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==Special Rules== * Troops gain '''Objective Secured'''. ** As of the Q1 2023 Dataslate, they gain an additional ability where objectives they control at the end of your Command Phase remain under your control unless your opponent controls it at the ''end'' of any subsequent phase, regardless of whether or not you leave something in range to control it (e.g. if you're just out of range and the enemy charges you to put themselves in range, but you murder them during the Fight Phase so at the end of the phase nothing is in range again, it remains under your control). This means if your dudes start your turn camping a marker and are shot off it, it remains under your control - the enemy has to come control it to stop you - but simply taking control of a marker on your turn won't cut it (taking control on the enemy turn, e.g. via melee murder, will generally cut it). * '''Company Command:''' Maximum 1 non-{{W40Kkeyword|chapter master}} {{W40kKeyword|Captain}} and/or 2 {{W40kKeyword|Lieutenant}}s per Detachment. [[Matthew Ward|Aka fuck you to homebrew chapters that have a non-Codex organisation]]... [[Derp|or even canon ones like the Space Wolves and Black Templars that have more than 2 "Lieutenants" per "Captain"]]. **Inexplicably, this rule doesn't apply to Company Champions or Company Ancients, even though Codex compliance demands exactly 1 per Company. *'''Chapter Command:''' Most non-named Characters (i.e. all except Lieutenants and Judiciars) can have a Chapter Command upgrade for PL and points. Your army can only have one of each {{W40kKeyword|<Chapter>}} Command model and some named Characters already have the relevant keyword. Crusade forces cannot start with a non-named Chapter Command model. ** Using {{W40kKeyword|Ultramarines}} as an example, your army cannot have Marneus Calgar ''and'' an {{W40kKeyword|Ultramarines}} Captain upgraded to a Chapter Master in the same army. However, you can have an {{W40kKeyword|Ultramarines}} Chapter Master and a {{W40kKeyword|Salamanders}} Chapter Master in the same army. **Much like the Company Command rule, this is a big "fuck you" to chapters that don't work this way: the [[Salamanders]] have ''three'' Masters of the Forge, while the [[Iron Hands]] Master of the Forge is ''also'' their Master of Sanctity. Meanwhile, the [[Space Wolves]] are even fuckier: [[Arjac Rockfist]], for example, is both a Lieutenant-equivalent and a Chapter Champion-equivalent at the same time. * '''Combat Squads:''' Can split a single full-sized unit into two smaller units ''before'' deployment. Works just like it always has, but more unit types can do it (e.g. Centurions). While MSU is better, it does give Space Marines a unique way to circumvent the Rule of Three or Detachment Limits. Now they just need to have spammable units worth Combat Squadding, like Eradicators. ** With the introduction of Shock Assault (see below), it is worth considering the use of some of the older tactics, back when a Tactical Marine was worth more than just a bolter. One such tactic was to put your guns in one squad and your melee in another, using the ranged weapons to soften up a target, then the melee (basically a sergeant with either a power weapon or fist) to finish it off, or better yet, to tie up the target unit and finish it off (hopefully) during the opponent's turn, denying them a turn at shooting and forcing them to basically waste their melee on chaff. You can also put the sergeant in the ranged unit with a combi-weapon for a total of three bolters and two special weapons in one squad and a heavy weapon in the other for a makeshift Devastator Squad. *'''Angels of Death:''' A rule owned by every Space Marines chapter whatever its colour, subdivided into four. Because GW likes to [[Derp|keep it simple]]. **'''And They Shall Know No Fear:''' When taking Combat Attrition tests, ignore all modifiers, meaning you don't care about being at half strength. *** Don't take this as an excuse to let your Sergeant die first - failing Morale in the first place is much worse than being better at resisting Combat Attrition until you reach casualty