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====Special Rules==== *'''Chapter Tactics - The Flesh is Weak:''' 6+++ Feel No Pain: roll a die when a model with this tactic loses a wound; on a 6+ that wound is ignored. ''This doesn't work with supercharged plasma since that slays models without wounding them(except the ones mounted on vehicles - spam those plasma redemptors)''. Overwatch hits on 5 and 6, regardless of modifiers, and models with a damage table are considered to have double the number of wounds. So not only is Steel Strong, but it's also ''reliable''. **Being more difficult to kill is an obvious bonus to your Warlord, but unlike Guilliman, who is classified as a {{W40Kkeyword|Monster}}, your {{W40Kkeyword|<chapter> infantry}} Captain can be healed by an Apothecary. And then you add the Shield Eternal...yes, it's [[Chapter_Master_Smashfucker#8TH_EDITION:_CAPTAIN_SMASHFUCKER_AND_THE_IRON_BASTARDS|Smashfucker]] all over again. **Stronger than it first appears, because there is an interaction with units of multiple multi-wound models and weapons that deal more than 1 damage. After failing your save, you are allowed to roll for each lost wound individually. For example, a unit of 2 wound models being attacked by a D2 weapon is approximately 35% more durable. This is because if you save either one of the lost wounds (27.78% chance to resist exactly 1; 30.56% chance to resist at least 1) it takes a whole second shot to even try to kill that model, thanks to damage not spilling over. ***This improvement is still ''best'' on 1-wound model units - the interaction above means it's not as worse on multi-wound as it first appears, and Iron Hands have some kick-ass Primaris units, but the ability is generally more noticeable the fewer wounds the model with it has remaining. ***While your boost to survivability is around 20% to the RG's 25%, yours isn't situational, and even works in the melee Shock Assault urges you to be. **Vehicles also get a noticeable boost from this. Even before you account for the FnP effect, the slower rate of stat loss from damage will keep your tanks and dreads at full effectiveness for much longer than vehicles of other Chapters. ***The boost's benefit also varies with Wounds, as GW tends to use the same algorithm to build all of your degradation tables. By and large, this ''reduces'' the tendency of wounds to be useless - for example, ordinarily going from W13 to W14 is not useful, because the extra wound happens in the middle band of the degradation table, compared to going from W10 to W11, where the extra wound happens in the top band. Under Iron Hands, both wounds show up on top. The effect is particularly noticeable on W11 and W15, and at its absolute worst when Wounds is a power of 2 - your W16 Land Raiders will get the least benefit from this compared to most other things you can field. *'''Combat Doctrine - Calculated Fury:''' Whilst the Devastator Doctrine is active (First round only), models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll hit rolls of 1. **Like Scions of Gulliman, but instead of making Bolter Discipline easier to trigger you'll have heavy weapons that tear through armor saves with minimal difficulty and don't need babysitting. Load up on vehicles and Devastators to spew out all the dakka. ***Do ''not'' load up on Hellblasters. The re-rolling of 1s to hit makes them look initially tempting, but their Heavy gun costs far too many points, and going to AP-5 is useless against most targets and nearly useless against the remaining ones. Similarly, even though moving and shooting at no penalty makes multimeltas look far more tempting, AP-5 is underwhelming - for the same cost, anything in your army with a choice will prefer an assault cannon to a multimelta against just about any target (and the weapons have the same ranges, too). **Also frees up your captains to focus on supporting your choppier units while also allowing those heavy weapon users to reposition without sacrificing accuracy. You will need Captains after turn 1 Since the Devastator Doctrine is active only active then. Don't feel bad your jump and terminators are not initially on the board. ***Remember to bring take lieutenants to spread around re-rolling 1s to wound as well, techmarines to keep your HQ taxes cheap (the conversion beamer is still absurdly expensive, but it's better for Iron Hands than for anyone else), or librarians to make the leviathan we both know you took even more dangerous.
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