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===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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