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====Stratagems==== Bland but reliable, Ultramarine stratagems are Tau-like in that they're focused towards shooting, teamwork and avoiding melee. Guess it's an Eastern Fringe thing. They can be divided into four broad categories: Offense, Defense, Utility, and Character Upgrades. *'''Offense:''' Better accuracy, for when you don't want a silly thing like chance to ruin your dice game plans. **'''Avenge the Fallen (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army is destroyed by an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an {{W40kKeyword|Ultramarines}} unit from your army against that enemy unit, re-roll hit rolls of 1. **'''Martial Precision (1 CP)''': Use this stratagem before resolving an attack made by an {{W40kKeyword|Ultramarines}} model from your army in your shooting phase, do not make a hit roll, it automatically scores a hit. Note that it only applies to a single attack made by any weapon, so don't go thinking that you can have a Captain automatically hit with all of his Thunder Hammer strikes. Use this against Eldar and other opponents who stack ridiculous amounts of -1 to hit. **'''Sons of Guilliman (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} from your army is chosen for the Shooting or Fighting phase. If that unit has a Troops Battlefield Role, until the end of the phase, when resolving an attack made by that unit, you can reroll a hit roll. Otherwise until the end of that phase, when resolving an attack made by that unit, you can reroll a hit roll of 1. **'''Vengeance for Calth (1 CP)''': Use when an {{W40kKeyword|Ultramarines}} unit from your army is chosen to fight in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon in that unit against a {{W40kKeyword|Word Bearers}} unit, you can reroll the hit and wound roll. Potent, if you can find one of the three people playing Word Bearers that is. **'''Tactical Expertise (2 CP, Single Use)''': Can be used at the start of any movement phase when the Tactical Doctrine is active; all {{W40kKeyword|Ultramarines}} whose Rapid Fire or Assault weapon makes an unmodified wound roll of 6 before the next battle round has the attack's AP improved by 1 (e.g. AP0 becomes AP-1). *'''Defense:''' AKA protection against melee. **'''Courage and Honour! (1 CP)''': At the start of the Morale phase, add 1 to the Leadership characteristic of {{W40kKeyword|Ultramarines}} models from your army until the end of the phase. **'''Defensive Focus (2 CP)''': Use this stratagem if an {{W40kKeyword|Ultramarines}} unit from your army is chosen as a target of a charge. Select up to three {{W40kKeyword|Ultramarines}} units that are more than 1" away from any enemy units and within 6" of the targeted unit. The selected units fire Overwatch at the charging unit as if they were targets of the charge. ''For the Greater Macragge!'' ***Something something Eliminator sergeants with Instigator carbines moving after shooting overwatch. The complete opposite would be to use this near a 'Nobility Made Manifest' warlord to further reinforce the immune response effect. In which case, something something Aggressor double overwatch. [[Tau|Notice how deadly it is to charge]] an Ultramarines gunline? **'''Fall Back and Re-Engage (1/2 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army falls back. That unit can shoot and charge this turn. If that unit actually has the Codex Discipline Chapter Tactic (it could be a successor), the hit roll penalty for falling back and shooting does not apply for that unit this turn and this strat only costs 1CP instead of 2. *'''Utility:''' Highlight Ultramarines' love for rules by disregarding the rules, with lots of ways to bypass GW's nerf to doctrines and wrong-foot your opponent. Bonus points if you say "Actually..." before using them. **'''Inspiring Command (1 CP)''': Use at the start of the Shooting or Fight phase. Select one {{W40kKeyword|Ultramarines Chapter Master}}, {{W40kKeyword|Ultramarines Captain}}, or {{W40kKeyword|Ultramarines Lieutenant}} model from your army. Until the end of that phase, the range of that model's aura abilities is increased by 3". **'''Rapid Deployment (2 CP)''': Used at the start of the battle round before the first turn begins, select up to three {{W40kKeyword|Ultramarines}} from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players can do this, roll off to see who redeploys first). ***Can be combined with the '''Lord of Deceit''' Vanguard Warlord Trait and redeploy your entire army. No need to go that far, but having a second chance at deployment after your enemy already comitted to it can disrupt their plans even before the game begins. **'''Cycle of War (1 CP)''': Use this stratagem at the start of the battle round if an {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The current active doctrine is changed so that the Devastator Doctrine is now active. When there's nobody left in assault range, pop this, move up your heavy weapons and perhaps pop a grenade or two - and more importantly, get a second chance to switch to the Tactical Doctrine. If the game is going to last at least six turns, that is. So, kinda Single Use too. **'''Squad Doctrine (1 CP)''': Use this stratagem at the start of your Movement Phase; select an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} unit from your army, and then select the Devastator, Tactical, or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine ''instead''. **'''Tactical Insight (2 CP, Single Use)''': Use this stratagem after generating your Tactical Objectives. If your {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield. Immediately discard your Tactical Objectives and generate new ones. *'''Character Upgrades:''' All Chapters Supplements include some variation of the following three stratagems. **'''Exemplar of the Chapter (1 CP, Single use)''': Use this stratagem after you nominate an {{W40kKeyword|Ultramarines}} model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique. <u>Give him Adept of the Codex</u> if they didn't have it already; that'll make this Stratagem more than pay for itself. ''Finally, a reason to have a warlord other than Calgar or a named character''. **'''Honoured by Macragge (1 CP, Single Use):''' After nominating a warlord from an UM successor chapter, you may give one of their characters a Relic of Macragge ''instead'' of one from the main SM codex or a Special Issue wargear. **'''Honoured Sergeant (1 CP)''': Before the battle, select one {{W40kKeyword|Ultramarines}} model that has the word "Sergeant" in their profile. They may take a Master-crafted weapon/Digital weapon/Hellfury Bolts/Sunwrath pistol, even though they are not a {{W40kKeyword|Character}}. All relics must be different. ***While a Devastator sergeant can shoot Hellfury at BS2+, an Incursor one ignores all modifiers to hit and an Eliminator/Scout Sniper one can shoot it at characters. The other 3 special issues are close combat oriented. Also, while it looks cool, don't give a Sunwrath to the Hellblaster sarge, he'd be wasting his squad's range on a just-in-case relic. Nobody stops you from giving this to a Assault Centurion Seargant, four strength 10 siege drills in the face for 4 damage.
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