of the Movement phase, pick one unit that did not advance. It counts as stationary, and if it has a damage table, it counts as having double wounds to see which row of the table you use. Let Aggressors and Repulsor Executioners still shoot twice after moving or have a vehicle re-position and still fire its shots at full BS. *'''Rise From the Ashes (2 CP)''': When a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Character}} dies, roll a 4+ and they pop back up with 1 wound remaining. Only once per character per game. Opponent manage to take down your Warlord? Snipe the Techmarine playing Self Sacrifice meatshield? Get a lucky shot on your Smash Captain? Hit the undo button on that shit. *'''Rites of Vulkan (2 CP)''': At the start of the movement phase while in the Tactical doctrine, for the rest of that battle round, all Rapid Fire or Assault weapons in your army get an additional -1AP on natural 6's to wound. Only once per battle. Works best when you have a lot of shots spread around the army. *'''Self Sacrifice (2 CP)''': Use at the start of the opponent's shooting phase and pick a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Infantry}} unit in your army that has more than five models and then one other unit that is wholly within 6". For the rest of the phase, your opponent cannot shoot the unit that is being shielded as long as they are wholly within 6" of the unit that is protecting them, unless they are the closest unit. The unit that is doing the body blocking can't be hidden from shooting by psychic powers or other trickery. *'''Stand Your Ground (1 CP)''': When a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Infantry}} unit that didn't advance in your last Movement phase is picked as the target of an attack, they get +1 to their saves against D1 weapons for the rest of the phase. Doesn't help with invuln saves (or Servitors, but why are you bringing those?). *'''Strength of the Primarch (1CP)''': Pick a unit at the start of the fight phase. They get +1S and any unmodified wound rolls of 6 do double damage. Probably worse than Crucible most of the time, but you can use them together to potentially get +2 to wound and exploding 6's. Imagine this on Bray'arth when it goes off. Absolutely crazy on Thunder Hammers. One lucky '6' and the warlord is gone! Just three lucky '6s' and so too is that Landraider! *'''The Crucible of Battle (1 CP)''': In the shooting or fight phase, one unit gets +1 to wound for that phase. Veterans of the Long War for the pyro-marines. Works well with the Promethean Cult, and if you want to sink more CP into it, you can toss in Flamecraft for max shot flamers wounding everything on a 4+ or better. *'''The Fires of Battle (1 CP)''': In the shooting phase or when firing overwatch, when a model is firing a flame weapon or melta, any unmodified 4+ to wound does a mortal wound in addition to normal damage (to a max of three Mortal Wounds). Only works for 1 weapon shot by 1 model, so no Aggressor MW spam for you. *'''Trust of Prometheus (1 CP)''': Give a successor a {{W40Kkeyword|Salamanders}} relic *'''Vengeance for Isstvan V (1 CP)''': When facing Word Bearers, Iron Warriors, Night Lords, or Alpha Legion in the fight phase, one unit can re-roll all hit rolls. Very situational, but fluffy.
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