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====Special Rules==== Dark Angels have a bunch of rules that work differently based on whether the unit is Greenwing, Deathwing, or Ravenwing, in practice. *'''Chapter Tactics - Grim Resolve:''' **'''All wings:''' If they do not move at all during a turn (excluding any pile-ins and consolidation moves) they get +1 to the hit roll, and it doesn't differentiate between melee or shooting. This buff consolidates them as a defensive chapter, or at least one that ''stands their ground'', boosting their shooting when defending an objective, and even boosting their melee when charged, as you don't usually move in the enemy's turn. It also affects a second round of melee; basically as long as you aren't the one charging. ***Generally of no benefit on a BS/WS2+ model, though it does help them counter any -1s to hit that affect them, including the ones from power fists and combi-weapons in dual fire mode. ****It also boosts the utility of your captains (and Wisdom of the Ancients Dreadnoughts), as re-rolls of 1 at BS/WS2+ are akin to full re-rolls. **'''Greenwing:''' All units auto-pass their combat attrition checks, which is pretty cool. **'''{{W40Kkeyword|Deathwing}} and {{W40Kkeyword|Ravenwing}} (Inner Circle):''' Automatically pass morale checks (you technically retain the ability to auto-pass combat attrition, but it can no longer come up) and can't Fall Back if engaged with a unit with the {{W40Kkeyword|FALLEN}} keyword (unless your unit is a {{W40Kkeyword|Vehicle}}). The latter is ''fluffy but doesn't really come up''. ***'''{{W40Kkeyword|Deathwing}} (Inner Circle):''' Must roll its Ld or less on 2D6 in order to Fall Back from a non-{{W40Kkeyword|FALLEN}} unit (unless your unit has the {{W40Kkeyword|VEHICLE}}, {{W40Kkeyword|RAVENWING}}, or {{W40Kkeyword|CHAPTER MASTER}} keyword). ''Not really a problem''. If this unit has the {{W40Kkeyword|INFANTRY}} keyword, an unmodified wound roll of 1-3 always fails against them. This is pure gold, making Terminators and Bladeguard extremely resistant. This is the part of '''Inner Circle''' only Deathwing will ever qualify for. ***'''{{W40Kkeyword|Ravenwing}} (Jink):''' All of your Ravenwing get this. Gain a 4++ against ranged, as long as they advance in the movement phase. If they make any other move they get a 5++, but if they Remain Stationary, they get nothing (so there's no way to get both the invuln and the +1 to hit from the chapter tactic). Remember, you can still fire assault weapons after advancing at a -1 BS penalty. Good for meltaguns, flamers, and all bikes with plasma talons. *'''Combat Doctrine - Sons of the Lion:''' Unlike most other chapters, ''every'' doctrine is special for you. **'''Greenwing (Fire Discipline)<sup>Tactical</sup>:''' While the Tactical Doctrine is active, non-{{W40kKeyword|deathwing}} {{W40kKeyword|Infantry}} can fire their Rapid Fire and Assault weapons at an enemy they are engaged with, at BS5+ (i.e.: 4+ after your Chapter Tactic adds 1 to the hit roll). Nothing with Jink or Inner Circle has this, by definition. ***It's akin to letting your greenfantry use their guns as a pistol, which is a ''defensive measure if your enemy charges'' a unit and fails to destroy it that turn; now that unit can shoot before fighting next turn, and pistols can't be interrupted by Counter Attack. ***Noticeable on units with flamers, such as Aggressors. Once again, this would only apply when you are in an ongoing melee in your own turn; that's an enemy charge, not your own charge. ***'''{{W40Kkeyword|Deathwing}} (Intractable)<sup>Assault</sup>:''' While the Assault Doctrine is active, your {{W40kKeyword|Deathwing Infantry}} and {{W40kKeyword|Deathwing Dreadnought}} units can re-roll the wound roll when punching a {{W40kKeyword|character}} unit, or a unit containing at least one model with W8+. ''Read: kill valuable enemy