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Warhammer 40,000/9th Edition Tactics/Space Marines
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====Warlord Traits==== <tabs> <tab name="Ultramarines"> #'''Adept of the Codex:''' When you spend a Command Point to use a Stratagem, roll a 5+ to get it refunded. Versatile, always active (as long as he's on the field and not inside a transport), and gives you more freedom when using Stratagems; it's one of the best traits you can get. Calgar starts with this one. #*The rules limit CP regain to 1 per battle round, but "WT: 5+CP" is still damn useful, even more so with the bonus CP handed out by Calgar. #'''Master of Strategy:''' Once per battle round, select an {{W40Kkeyword|Ultramarines}} unit within 6" of the warlord. Until the end of the battle round, whenever models of that unit attack the Tactical Doctrine is considered to be active (this does not stop either of the other two Doctrines being active, so you can have two active at once this way). Librarian Tigurius and Telion have this as their trait. #*Their best doctrine one turn ahead of schedule. Also when your army (but not your warlord) is committed to the Assault. #'''Calm Under Fire:''' Friendly {{W40Kkeyword|Ultramarines}} models within 6" of the warlord ignore the -1 to hit penalty to shooting when they fall back. ''More like Calm Under Melee''. Sergeant Chronus come with this. #*This makes Ultramarines Successors function at a slight disadvantage, as this warlord trait simply doesn't work on them, as shooting after falling back isn't available as a successor tactic, so they don't have as many traits to choose from as with other chapters. #'''Paragon of War:''' This warlord's unmodified wound rolls of 6s (ranged and melee) inflict mortal wounds in addition to all other damage. ''Balanced, offensive champion-type warlord''. Captain Sicarius and Uriel Ventris start with this one. #'''Nobility Made Manifest:''' 6" Aura of Heroic Interventions for friendly {{W40Kkeyword|Ultramarine Infantry}} and {{W40Kkeyword|Bikers}}. ''For The Greater Imperium''. Guilliman starts with this one. The loss of Adept of the Codex hurts a bit, but you can always just pay 1cp to give another character Adept of the Codex, and that one out of Guilliman's 3 bonus ones will pay for itself. #* ''If you mess with one, you mess with all''. It achieves an immune effect by preventing your opponents from eliminating units one by one in melee, and stops them from surrounding a single friendly unit and taking hostages. #'''Warden of Maccrage:''' This warlord's heroic interventions are 6" long. ''Why?'' Chaplain Cassius has this one. </tab> <tab name="Silver Templars"> #'''Accomplished Duellist''': Your {{W40Kkeyword|Warlord}} may fight first if they start within Engagement Range of any enemy units during the Fight Phase, and they can re-roll To-Wound in melee if they performed a Charge or a Heroic Intervention. #*Striking first's always nice, re-rolling To-Wound's just the icing on the cake. #'''Precision Commander''': One {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} {{W40Kkeyword|Core}} unit, within 6" of your {{W40Kkeyword|Warlord}} during your Command Phase, can re-roll a single To-Hit and To-Wound roll in each Shooting and Fight Phase until your next Command Phase. #*Gives a chosen squad even more re-rolls, for when you absolutely positively need something taken down. Ideal on a Eradicator or Eliminator squad but also works on a melee squad with a Thunder Hammer or Power Fist. #'''Spiritual Synergy''': A single non-Relic weapon your warlord carries inflicts 1 Mortal Wound on an unmodified To-Wound roll of 6 as well as regular Damage. #*No limitations, so this can go on anything. It's got a bigger impact on weapons with worse S, AP, and D, and scales with accuracy and rate of fire, so slap this on a storm bolter, combi-flamer, chainsword, or lightning claw to murder your way through things. Note that in very rare situations - T2 with good saves and/or an invuln, like ratlings getting a 5++ from an inquisitor - the claw can re-roll successful wounds to fish for extra mortals and come out ahead. </tab> <tab name="Emperor's Spears"> #'''Bloodied But Unbroken:''' Warlord gains +1A and an additional +1A after they lose their first wound. #'''Tribal Heritage:''' Once per battle, this Warlord can re-roll one failed hit, wound, OR saving throw, and if your army is Battle-Forged, one Epic Deed stratagem can be used on your Warlord for free. #'''Sentinel of The Veil:''' Warlord always fights first and can make a 6" Heroic Intervention. </tab> <tab name="Castellans of the Rift"> #'''Hit-and-Run Master:''' Each command phase, pick one unit within 9" of the warlord. They can shoot after falling back. #'''Exemplar of the Chapter:''' Warlord gets +1 attack and cannot be wounded on anything better than a 4+, making him even tankier against enemy weapons. #'''Tip of the Sword:''' At the end of your movement phase, mark one enemy unit within 12" of your warlord. {{W40Kkeyword|Core}} units can re-roll charges against this enemy and gain +1 Strength against them when fighting in melee. #*This offers quite a sizeable boost for your troops, but it also forces you to focus on key units in melee. </tab> </tabs>
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