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===Enhancements=== Gone are your Warlord Traits and Relics. Enhancements are instead in place to act as a proxy for both. *'''Close-Quarters Killer:''' Re-roll to wound in melee. *'''Defensive Linchpin:''' Friendly units within 6" of the warlord can Hold Steady when they set overwatch, letting them hit on a 5+. *'''Expert Breacher:''' The warlord can open hatchways when they begin moving. *'''Personal Teleporter:''' The warlord can choose to either enter normally or deep strike anywhere within 9" of the enemy. Pretty big since Deep Striking has pretty much been wiped. *'''Superior Boarding Tactics:''' Start play with +2 extra CP. Excellent for any pre-game strats. *'''Trademark Weapon:''' Pick one of the warlord's weapon. This weapon adds +1 to its Strength and Damage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Imperium Enhancements==== <div class="mw-collapsible-content"> <u>'''Astra Militarum'''</u> *'''Death Mask of Ollanius:''' Grants a 4++ Invuln save. *'''Lead by Example:''' Allows the Warlord to deal orders for itself. Naturally, this is meant for the Command Squads, which tend to carry enough lasguns for it to be worthwhile. *'''Superior Tactical Training:''' Gives the warlord access to either Regimental or Prefectus orders, allowing you to spit out more orders on a Castellan. *'''Uncompromising Persecution:''' {{W40kKeyword|Militarum Tempestus}} only. During each command phase, you can make one friendly {{W40kKeyword|Militarum Tempestus}} unit within 9". Whenever this marked unit shoots within half-range, the AP of their guns is improved by 1. <u>'''Space Marines'''</u> *'''Artificer Armour:''' Grants a 2+/4++ save. Naturally, it's only useful on Primarines and power-armored heroes since Terminator heroes get this stock. *'''The Imperium's Blade:''' +1 to attacks and charge rolls. *'''Master of War:''' Pick one {{W40kKeyword|Core}} unit within 9" each command phase. This unit gains ObSec or counts as an additional model for the sake of capping if they already have it. *'''Masterful Strategist:''' {{W40kKeyword|Dark Angels}} only. Pick one friendly unit within 9" each command phase, that unit can pick which doctrine is in effect for them on that turn. Extremely handy for Deathwing and Greenwing forces. *'''Honour of the Chase:''' {{W40kKeyword|White Scars}} only. Re-roll all advance and charge rolls. *'''Blood of the Wolfkin:''' {{W40kKeyword|Space Wolves}} only. +1 to attacks on the charge. If the warlord wipes out a unit, they gain a special 6" aura that shares this bonus to any {{W40kKeyword|Core}} units. *'''Close-Range Punishment:''' {{W40kKeyword|Imperial Fists}} only. Pick one friendly unit within 9", this unit adds +1 to the Strength of their ranged attacks, making gunlines of bolters much more painful. *'''Keeper of Oaths:''' {{W40kKeyword|Black Templars}} only. Heroic Intervention range expands to 6". Really not worth it since it does nothing else. *'''Steadfast to the End:''' {{W40kKeyword|Crimson Fists}} only. The warlord can only lose up to 3 wounds each phase. *'''Agility of the Angel:''' {{W40kKeyword|Blood Angels}} only. Melee attacks against the warlord take -1 to hit and can't be re-rolled. An excellent duet for a faction with plenty of advantages in melee. *'''Savage Slaughterer:''' {{W40kKeyword|Flesh Tearers}} only. Natural 6s to hit in melee deal an additional 2 hits. *'''Strength of Mind and Body:''' {{W40kKeyword|Iron Hands}} only. Gives a 5+++ save. *'''Wisdom of the Codex:''' {{W40kKeyword|Ultramarines}} only. When spending CP on stratagems, they can regain a CP on a 5+. *'''Master at the Anvil:''' {{W40kKeyword|Salamanders}} only. A natural 5+ to hit scores an additional hit, which is way more handy since it applies on all weapons. *'''Swift Hunter:''' {{W40kKeyword|Raven Guard}} only. All attacks against the warlord take -1 to hit and can't be re-rolled. Way to outdo the Blood Angels - what, jealous of the fabulous fucking hawk-boy? *'''Light of Angels:''' {{W40kKeyword|Deathwatch}} only. Once per game, the bearer can use this on themselves or a unit within 6", throwing them back into reserves. This unit can then deep strike wherever they want within 9" of the enemy. <u>'''Grey Knights'''</u> *'''Daemon Slayer:''' Attacks against {{W40kKeyword|Daemon}} enemies cannot be saved in any way. Situational, but terrifying against possessed and daemons. *'''Master of the Tides:''' Learns the Warp Shaping power and can cast it on top of any other times they cast each turn. Excellent for on-demand utility tides. *'''Sigil of Urgency:''' Single-use relic that lets the warlord teleport anywhere within 6" when an enemy shoots at them. