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====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Death to the Alien! (1 CP):''' Used when a {{W40kKeyword|DEATHWATCH}} unit is selected to fight. Gain +1 attack when in engagement range with a {{W40kKeyword|Tyranid}}, {{W40kKeyword|Aeldari}}, {{W40kKeyword|Ork}}, {{W40kKeyword|Necrons}}, or {{W40kKeyword|T'au Empire}}. *'''Prognostication Volley (1 CP)''': ''Anti-{{W40kKeyword|Eldar}}''. When a {{W40kKeyword|Deathwatch}} unit shoots at a {{W40kKeyword|Aeldari}}, ignore any Hit and Balistics modifiers. Suffer no Eldar tricks (except in melee), and can also be used to destroy their Aircraft. *'''Synaptic Severance (1 CP)''': ''Anti-{{W40kKeyword|Tyranid}}''. Until the end of the phase, a {{W40kKeyword|DEATHWATCH}} unit auto wounds on hit rolls of 6 against {{W40kKeyword|Tyranid Synapse}} units. Basically a second use of '''Gene-wrought Might''' but against Tyranid Synapse units. </tab> <tab name="Epic Deed"> *'''Adaptive Tactics (2 CP)''': Single Use. In the command phase, if you have a {{W40kKeyword|Watch Master}} on the battlefield, you can change the battlefield role for Xeno Hunters. *'''Atonement through Honour (1 CP)''': During opponent's change phase, a {{W40kKeyword|Deathwatch}} unit with a black shield can do a heroic intervention. </tab> <tab name="Requisition"> *'''Sanction of the Black Vault (1 CP)''': Single use. A Sergeant can take the Artificer Armour, Master-crafted Weapon, Digital Weapon, Banebolts of Eryxia, or Artificer Bolt Cache relic. An Eliminator Sergeant can aim BS2+ Banebolts at characters, and the Artificer Bolt Cache can increase a Centurion Sergeant's Hurricane Bolter beyond merely master crafting it. *'''A Vigil Unmatched (1 CP)''': Single use. Give a {{W40kKeyword|DEATHWATCH character}} warlord an additional Deathwatch warlord trait. ''Of note that, with Paragon of the Chapter, there's some 17 choices to pick one from''. </tab> <tab name="Strategic Ploy"> *'''Brotherhood of Veterans (2 CP)''': For the turn, a {{W40kKeyword|DEATHWATCH}} unit can replace Xeno Hunters with another Chapter or successor tactic. So versatile, it's not so much about how to use it but with whom and when, as by definition they buff common situations. That said, you do have the deathwatch-specific scenario of "I want to SHOOT a lot of Special Issue BOLTS" come up frequently. **Hard to afford using it every turn unless you have CP regain from a Watch Master or an Ultramarines Paragon of their Chapter. You can use the '''Kill Team Strike Force''' to activate that on every kill team, with the restriction an Army of Renown entails. When playing such a force, this stratagem serves for having a unit use a chapter tactic different from the rest of the army. *'''Disruptive Launch (1 CP)''': A {{W40kKeyword|DEATHWATCH}} unit with a {{W40kKeyword|jump pack}} model can shoot when they fall back. Very useful for Inceptors, who are very shooty and better off on their own. Meanwhile Vanguard Vets aren't shooty at all. *'''Relentless Assault (1 CP)''': A {{W40kKeyword|DEATHWATCH}} unit with a {{W40kKeyword|Biker}} model can fall back and charge. Particularly handy since bikes are otherwise hampered by unit cohesion rules. *'''Priority Doctrine Adoption (1 CP)''': If running a pure {{W40kKeyword|DEATHWATCH}} army. A {{W40kKeyword|DEATHWATCH}} unit can benefit from a different combat doctrine. *'''Teleportarium (1 CP)''': You can set a {{W40kKeyword|DEATHWATCH INFANTRY}} unit, {{W40kKeyword|DEATHWATCH Biker}} or {{W40kKeyword|DEATHWATCH DREADNOUGHT}} in a Teleportarium chamber instead of placing it on the battlefield. Single use, two for Strike Force games, three for Onslaught sized games. ** An effective means of deepstriking [[Eradicator| Gravis]] [[Aggressor| units]] and [[Leviathan| Dreadnoughts]] into your enemy's [[RAPE|meaty backfield]]. ** One of several ways Deathwatch players can ignore their deployment zone, avoid enemy shooting, and deploy units where they will be the most effective *'''Overkill (1 CP)''': ''Anti-{{W40kKeyword|Necron}}''. After fighting or shooting at a {{W40kKeyword|Necron}} unit, that unit suffers -1 to reanimation protocols rolls made for those attacks. Can be used when shooting at them from long range too now. *'''Stem the Green Tide (2 CP)''': ''Anti-{{W40kKeyword|Ork}}''. Use when an {{W40kKeyword|Ork}} unit charges a {{W40kKeyword|Deathwatch}} unit; the DW unit can fire overwatch and the Ork unit takes a -2 to the charge roll if you kill a model. **Mostly useless, as not only that implies you hit and kill a T5 ork that could very well charge with a vehicle first: Orks now have the '''Tide of muscle''' stratagem to ignore charge modifiers in their own codex. Worst of all, [[Fail|it costs less CP than yours]] *'''Targeting Scramblers (1 CP)''': ''Anti-{{W40kKeyword|Tau}}''. Use after an enemy {{W40kKeyword|T'au}} unit has resolved all attacks in the shooting phase against a {{W40kKeyword|Deathwatch}} unit, remove all markerlight tokens from it. Lol. </tab> <tab name="Wargear"> *'''Clavis (1 CP):''' During the fight phase, select a {{W40kKeyword|vehicle}} within 1" of a {{W40kKeyword|Watch Master}}. The vehicle suffers D3 mortal wounds and it fights last. Good for dealing that last bit of damage to destroy it or bring it down a wound bracket, and especially for letting your guys beat that thing up before it can retaliate. Useful against Dreadnoughts and Daemon Engines, but it does expose your Watch Master. Maybe you should use '''Melta Bomb''''s 2d3 MW before this one, but this one doesn't need to give up any attacks. *'''Shroud Field (2 CP):''' During the first battle round, {{W40kKeyword|Corvis Blackstar}}s can't be targeted with shooting unless it's the closest target. Most people deploy their anti-air batteries in the back, forcing them to take potshots at your Blackstar at -1 to hit. *'''Special Issue Loadout (2 CP):''' During your shooting phase, one {{W40kKeyword|Deathwatch infantry}}'s bolt weapons (''[[Fail|except sniper rifles]]'') gains Special issue ammunition but their type is changed to Heavy 1 until the end of the phase. ''Most useful to your Intercessors' and Heavy Intercessors' heavy bolt rifles. Full D3 Troop guns, marine creep must be nasty to other factions tbh''. **Hillariously all Primaris are equipped with a bolt pistol, which by changing its type to Heavy 1 it loses the Pistol type, and can thus be fired alongside the model's other guns. </tab> </tabs>
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