models'' ****Deathwing with lightning claws won't benefit; keep those away from the big things. Deathwing Knight Flails won't trigger their special ability, but the rest of the unit is wielding better thunder hammers, so that's ok. ****Note that this means any non-Dreadnought {{W40Kkeyword|deathwing vehicle}} gets no doctrine bonus: deathwing locks it to this one and this one won't buff it. ***'''{{W40Kkeyword|Ravenwing}} (Speed of the Raven)<sup>Devastator</sup>:''' While the Devastator Doctrine is active, your {{W40Kkeyword|RAVENWING}} models add +3" to their movement and can shoot in any turn they advanced, though they are making these attacks at penalty as if they're firing assault weapons. Powerful mobility boost for your Bikers, and especially your Speeders which can now combine Jink with their rapid fire and heavy weapons. Ironically it doesn't affect the shooting of any biker that actually does have "Ravenwing" in the ''name'', all of whom are packing assault weapons on their bikes anyway. Still makes them faster, though. ****This will absolutely be useful in getting your bikes up close and laying on the hurt right off the bat. You can use the Brilliant Strategist WT or Tactical Appraisal/Adaptive strategy Strat to extend the time your units are affected by the Devastator Doctrine and thus keep a pack of Ravenwing at full speed (and at 4++). *'''Special Detachments''' **'''{{W40Kkeyword|Deathwing}} (1st Company):''' When using a Vanguard Detachment or Arks of Omen comprised entirely of {{W40kKeyword|Deathwing}} and/or {{W40kKeyword|Inner Circle}} units, Termies of the classic, assault, Deathwing, and Relic kind all count as having ObSec and you get +3 CP if your warlord's in the detachment. All you'll need to make them a worthwhile force. ***Because it's "And/Or", units that have {{W40Kkeyword|Inner Circle}} but lack {{W40Kkeyword|Deathwing}} still don't break the restriction. That means you can bring Sammael, Talonmasters, and pretty much any of the Elite Ravenwing. **'''{{W40Kkeyword|Ravenwing}} (Second Company):''' The return of specialized army lists! In an Outrider or Arks of Omen Detachment that's wholly composed of {{W40Kkeyword|RAVENWING}} units, your Bike and Outrider squads all gain ObSec and you get +3 CP if your warlord's in this detachment. Oh hell to the yes. *'''Rites of Initiation''' lets you add {{W40kKeyword|Deathwing}} (and thus gives them the '''Inner Circle ability''') to the following units for a points cost: ** {{W40kKeyword|CAPTAIN}}, meaning any Captain can gain Inner Circle, including the {{W40kKeyword|phobos}} one. Biker captains can have both {{W40kKeyword|Deathwing}} ''and'' {{W40kKeyword|Ravenwing}}, which matters for '''1st Company''' unit restrictions...but he can be wounded on a 3+, because that bit of the Inner Circle rule doesn't affect non-{{W40kKeyword|infantry}}. **{{W40kKeyword|PRIMARIS LIEUTENANT}} equipped with storm shield. Because Bladeguard. ''Weird how he can get {{W40kKeyword|deathwing}} & '''Inner Circle''', but not actually {{W40kKeyword|bladeguard}}.'' **{{W40kKeyword|DREADNOUGHT}}. **{{W40kKeyword|LAND RAIDER}}. The Inner Circle rule doesn't really benefit non-Dreadnought vehicles but does affect '''1st Company''' unit restrictions, which you can't do for 2nd Company detachments. **{{W40kKeyword|REPULSOR}} (including {{W40kKeyword|REPULSOR EXECUTIONER}}). **{{W40kKeyword|STORMRAVEN GUNSHIP}}. **Any {{W40kKeyword|TRANSPORT}} unit that can transport {{W40kKeyword|TERMINATOR}} models. That means no "deathwing impulsors" for Bladeguard, only Repulsors (or Repulsor Executioner). **Base and primaris chaplains can't get Inner Circle, meaning that you'll need Terminator/Interrogator-Chaplains if you want to make the most of it. **Likewise, there's no way to induct Techmarines into the first company and thereby grant them Inner Circle.
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