rates your units generally won't be large enough to suffer to begin with. **'''Bolter Discipline:''' Models using a rapid fire bolt weapon can double their number of shots (i.e. ''rapid-fire'') if at least one of the following conditions is met. They don't stack, so no triple or quadruple shots if you meet more than one condition. The conditions are: *** The target is within the weapon's half range (normal rapid fire rules). *** The model is {{W40kKeyword|Infantry}} (excluding {{WH40Kkeyword|Centurion}}s) and every model of its unit remained stationary during the previous Movement Phase. ''If a Devastator's Heavy Weapon Marine moves, the sergeant cannot use Bolter Discipline on his boltgun''. **** This gives your Marines the option to commit to those objectives instead of having to get close to the enemy. Factions like Tau may have long-ranged small arms, but Space Marines can rapid fire from full range away. *** The firing model is a {{WH40Kkeyword|Terminator}} or {{WH40Kkeyword|Biker}}. **** This right here is the good shit. Footslogging Terminators now have a significantly improved threat capacity and Bikers are somehow even more deadly fast than they already were. Be aware it ''does not'' apply to Dreads or any other {{W40Kkeyword|vehicle}}. **'''Shock Assault:''' If a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn (stacks with fighting twice, like with a stratagem, for +2A total). *** Gives the generally lackluster melee of most Primaris infantry and chainsword Assault Marines a little bit of a boost. Killer on units with power weapons, like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, and that they can assist in melee in a pinch. *** Remember that this ability is not {{W40kKeyword|Infantry}} exclusive; Dreadnoughts really appreciate the extra attack, and even your {{W40Kkeyword|Transport}}s can hit a little harder in the first round of combat (Space Marines bring a whole new meaning to road rage). **'''Combat Doctrines:''' Feels like it's 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the Devastator Doctrine, and then can (it says must in the codex, but the Q1 2023 Dataslate made it optional) move through each Doctrine in order. Once you switch there's no going back, so pay attention to the rhythm of the game. Your ''army'' gains this if ''all units in it'' (aside from Agents of the Imperium) have this rule, meaning taking a Guardsman Battalion would prevent the Marine detachment from getting this rule, but allied Marine detachments are okay, even if they're from a different Chapter. ***Specialist Doctrines, from supplemental Chapter Codexes, stack with this. Bringing Chapters with different Specialist Doctrines prevents either Chapter from getting theirs, which encourages you to have a one-Chapter army. ***When the codex dropped, the doctrines were hard-locked to only triggering on certain turns. However, the Q1 2023 Dataslate made the transitions optional, meaning you can go back to spamming shit with the Devastator Doctrine. **#On turn 1, your army will always start with the '''Devastator Doctrine''' turned on, giving all your heavy and grenade weapons the extra -1 AP so that you can soften entrenched {{W40Kkeyword|Infantry}} and cripple enemy {{W40Kkeyword|Vehicle}}s and {{W40Kkeyword|monster}}s from afar in preparation for your advance (the benefit to grenades generally won't come up unless you went second and got Alpha Struck). Remember the first points of AP are the most important ones: AP-2 heavy bolters and assault cannons are more noticeable than AP-4 lascannons. Do keep in mind that the plethora of sniper rifles and heavy flamers (incendium/inferno/flamestorm cannons) are heavy weapons. **#If you spend the previous turn in Devastator Doctrine, you can switch to the '''Tactical Doctrine''' (meaning this is available from Turn 2 onward), shifting the boost to your rapid fire and assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your Infantry, and amusingly, your Rhinos and Drop Pods. Storm bolters and auto bolt rifles work wonders here. **#If you spend the previous turn in Tactical Doctrine, you can switch to the '''Assault Doctrine''' (meaning this