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=====Crusade Additions===== <tabs> <tab name="Agendas"> *'''Secure Xenotech''' - "Steal Alien Weapons" if you selected this Agenda then, after Deployment, your opponent must place 1 additional Objective Marker anywhere on the battlefield that is not in their respective Deployment Zone. '''Deathwatch Infantry''' units can perform '''Secure Xenotech''' Action at the end of your Movement phase, while within 3" of this objective and there is no enemy units within 3" of the Objective. This Action is completed at the beginning of your next Command Phase and if it is completed the Xenotech Objective is removed. At the end of the battle: **If Unit completed this action it receives 3 Exp; **If this Unit is wholly within your Deployment zone, it receives 5 Exp instead of 3 and before the next battle you can use '''Relic''' Requisition or '''Bestowed in Honour and Necessity''' Requisition for 0 RP. *'''Watch Eternal''' - if there are no enemy units within 6" of your Deployment zone at the end of the battle each alive '''Deathwatch''' unit gains 2 Exp; *'''Suffer not the Alien''' - can only select this Agenda if you fight against Xenos Faction. Keep a tally for each unit increasing it by 1 for each Xenos unit detroyed by them. The unit gains 1 Exp for each 2 points of their tally. *'''Strength from Diversity''' - keep Ranged and Melee tallies for each unit increasing it by 1 for each enemy unit destroyed by ranged or melee attack. Your units receive 2 Exp if they have at least 1 point in each tally; *'''Xenopsyker Assault''' - can only select this Agenda if your opponent have Xenos '''Psyker''' units in their army. Keep a tally for each of your units, increasing it by 1 for each successful Deny the Witch test and by 2 for each Xenos '''Psyker''' unit killed. Your units receive Exp points equal to their tally. </tab> <tab name="Requisitions"> *'''Bestowed in Honour and Necessity (1 RP)''' - finally the way for Sergeant to have a Relic! Purchase this when you add a Crusade Card or when unit gains a rank. You can give one of the following Relics to Sergeant model as if they were '''Character''': '''Artificer Armour''', '''Master-crafted Weapon''', '''Digital Weapons''', '''Banebolts of Eryxia''' or '''Artificer Bolt Cache'''; *'''Kill-Team Specialism (1 RP)''' - give one of the Specialism to your '''Kill-Team''' unit when it reaches Battle-Hardened rank; *'''Expiation in Vigil (1 RP)''' - some more Black Shields in your army! Purchase this requisition when you add a '''Deathwatch Core''' unit to your Order of Battle, one of it's not-Sergeant models becomes a Black Shield - it gains 2+ WS, +1A and +1W and counts as Black Shield for the purposes of '''Atonement through Honour''' Stratagem; *'''Rearm, Reform, Redeploy (1 RP)''' - Purchase this Requisition before or after the Battle. You can reconfigure wargear options for one of your '''Kill-Team''' units and also change it's optional models. As with all Requisitions like this, your Order of Battle must have enough Supply Limit to handle extra weight of your units, should it increase. </tab> <tab name="Battle Traits"> *'''Watch Master''' or '''Watch Captain''' only: **'''Voice of Experience''' - pick a '''Deathwatch''' unit within 6" of the model in your Command Phase and until the end of the turn it is considered being in range of all aura abilities that this model have; **'''Executioner Emeritus''' - improve the AP of each attack the model makes by one, both ranged and melee. *'''Deathwatch Chaplain''' only: **'''Perpetual Repugnance''' - if Chaplain is within 12" of any Xenos Faction he is to angry to be uninspiring, so his rolls for Litanies automatically pass; **'''Promulgator of the Litany''' - increase Chaplain's Spiritual Leaders aura radius by 6". *'''Deathwatch Librarian''' only: **'''Scholar of the Forbidden Librarius''' - each time at the beginning of battle Librarian can change Smite to one of the Xenopurge Discipline powers for the duration of battle; **'''Mental Duellist''' - once per enemy Psychic Phase Librarian can reroll one of Deny the Witch tests. *'''Deathwatch