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====Special Rules==== <tabs> <tab name="Ultramarines"> *'''{{W40kKeyword|Ultramarines}} Chapter Tactics - Codex Discipline:''' Stoic (+1 Ld, making all 4-man and some 5-man units immune to morale) and can also fall back and still shoot, with a -1 modifier to hit. **Falling back's main purpose is to give the rest of your army a clear shot; now, when you do it, the unit that fell back can still contribute to the murder. The following weapons get particularly improved: ***Flamers and anything else that autohits can ignore the -1 penalty. ***Anything that would take the -1 to hit penalty ''anyway'': combi-weapons you wanted to fire in combined mode regardless (i.e. combi-flamers) and Heavy weapons on Infantry (since Fall Back is a kind of move). ****After considering how your Combat Doctrine works, you should be strongly contemplating infantry with multi-meltas, since you won't care much about not getting the on-doctrine AP bonus - during the Tactical Doctrine, you can move and shoot without penalty, and before and after that, moving and shooting has a penalty, but falling back has no additional penalty. ****This means combi-flamers are very compelling for you, Tactics-wise: the flamer half ignores the penalty and the bolter half was going to take the penalty anyway. Your Combat Doctrine won't help this weapon much, but it ''will'' still let you make a Normal Move and shoot the bolter half twice at 24", which isn't nothing. **The bonus to Leadership is just bad, and not even the best Successor tactic for making your units braver - ''don't'' interpret it like the Dark Angels do (they have the better Successor Tactic for morale) and take it as permission to stop fielding your units MSU. ''Do'' take it as a slight disincentive against Chaplains, Ancients, and other support that offers Ld buffs, as you'll benefit from them less than other chapters. </tab> <tab name="Castellans of the Rift"> This Chapter is Primaris-only (they don't even have Scouts) and is restricted to Primaris units and their vehicles; in order to be from this chapter, a unit must be at least one of {{W40Kkeyword|primaris, gladiator, storm speeder, impulsor, invictor tactical warsuit, redemptor dreadnought, repulsor, repulsor executioner}}. *'''{{W40kKeyword|Castellans of the Rift}} Chapter Tactics - Unyielding Resistance:''' Born Heroes (+1 to hit after charging) and Stalwart (your units can't be wounded on anything better than 3+, giving you a bit of a buffer against heavy weaponry). **Obviously not worth the chapter's keyword restrictions on its own, since you could roll your own chapter with the same Chapter Tactics and not have the restrictions; the only reason to tolerate using this chapter is if you really want access to its other rules (Warlord Traits, Relics, and Stratagems). </tab> <tab name="Emperor's Spears"> *'''{{W40kKeyword|Emperor's Spears}} Chapter Tactics - Redden The Earth:''' Hungry for Battle (+1" to advance and charge distances) and Whirlwind of Rage (unmodified hit rolls of 6 with melee weapons while Shock Assault is active counts as two hits). **Note that these are the best two Successor Tactics for melee. As a reminder, your chapter doctrine specifically buffs Heavy weapons and Rapid Fire Bolt weapons, both ranged. </tab> <tab name="Silver Templars"> *'''{{W40kKeyword|Silver Templars}} Chapter Tactics - The Bond Martial:''' Duellists (your models' melee attacks auto-wound {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Biker}} units on unmodified hit rolls of 6) and Master Artisans (each of your units can re-roll a single hit roll per time they are selected to shoot or fight). </tab> <tab name="Tome Keepers"> Tome Keepers get most of their rules from White Dwarf 458, which was 8E content, but as they got some Crusade rules in WD 465, which was 9E content, presumably their 8E rules continue to apply. *'''{{W40kKeyword|Tome Keepers}} Chapter Tactics:''' Bolter Fusillades (Re-roll hit rolls of 1 with bolt weapons) and Indomitable (automatically pass Combat Attrition tests). </tab> </tabs> *'''Combat Doctrine - Scions of Gulliman:''' During the Tactical Doctrine, models can move and count as stationary as long as they didn't also fall back or advance during that movement phase. Not only does this mean Relentless infantry (in this respect, you basically have the Iron Hands doctrine but worse), but it also means '''you always get bolter discipline''' during turns 2-3, until you reach the Assault Doctrine, where you'll be in close range anyway. **Since you can't Advance and use this, the only general benefits are on Heavy weapons and Rapid Fire Bolt weapons. **This has no synergy at all with Ultramarines tactics (since it can't be combined with falling back), so ignoring other concerns, like relics, you're better off making a successor chapter. The most directly synergistic choices are Bolter Fusillades, Long-range Marksmen, and Stealthy. Devastator Squads with 4 Multi-meltas and a Storm Bolter are strongly encouraged by this, as they gain so much from being allowed to move and shoot as if stationary (if you stick with your stock tactics, strongly consider a combi-flamer on the sergeant).
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