Editing
Warhammer 40,000/9th Edition Tactics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Imperium Stratagems==== <div class="mw-collapsible-content"> <u>'''Astra Militarum'''</u> <tabs> <tab name="Battle Tactic"> *'''Defensive Fire (1 CP):''' When one unit sets up overwatch, they can count as holding steady for that improvement to BS. *'''Heads Down (1 CP):''' One of your {{W40kKeyword|Core}} units can duck during the shooting phase, making them ignored when other units try shooting through them. *'''Volley Fire (1 CP):''' When one infantry squad shoots after standing still, they can shoot again for some more firepower. </tab> <tab name="Strategic Ploy"> *'''Careful Planning (1 CP):''' When an {{W40kKeyword|Officer}} unit tries to issue an order to a {{W40kKeyword|Platoon}} unit, they can do so from any place without regard for LoS. *'''Unwavering Determination (1 CP):''' A {{W40kKeyword|Militarum Tempestus}} unit can shoot and charge after falling back. </tab> <tab name="Wargear"> *'''Supercharged Las (1 CP):''' When one {{W40kKeyword|Militarum Tempestus}} or Kasrkin unit fires their hot-shot weapons, any natural 6s to wound scores a mortal wound, with a max of 3. Of course, this stacks with Born Soldiers for even deadlier Kasrkin. </tab> </tabs> <u>'''Space Marines'''</u> <tabs> <tab name="Battle Tactic"> *'''The Strength of the Emperor (1 CP):''' When a unit fights in melee, they add +1 to their Strength and any natural 6s to hit auto-wound, making this excellent for chainswords and power swords. *'''Transhuman Physiology (1 CP):''' One {{W40kKeyword|Primaris}} unit cannot be wounded on anything below a 4+. You'll be needing it because the enemy will be packing firepower to nail them. *'''Flamecraft ({{W40kKeyword|Salamanders}}; 1 CP):''' +1 to wound with flamers and melta weapons, tools that the Salamanders typically favor all the time. *'''Intractable ({{W40kKeyword|Dark Angels}}; 1 CP):''' When a unit falls back, they can still shoot. Any {{W40kKeyword|Inner Circle}} units also get to fall back immediately without needing to roll for anything. *'''No Clemency ({{W40kKeyword|Iron Hands}}; 1/2 CP):''' One unit below half-strength gains +1 to wound when shooting or fighting. Costs 2 CP for terminators. *'''No Matter the Odds ({{W40kKeyword|Crimson Fists}}; 1 CP):''' When a unit fires their bolt weapons, they score an additional hit on a 5+ to hit, for the additional effectiveness. *'''Siege Masters ({{W40kKeyword|Imperial Fists}}; 1 CP):''' One unit can ignore any cover when shooting. A decent and utilitarian workaround to the issue of firing around corners. *'''Speed of the Hurricane ({{W40kKeyword|White Scars}}; 1 CP):''' One unit automatically advances 8" without needing to roll. </tab> <tab name="Epic Deed"> *'''Only in Death Does Duty End (1 CP):''' When a {{W40kKeyword|Character}} dies before fighting, they don't go down before they make their attacks. </tab> <tab name="Strategic Ploy"> *'''Strategic Advance (1 CP):''' When a unit sets overwatch, they count as having held steady for better BS. *'''Adaptive Strategy ({{W40kKeyword|Ultramarines}}; 1 CP):''' One unit gets all Doctrines active, which can be excellent for a combined-arms tac squad. *'''Brotherhood of Veterans ({{W40kKeyword|Deathwatch}}; 1 CP):''' One unit can swap their chapter tactic for any other chapter tactic or successor tactic. Awesome for the odds of maximizing their effectiveness. *'''Counter-Charge ({{W40kKeyword|Space Wolves}}; 1 CP):''' When an enemy charges, you can have one unit heroically intervene with a range of 6", allowing you to cut off any surprise offensive. *'''Infiltrating Advance ({{W40kKeyword|Raven Guard}}; 1 CP):''' When a unit deploys in their entry zone, you can have them immediately move 6". *'''No Mercy, No Escape ({{W40kKeyword|Black Templars}}; 1 CP):''' When an {{W40kKeyword|Infantry}} or {{W40kKeyword|Beast}} unit falls back, they're trapped on a 4+. Your Templars are best in melee, so you do need the ability to keep enemies in range to get mowed down. *'''Red Rampage ({{W40kKeyword|Blood Angels}}; 1 CP):''' When a unit fights, any natural 6s to hit score an additional hit. *'''Savage Destruction ({{W40kKeyword|Flesh Tearers}}; 1 CP):''' If an enemy fails their morale check after fighting in melee, they take a -2 penalty to combat attrition. </tab> </tabs> <u>'''Grey Knights'''</u> <tabs> <tab name="Battle Tactic"> *'''Knightly Communion (1 CP):''' One {{W40kKeyword|Core}} unit will count as benefiting from any auras from one chosen {{W40kKeyword|Character}} for a turn. *'''Psychic Channeling (1 CP):''' When a psyker casts, they can roll an additional d6 and drop the lowest when rolling the channeling test. Expect to see this quite a bit, this is a major feature of the Knights. </tab> <tab name="Epic Deed"> *'''Strike of Sacred Wrath (1 CP):''' One {{W40kKeyword|Character}} can fight in melee, their attacks negating all saves of any value. Your go-to for killing warlords. </tab> <tab name="Strategic Ploy"> *'''Battle Presage (1 CP):''' When a unit sets to defend, the enemy takes -1 to hit them in melee. </tab> <tab name="Wargear"> *'''Psybolt Ammunition (1 CP):''' When one unit shoots a bolt weapon, each natural 6 to hit auto-wounds and the AP of all shots improve their AP by 1. *'''Truesilver Armour (1/2 CP):''' One {{W40kKeyword|Core}} unit cannot be wounded on anything under a 4+, which they'll need with all the AP going your way. Costs 2 CP for {{W40kKeyword|Terminator}} units. </tab> </tabs> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information