Units''' only (except '''Vehicle''' units): **'''Duty's Bond''' - unit can use '''Brotherhood of Veterans''' Stratagem for 0 CP; **'''Unwavering Enmity''' - while unit is in Engagement Range of any Xenos it always counts as charged for the purposes of Shock Assault; **'''Chosen Prey''' - pick one of the Xenos Factions ('''Necron''', '''Aeldari''', '''T'au Empire''', '''Orks''' or '''Tyranids'''). Add +1 to hit each time unit attacks selected Faction in both Shooting and Melee; **'''Rapid Appraisal''' - unit can use '''Special-issue Loadout''' Stratagem for 0 CP; **'''Mobile Hunters''' - unit counts as Remained Stationary for the purposes of Bolter Discipline; **'''Special Operations''' - while unit is in opponent's Deployment zone it counts as having ObSec (or twice as many models if it already has ObSec, which will come much more often). </tab> <tab name="Masters of the Specialisms"> Deathwatch alternative to Space Marines '''Honorifics''' for your Watch Masters and Watch Captains. Watch Captains can only have one of them and you can't have 2 Captains with same specialism in your Order of Battle. Watch Master are exempt from both of this rules - they can have more than 1 specialism and RAW you can have more than one Watch Master with the same set of Specialisms. *'''Master Aquila''': **'''Character''' gains Aquila Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy unit. If it is "Marked for Greatness" it receives 4 Exp instead of 3. *'''Master Venator''': **'''Character''' gains Venator Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Fast Attack or Flyer unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Malleus''': **'''Character''' gains Malleus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Heavy Support, Lord of War or Dedicated Transport unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Dominatus''': **'''Character''' gains Dominatus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Elites unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Furor''': **'''Character''' gains Furor Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Troops unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Purgatus''': **'''Character''' gains Purgatus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy HQ unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. Captain Artemis is considered to have Master Furor. </tab> <tab name="Battle Scars"> Deathwatch specific Battle Scars are interesting, as they simultaneously buff and debuff your units: *'''Bring not Shame to Your Chapter''': **'''Buff''' - Affected unit is able to use '''Atonement Through Honour''' Stratagem even if it doesn't have Black Shield in it. In case it has - the Stratagem costs 0 CP. **'''Debuff''' - Each time affected unit is selected to Shoot or Charge roll a D6 - on a roll of 1 it can only Shoot or Charge the closest enemy unit. *'''A Brotherhood in Turmoil''': **'''Buff''' - Affected unit gains +1S and +1 on Charge and Advance rolls. **'''Debuff''' - Unit suffers from both '''Disgraced''' (can't use any Stratagem's on the unit) and '''Mark of Shame''' (unit is unaffected by friendly aura abilities) Battle Scars from the Core rulebook. *'''Xenophobic Furore''' - can only be received if unit was destroyed by Xenos Faction and works only if the same Faction is present on the battlefield (doesn't matter whether said Faction is friendly or enemy): **'''Buff''' - Affected unit gains +1A. **'''Debuff''' - Unit can't perform any actions and are ignored for the purposes of holding objectives (Black Rage: Light Edition I guess...). </tab> <tab name="Special-issue Equipment"> Deathwatch '''Infantry''' and '''Biker''' units can pick SIW or SIA from this categories as their Battle Honour, but no more that one from each category per unit. *'''Special-issue Wargear''': **'''Onyx-class Blind Grenades''' - gain '''Smokescreen''' keyword; **'''Dragonheart Charges''' - gain '''Melta Bomb''' keyword; **'''Neurostun Grenades''' - gain '''Shock Grenades''' keyword; **'''Heuristic Revelators''' - if you attack enemy unit within 18" it doesn't receive benefits of cover (thanks to FAQ all of them: Light, Dense, etc.); **'''Teleport Transponders''' - each model in the unit gains '''Teleport Strike''' ability; **'''Soultrawl Divinator''' - Lowers the cost of '''Auspex Scan''' Stratagem to 1 CP for the unit and increases the Stratagem's range to 18". *'''Special-issue Ammunition''' - can be picked even by units, whose weapons don't have Special-issue Ammunition rule, but will only be able to use it through '''Special-issue Loadout''' Stratagem or '''Artificer Bolt Cache''' Relic. **'''Derevenant Shells''' - can't make Reanimation Protocol rolls for '''Necron''' models killed by this SIA; **'''Helspears''' - '''Psyker''' and '''Daemon''' units invulnerable saves are only successful on an unmodified roll of 6 against this SIA; **'''Tempest Bolts''' - the weapon loses 6" of range but wounds '''Vehicle''' units on unmodified roll of 4+; **'''Metal Storm Frag Shells''' - weapon becomes Assault D3 with Blast rule. **'''Thermic Penetrator Rounds''' - gain +1AP (-1 becomes -2) and +1 to hit. AP buff is cumulative with the one from the Combat Doctrines; **'''Inertial Fusion Bolts''' - models can't use any rules to ignore wounds (aka Feel no Pain) against wounds from this SIA. </tab> <tab name="Crusade Relics"> *'''Artificer Relics''' - Can be taken by any Deathwatch Character **'''The Arachnosavant's Illuminator''' - something to bump up your weapons with access to Special-issue Ammo, the target suffers a mortal wound per each successful wound roll instead of other damage. *'''Antiquity Relics''' - Can be taken by Heroic or higher ranked Deathwatch Character and increases their Crusade Points by 1 (to a total of 2 if you account Battle Honour). **'''Mag-Pulse Discharger''' - once per enemy Charge Phase select charging enemy unit within 12" of the bearer. The selected unit suffers -2 to their charge roll. *'''Legendary Relics''' - Can be taken by Legendary ranked Deathwatch Character. It requires 1 RP to be spent and increases Character's Crusade Points by 2 (3 in total with Battle Honour). **'''The Watcher's Veil''' - makes Deathwatch '''Core''' and '''Character''' units within 6" of the bearer untargetable for enemy units further than 30" and enemy units also suffer -1 to hit them with ranged attacks. </tab> </tabs> '''Secondary Objectives''' '''Battlefield Supremacy''' *''The Long Vigil:'' Score 5 VP at the start of every turn after the first where no enemies are less than 6" away from your DZ while you have a unit within your DZ. {{W40kKeyword|Aircraft}} are excepted from these rules. You're pretty much running area denial here, so pop the transports where they arrive and prioritize any deep strikers. '''Purge the Enemy''' *''Cull Order:'' At the start of the game you and your opponent must select alternating battlefield roles (HQ, Troops, etc), ''starting with your opponent''. At the end of the game, for each role where you destroyed every unit of that role your opponent has, you score 5 VP. **This can generate a ''lot'' of VP very reliably, because it's incredibly rare for an opponent to field an army covering every role, much less every role equally. For example, ''many'' opponents you face will have 0 Fortifications and 0 Lords of War - which means even going second, you can pick a category that gets you 5 VP just for picking it. There are 9 roles, meaning you get to pick 4 of them. ***As an example: if you fight an all-Knight army, this is an automatic 15 VP, because your opponent can't stop you from picking roles they didn't field. '''Shadow Operations''' *''Cripple Stronghold:'' The real Black Ops shit. At the start of the game, your opponent picks one objective, preferably one in his DZ. For the duration of this game, your {{W40kKeyword|Infantry}} units gain a special action that they trigger at the end of the movement phase so long as any non-{{W40kKeyword|Aircraft}} models aren't within range of the objective. If the unit remains within range at the start of your next command phase, you win 6 VP. '''No Mercy, No Respite''' *''Suffer Not the Alien:'' 1 VP for every unit from a major xenos army you slay. Pretty cut and dry.
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