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Chaos Enhancements==== <div class="mw-collapsible-content"> <u>'''Chaos Space Marines'''</u> *'''Talisman of Burning Blood:''' {{W40kKeyword|Khorne}} only. Gives +1 attack as well as a bonus attack whenever the warlord kills an enemy unit. *'''Eye of Tzeentch:''' {{W40kKeyword|Tzeentch}} only. +1 to all casting and deny checks. *'''Putrescent Armour:''' {{W40kKeyword|Nurgle}} only. Reduces all incoming damage against the warlord by 1. *'''Intoxicating Elixir:''' {{W40kKeyword|Slaanesh}} only. The warlord can't lose any more than three wounds each phase. Decent since the cover can help limit just how many times he can be shot, but focus firing is still very lethal. *'''Stimulated by Pain:''' {{W40kKeyword|Emperor's Children}} only. The warlord gains +1 attack for each wound lost. These attacks do get lost when they regain wounds, forcing you to run a dangerous game to get the most hits from the foes. *'''Iron Without:''' {{W40kKeyword|Iron Warriors}} only. +2 Toughness. FUCK YO POWER FISTS. *'''One with the Shadows:''' {{W40kKeyword|Night Lords}} only. Attacks against the warlord takes -1 to hit and cannot be re-rolled. Very infuriating for the enemy if they rely a ton on either aura, worst for those that work with both. *'''Daemonic Possession:''' {{W40kKeyword|Word Bearers}} only. Adds +3" to movement and consolidation range, all of which are handy for keeping a unit stuck in. *'''Murderous Versatility:''' {{W40kKeyword|Black Legion}} only. The warlord can let one unit within 9" engage in one Wanton act of their choice rather than what the rest of the army is under. *'''Cult Leader:''' {{W40kKeyword|Alpha Legion}} only. The warlord can mark another unit within 9" each command phase, giving them +1 to hit and improves the AP of {{W40kKeyword|Cultist}} units by 1. *'''Twisted Regeneration:''' {{W40kKeyword|Creations of Bile}} only. When the warlord dies, they can be resurrected on a 2+ roll on a d6, restoring d3 wounds. *'''Dark Raider:''' {{W40kKeyword|Red Corsairs}} only. Pick one friendly {{W40kKeyword|Core}} unit within 9". This unit can move after the shooting phase, but this costs them their ability to charge. <u>'''Chaos Daemons'''</u> *'''Unholy Fury:''' {{W40kKeyword|Khorne}} only. The warlord can charge after advancing or falling back, and that's all he'll ever want. *'''Incorporeal Form:''' {{W40kKeyword|Tzeentch}} only. All attacks take -1 to wound. You'll especially need it considering their abysmal melee saves. *'''The Endless Gift:''' {{W40kKeyword|Nurgle}} only. The warlord recovers a number of wounds equal to the turn number. *'''Fatal Caress:''' {{W40kKeyword|Slaanesh}} only. Any melee attacks that roll a 5+ to wound negate invulnerable saves. <u>'''Death Guard'''</u> *'''Plague Vector:''' Gives the warlord their Plague Company's warlord trait and infection. **If they gain Shamblerot, then enemies only suffer a single MW on a roll of 6. *'''Plentiful Pustulence:''' Gain a 5+ FNP. Pretty cruel when combined with their own damage reduction. *'''Plague Skull of Glothila:''' Once per game, you can throw this at the end of the movement phase and roll 7d6. Each 4+ deals a mortal wound (to a max of 3 if the target is a character, so it's better saved for squads). <u>'''Gellerpox Blight'''</u> *'''Cyberbubotic Mutations:''' A 5+ FNP. *'''Contagious Gift:''' The warlord gains Nurgle's Gift despite not being in the Death Guard. *'''Poisonous Influence:''' Gain a 6" bubble that lets friendly units add +1 to the AP of their melee attacks. <u>'''World Eaters'''</u> *'''Battle Lust:''' Score 1 BTP whenever the warlord kills an enemy model. *'''Burning Plate:''' +1 to saving throws and wounds. Excellent for a tanking MoC. *'''Mutable Form:''' Re-roll all charge and advance rolls, which is an absolute necessity on such a melee-obsessed. Better yet, this warlord is immune to overwatch. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Xenos Enhancements==== <div class="mw-collapsible-content"> <u>'''Orks'''</u> *'''Might is Right:''' +1 to Strength and Attacks. *'''Big Boss:''' Non-{{W40kKeyword|Warboss}} units only. This gives your warlord the ability to call a Waaagh! of their own, but they only benefit from the first round of calling one. *'''Supa-Cybork Body:''' +1 to Wounds and Toughness is set to 6. Not really worth it for Warbosses or the Beastboss since you're only getting a wound. Might be most useful on a Weirdboy or a Big Mek with the KFF. </div></div> [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] {{Warhammer_40k_Tactics}}
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