is available from Turn 3 onward) giving the extra AP to your pistol and melee attacks. Do remember to fire those pistols right before charging and during melee. *'''Death From Above/Teleport Strike:''' Deep Strike by another name, most common on Jump Pack and Terminator models. Set them aside during deployment and set them up 9" from enemy models during the Reinforcement Step. The fact that they have different names actually does come up for Deathwatch, because you can get both into the same unit (which causes neither to work). *'''Concealed Positions:''' Infiltrate by another name, most common on Scout and Phobos models. Set them up anywhere on the field 9" from enemy deployment zone or models during deployment. *'''Outflank:''' Like Deep Strike, but must be wholly within 6" of a board edge and 9" from enemy models during the Reinforcement Step. *'''Martial Legacy<sup>FW</sup>:''' Relic unit rules for certain Forge World models. If your army is battle-forged, each unit with this rule increases the cost of a detachment that includes it by 1CP. Essentially, you pay 1CP per Martial Legacy unit in your army. ===Chapter Tactics=== Chapter Tactics are special rules based on the {{W40Kkeyword|<Chapter>}} keyword that will affect '''every''' unit in a detachment except for {{WH40Kkeyword|servitors}} and {{WH40Kkeyword|Beast}}. To benefit from Chapter Tactics, your army must be battle-forged, and all units in the detachment must be drawn from the same {{W40Kkeyword|chapter}}. Super-Heavy Auxiliary Detachments also don't benefit from this, so if you want your Raven Guard Thunderhawks to get free cover, you need to take three. A reminder that {{W40Kkeyword|<chapter>}} Ultramarines is not the same faction as {{W40Kkeyword|<regiment>}} Ultramarines, even if both faction keywords are "{{W40Kkeyword|Ultramarines}}". They are explored in greater detail in their respective section at the bottom of this page, but as a quick reminder of the GW and FW tactics and recommendations: *'''Blood Angels - Red Thirst:''' Gains +1 to wound rolls when Shock Assault is active, gains +1 to advance and charge rolls. **'''Flesh Tearers - Fury Within:''' Gains +1 to wound rolls when Shock Assault is active, unmodified wound rolls of 6 gain -1AP that is cumulative with the Assault Doctrine. **Blood Angels have the successor tactic Hungry for Battle, and an ability not available as a Successor Tactic. Neither of the Flesh Tearers abilities are available as Successor Tactics. *'''Dark Angels - Grim Resolve:''' Gains +1 to hit rolls unless this unit has moved (except pile-in or consolidation), automatically passes Combat Attrition Tests. The Jink and Inner Circle rules depend on this tactic to function, so they are: **Jink (typically found on bikes and land speeders): Models in this unit have a 5++ invulnerable save against ranged attacks, which is lost if it Remains Stationary, until the following Movement phase; increases to 4++ if it Advances. **Inner Circle (typically found on terminators, sometimes found on bikes, land speeders, and dreadnoughts): ***Each time a Morale test is taken for this unit, it is automatically passed. ***While this unit is within Engagement Range of any enemy {{W40Kkeyword|FALLEN}} units, unless this unit has the {{W40Kkeyword|VEHICLE}} keyword, this unit cannot be selected to Fall Back. ***Each time you select this unit to Fall Back, unless it has the {{W40Kkeyword|VEHICLE}}, {{W40Kkeyword|RAVENWING}}, or {{W40Kkeyword|CHAPTER MASTER}} keywords, roll 2D6: if the result is less than or equal to the unitβs Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead. ***Each time an attack is made against this unit, if it is {{W40Kkeyword|INFANTRY}}, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have. **The second base ability is the Successor Tactic Indomitable, while the former isn't available as a Successor Tactic. Jink isn't available either, or Inner Circle morale immunity, but the Inner Circle resistance to being wounded is Stalwart, only better in that it works on rolls of 3 and worse in that it's significantly restricted in what models have it. *'''Deathwatch - Xenos Hunters:''' Gains re-roll 