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===Codex Marines Copypastes=== *'''Armour of Contempt (1 CP):''' When one of your {{W40Kkeyword|vehicle}}s takes a mortal wound, for the rest of the phase, you get a 5+ to ignore mortal wounds, and can use it on the one you just took. ''Doesn't work on regular wounds''. *'''Orbital Bombardment (3 CP):''' ''One use only''. If your warlord is a Space Wolf and didn't move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within 6" of it (subtract 1 if it's rolling for a {{W40Kkeyword|Character}}). On a 4+, it takes D3 mortal wounds. **While it costs three times as much as Linebreaker and seemingly does 1/3 of the damage, this one needs no Vindicators in position and affects 4 times more area. Still expensive, and might still not hit enough units to replace Linebreaker, but can supplement it. *'''Linebreaker Bombardment (1 CP):''' Use in the shooting phase if you have a Vindicator within 6" of two other Vindicators from the same Chapter. Instead of shooting their Demolisher Cannons, pick a spot within 24" of all three and roll a d6 for each unit within 3" of it (+1 if the unit has 10+ models, -1 if it's a {{W40Kkeyword|Character}}). On a 4+, the unit takes 3d3 mortal wounds. **Averaging 3-4 wounds per unit (three Vindicators average 4.86) irrespective of BS (meaning ''you can advance those Vindicators into position''), reminding an entire edition that pack armies around aura-generating characters what templates used to be, and allowing you to snipe characters using heavy ordnance instead of faggy snipers, the only reason not to use this stratagem is due to a lack of either Vindicators or CP. Be sure to keep your own units at a safe distance, though- they can be hit too if they're too close! ** Its a little like killshot, in that your opponent needs to kill one tank to negate the stratagem. Its wise to keep your vindicators safe turn one, then advance into a shooting position as soon as its all clear while ignoring any penalties for moving. *'''Killshot (1 CP):''' Use in the shooting phase if you have a Predator within 6" of two other Predators from the same Chapter. Add 1 to the wound and damage for all of its attacks against {{W40Kkeyword|Monsters}} and {{W40Kkeyword|Vehicles}}. Unlike the Vindicator stratagem, while the boost depens on BS and thus on movement & HP, it doesn't restrict your targets to a single spot on the table. So Split fire those 12 Lascannons away, and remember to buy those Hunter Killer missiles. ** Now only effects baseline Predators, not Deimos patterns. Apparently the crews are too full of themselves to coordinate fire anymore. *'''Hellfire Shells (1 CP):''' Instead of shooting normally with a heavy bolter, the Space Marine model rolls only once to hit. If it hits, it does D3 mortal wounds. [[RAW|Even if it's a tank]]. *'''Flakk Missile (1 CP):''' When an {{W40Kkeyword|Infantry}} '''model''' shoots a missile launcher at a unit with {{W40Kkeyword|Fly}}, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. RAW, the strategem doesn't say that it replaces the normal shot, it just causes Mortal Wounds on a hit - You still theoretically get the regular Krak Missile hit as well. However, the tournaments have ruled against this interpretation, so don't get used to exploiting it. *'''Honour the Chapter (3 CP):''' At the end of the fight phase, pick an {{W40Kkeyword|Infantry}}, {{W40Kkeyword|Cavalry}} or {{W40Kkeyword|Biker}} unit to fight a second time. The usual "fight twice" stratagem, best on characters and units with good weapons to delete someone. *'''Only in Death Does Duty End (2 CP):''' When one of your {{W40Kkeyword|Character}}s dies, it can shoot or fight again. Doesn't combo with the Banner abilities on Ancients. ''Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters. Overcharge their plasma pistol if they were killed at range''. *'''Datalink Telemetry (1 CP):''' When shooting with a Whirlwind, if you have a Land Speeder within 12" of the target, the Whirlwind's shots automatically hit. ''+2.3 Castellan / +1.33 Vengeance hits, plus the HK missile, with proportionally bigger benefits for damaged Whirlwinds''. *'''Wisdom of the Ancients (1 CP):''' At the start of any phase, pick a Dreadnought to turn into a 1-phase Wolf Lord. Any same Chapter units within 6" can reroll hits of 1 that phase, including itself. Note that this cannot be used with Wulfen Dreadnoughts or Murderfang. *'''Duty Eternal (1 CP):''' When a {{W40Kkeyword|Space Wolves Dreadnought}} is under attack, they reduce any damage they take by 1 to a minimum of 1. Pretty effective at mitigating damage from a mob, not so much for high-powered weaponry. *'''Boltstorm (2 CP):''' Select one {{W40Kkeyword|Intercessor}} unit during your shooting phase. Their Auto Bolt Rifles will automatically hit any enemies within half-range. This is especially helpful if you're softening them up for another squad to clean up your mess. *'''Rapid Fire 2 CP):''' Select one {{W40Kkeyword|Intercessor}} unit during your shooting phase. Their bolt rifles all have Rapid Fire 2 now. You're trading off Boltstorm's guaranteed hits for a weight of fire at the same range. *'''Big Guns Never Tire (1 CP):''' Select one {{W40Kkeyword|Vehicle}} during your shooting phase. They won't suffer any penalties for moving and firing with heavy weapons. *'''Veteran Intercessors (1/2 CP):''' Select one {{W40Kkeyword|Intercessor}} unit with 5 or fewer models (or 6+ models for an additional CP) at the start of the game. This unit gains an additional attack and point in Ld, which is quite useful for a melee-focused chapter. *'''Hammer of Wrath (1 CP):''' When a unit with a {{W40Kkeyword|Jump Pack}} charges, they can roll a d6 for an enemy within 1" of the unit. They suffer a mortal wound on a 5+, which makes this more of a topping than anything useful. *'''Hero of the Chapter (1 CP):''' One generic character who isn't your warlord gains a Warlord Trait. *'''Fury of the Champions (1 CP):''' Select one {{W40Kkeyword|Terminator}} unit during any phase. The termies gain +1 to their hit rolls for that phase, which gives a bit of flexibility. *'''Gene-Wrought Might (1 CP):''' Suring the Fight phase, one {{W40Kkeyword|Primaris Infantry}} unit will automatically hit and wound on a natural 6 to hit. This benefit still stacks with your chapter trait, meaning that you score two automatic wounds when using the Assault Doctrine. *'''Target Sighted (3 CP):''' During the shooting phase, one {{W40Kkeyword|Intercessor}} unit with Stalker Bolt Rifles can target characters regardless of range and deal a MW on a nat 6 to hit. *'''Hunter-Slayer Missile (1 CP):''' During the shooting phase, one Impulsor can fire a special missile at an enemy {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Monster}} within 48" and 1" away from any friendlies. Roll a d6 - it deals D3 MWs if it beats the enemy's BS. *'''Skilled Riders (2 CP):''' During the movement phase, one unit of {{W40Kkeyword|Bikers}} or {{W40Kkeyword|Land Speeders}} gains a 4++ save against shooting for the turn, upping to 3++ if the unit advances. *'''Steady Advance (1 CP):''' You can make one {{W40Kkeyword|Infantry}} unit act as if they didn't move for the purpose of Bolter Discipline. More useful for Stalkers and classic rifles. *'''Transhuman Physiology (1 CP):''' When a friendly unit that isn't a {{W40Kkeyword|Servitor}} or {{W40Kkeyword|Vehicle}} is attacked, they will never be wounded on a 3 or lower. This is your answer against plasma and lascannons. This is how you screw with poison. Expect to use it. *'''Skyfire (1 CP):''' Select a {{W40Kkeyword|Hunter}} or {{W40Kkeyword|Stalker}} unit during the shooting phase. They will only target flyers, adding +1 to hit and wound and dealing double damage on a nat 6 to wound. *'''Vengeance of the Machine Spirit (2 CP):''' Select a dying {{W40Kkeyword|Land Raider, Repulsor, Storm Raven, Stormwolf}} or {{W40Kkeyword|Stormfang}} model - They can choose to automatically explode, or immediately make one last shot or swing at their top wounds bracket.
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