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Warhammer 40,000/9th Edition Tactics/Space Marines
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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Mercy is Weakness (1 CP):''' ''Mercy is Weakness, it's your opponent's fault for not playing Space Marines'' Choose after a unit decides to shoot or fight. Select an enemy unit, and until the end of that phase, every {{W40Kkeyword|Iron Hands}} model that attacks this unit wounds twice on unmodified wound rolls of 6. Since this is like +1 to wound rolls (only better), this is functionally ''better'' than the strats some others have to hit twice on hit rolls of 6, as wounding hard is more difficult than hitting hard. *'''Vengeance for Istvaan V (1 CP):''' Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight. Re-roll hit rolls vs {{W40Kkeyword|Alpha Legion}}, {{W40Kkeyword|Iron Warriors}}, {{W40Kkeyword|Night Lords}}, and {{W40Kkeyword|Word Bearers}}. *'''Wrathful Machine Spirit (2 CP):''' Used in the shooting or fight phase when a {{W40Kkeyword|vehicle}} is chosen to shoot or fight; it can re-roll hit rolls for that phase. Went from a '''no''' to a '''yes''' with the 9th codex, let Iron Hands remember the fun of re-rolling dice on a gun platform. *'''Reject the Flesh, <s>[[Meme|Return to Monke]]</s> Embrace the Machine (1 CP):''' Use in any phase when an {{W40Kkeyword|Iron Hands infantry}} unit in your army is chosen as a target for an attack. FNP on 5+++. If it's a Warlord with All Flesh is Weakness, he gets a 4+++. **Radically better on Successors, as this overlaps with the stock Iron Hands tactic (and with Apothecaries) ''and'' can't be used on anything with W10+, meaning it has no synergy with the other half of the stock tactic. *'''Engine Purge (2 CP):''' Use at the start of your movement phase if the devastator doctrine is active (so, your first movement phase). Until the start of the next battle round, when resolving an attack made with heavy or grenade weapon by an {{W40Kkeyword|Iron Hands}} model in your ''army'', an unmodified 6+ to wound increases the AP of that attack by an ''additional'' 1 (presumably, this means it stacks with the Doctrine bonus to AP). *'''The Gorgon's Rage (1 CP):''' Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight. Until the end of the phase, that unit adds +1 to melee hit rolls. If the target is {{W40Kkeyword|emperor's children}}, enjoy an additional +1 to wound. *'''Optimal Repulsion Doctrines (2 CP):''' A unit during your opponent's charge phase that's already firing overwatch now enjoys 5+ overwatch. If you're Iron Hands and not a successor, enjoy 4+. If you use this on a unit next to a chapter master then you'll have 3/4 shots hitting in overwatch, brutal - albeit expensive, at 1 CP to fire Overwatch and then 2 to bump up the accuracy. </tab> <tab name="Epic Deed"> *'''Machine Empathy (1 CP):''' After a Techmarine heals a vehicle, that model can use that ability again. Remember, our vehicles' wounds count as double for the purposes of their bracket, so even a single repaired wound can bump up a damaged vehicle to a better bracket. While it's inconvenient that it only allows you to repair two different vehicles rather than double heal one, it'd definitely help if you're seeing these tanks/dreads taking a beating. </tab> <tab name="Strategic Ploy"> *'''Methodical Firepower (1 CP):''' If the devastator doctrine isn't active at the start of your movement phase, pick a unit. Now it is for this unit. No need to say how good this is on units with heavy weapons. *'''Souls of Iron (2 CP):''' Deny on 4+ within 24" of an Iron Hands unit. *'''Mnemonic Auto-Savant (2 CP):''' If your WL is on the battlefield upon completing a tactical objective, do not discard it. You can use it again in the subsequent round. Nice. </tab> <tab name="Requisition"> *'''March of the Ancients (1 CP):''' Once per battle, after nominating a warlord, select a single Dreadnought in your army. That Dreadnought gains the {{W40Kkeyword|Character}} keyword and adds 1 to its attack and Leadership characteristics. Beware that Dreadnoughts with 10 or more wounds can still be targeted, and Cogitated Martyrdom now doesn't protect vehicles. Still enjoy having a Venerable Dreadnought Rifleman who has the protection of being a character! Or, finally be able to screen that Ironclad Dreadnought as it runs up with the Chainfist, appreciating the extra attack! **9th has also added contemptor dreadnoughts to the list, with the Relic version included. *'''Scions of the Forge (1 CP):''' Your sergeant gets toys! Yay! Special issue wargear to sergeants (chosen from m-c weapon, digital weapons, Teeth of Mars, and Haywire Bolts). *'''Bequeathed by the Iron Council (1 CP):''' Iron Hands relics for successors. Yay!!! *'''Paragon of Iron (1 CP):''' Bonus warlord trait for your non-named character. Must be from the chapter's list. The usual supplement special, but ideal for you, because it lets you put a warlord trait on the character dread you made with March of the Ancients. *'''Cogitated Martyrdom (1 CP):''' Use at the start of an enemy shooting phase. An {{W40Kkeyword|Iron Hands infantry}} unit can intercept attacks before rolling FNP for non-vehicle {{W40Kkeyword|Iron Hands characters}} within 3". On a 2+, take a MW on the infantry unit. **Enjoy treating Intercessors as drones, especially the heavy ones. Particularly useful as your characters will be high priority targets for your opponent like the new iron father or anyone with the ironstone. Maybe use it for servitors. This lets you shove some poor sod in front of the Sniper-lascannon aiming for your characters. </tab> </tabs>
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