1s to melee hits against {{W40Kkeyword|TYRANIDS}}, {{W40Kkeyword|AELDARI}}, {{W40Kkeyword|ORK}}, {{W40Kkeyword|NECRONS}}, or {{W40Kkeyword|T'AU empire}}; select one battlefield role after deployment and re-roll wound rolls of 1 against that battlefield role. **This is five copies of the Successor Tactic Preferred Enemy, and an ability not available as a Successor Tactic. *'''Imperial Fists:''' Unmodified hit rolls of 6 with bolt weapons count as two hits, ranged attacks ignore Light Cover. **Neither of these two abilities are available as Successor Tactics. **'''Black Templars - Righteous Zeal:''' Re-roll advance and charge rolls, ignore mortal wounds on a 5+++. ***The second ability is the Successor Tactic Warded, while the first is similar to but different from Hungry for Battle. ***Despite being a successor chapter, Black Templars have their own distinct doctrine bonus from their founding chapter. **'''Crimson Fists - No Matter The Odds:''' Hit rolls of unmodified 6 with bolt weapons count as two hits, +1 to ranged hits against target units with five more models than the shooter's unit, and {{W40Kkeyword|vehicle}} models count as 5. ***Neither of these two abilities are available as Successor Tactics **'''Exorcists (WD 462) - By My Will I Deny Thee:''' Warded and Stalwart. **'''Minotaurs (FW):''' Duellists and Stalwart (recommended). *'''Iron Hands - The Flesh Is Weak:''' Ignore lost wounds on a 6+++, models with degrading characteristics count as having double the number of wounds for the purposes of determining which characteristics they use. **The second ability is the Successor Tactic Scions of the Forge, while the first is not available as a Successor Tactic, instead coming from Apothecaries. *'''Raven Guard - Shadow Masters:''' Ranged attacks from a unit farther than 18" away grant the RG unit the bonus of Light Cover (+1 Sv), ranged attacks from further than 12" away against an {{W40Kkeyword|infantry}} RG unit ''entirely'' on/within a terrain feature grant the RG unit the benefit of Dense Cover (-1 to be hit). **'''Carcharodons (FW):''' Stealthy and Whirlwind of Rage successor tactics (recommended). **Raven Guard have the Successor Tactic Stealthy and an ability not available as a Successor Tactic. *'''Salamanders - Forged In Battle:''' A unit can re-roll one failed wound roll whenever it is selected to shoot or fight, enemy attacks cannot re-roll to wound. **Neither of these abilities are available as Successor Tactics, although Master Artisans is similar to the first one. Note the difference: Master Artisans is useless with a flamer but ideal on a meltagun. [[Fail|The Salamanders version works on flamers and meltas, just poorly on both, and is ideal on a sniper rifle.]] *'''Space Wolves - Hunters Unleashed:''' Gains +1 to hit rolls when Shock Assault is active, units can Heroically Intervene like Characters. **This is the Successor Tactic Born Heroes but better or Whirlwind of Rage but worse, depending on how you look at it, and an ability not available as a Successor Tactic. *'''Ultramarines - Codex Discipline:''' Units gain +1Ld, units can shoot after falling back with a -1 to hit rolls. **'''Astral Claws (FW):''' Hungry for Battle and Rapid Assault successor tactics (recommended). **'''Blood Ravens (FW):''' Knowledge is Power and Stalwart successor tactics (recommended). **'''Emperor's Spears (WD) - Redden the Earth:''' Hungry For Battle and Whirlwind Of Rage successor tactics. **'''Red Scorpions (FW):''' Inheritors of the Primarch - Ultramarines successor tactic (recommended). **'''Silver Templars - The Bond Martial (WD):''' Duellists and Master Artisans successor tactics. **'''Tome Keepers (WD):''' Bolter Fusillades and Indomitable successor tactics (recommended). ** Ultramarines have the Successor Tactic Stoic and an ability not available as a Chapter Tactic. *'''White Scars - Lightning Assault:''' Units can charge after falling back or advancing, units can advance and shoot assault weapons without penalty. **These are the Successor Tactics Rapid Assault and Tactical Withdrawal, plus the ability to charge after advancing.
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