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Warhammer 40,000/9th Edition Tactics/Space Marines
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====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Cunning of the Wolf (1 CP):'''You select one {{W40Kkeyword|INFANTRY}} unit to gain the outflank rule. Congratulations, you got outflanking back. Enjoy watching your opponent's backline melt. For only a single command point to spend on each unit you do that for. Hell yeah! Shenanigans will ensue for armies with similar abilities (aka. Eldar, Blood Angels, Raven Guard etc.), prepare for hilarity. *'''The Emperor's Executioners (1 CP):''' In the Fight phase, a Space Wolves unit can reroll hit and wound rolls against Thousand Sons unit in melee. *'''Savage Strike (1/2 CP):''' When a Space Wolf unit is selected to fight the turn it changes, add +1 to wound for each time it fights this phase. 1cp of a unit of 5 models or less and 2 for more than 5. *'''Healing Balms:''' Instead of just being a full-on ability to heal like an apothecary, this gives the {{W40Kkeyword|Wolf Priests}} their means to restore d3 wounds to the appropriate {{W40Kkeyword|Space Wolf Infantry, Bikers}} or {{W40Kkeyword|cavalry}} within 3". A serious nerf since Space Wolves still can't use apothecaries for actual healing. *'''Vicious Executioners (1 CP):''' One {{W40Kkeyword|Wolf Guard}} unit during the fight phase gets to deal a MW on top of any normal damage when they roll a natural 6 to hit. *'''Pack Hunters (1 CP):''' During the Charge phase, pick an enemy currently engaged with a {{W40Kkeyword|Space Wolf}} unit, {{W40Kkeyword|Space Wolf Calvary}} and {{W40Kkeyword|Space Wolf Beasts}} roll 3d6 drop one when charging that enemy, and they reroll their teeth and claw attacks against them. *'''Relentless Assault (1 CP):''' Lets a {{W40Kkeyword|Space Wolf}} unit consolidate an extra 3". Not cumulative with other rules. </tab> <tab name="Epic Deed"> *'''Cloaked by the Storm (2 CP):''' In the Psychic phase, when Space Wolf psyker manifests a power from the Tempestas discipline, he imposes a -1 penalty for all ranged attacks made against Space Wolves units within 6" of it until the next Psychic phase. Expensive, but now you can buff your army without ever using a buffing power. *'''Deed Worthy of a Saga (1 CP):''' When a character without a Warlord trait fulfills a requirement listed for a saga, they gain that saga's aura for the rest of game. </tab> <tab name="Requisition"> *'''A Trophy Bestowed (1 CP):''' Lets a Space Wolf successor chapter take a chapter relic instead of being stuck with just the special-issue wargear list. *'''Thane of the Retinue (1 CP):''' If you have a Space Wolf Warlord, a sergeant or pack leader can take a special-issue wargear. *'''Warrior of Legend (1 CP):''' Put a second WT on your Warlord. This second WT must be from the Space Wolves codex and they gain the associated deed. Worth noting that the first trait could be from the Space Marine codex. </tab> <tab name="Strategic Ploy"> *'''Bestial Nature (1 CP):''' In the Command phase, a Space Wolf {{W40Kkeyword|Space Wolf INFANTRY}}, {{W40Kkeyword|Cavalry}}, or {{W40Kkeyword|Bike}} unit is treated as being in the Assault phase. *'''Counter-Charge (1 CP):''' This allows one unit to perform a Heroic Intervention against an enemy charge, letting them move 6" to do so. This little gem is useful in protecting more vulnerable forces by throwing more durable (or disposable) forces against the enemy. *'''Keen Senses (1 CP):''' Use this stratagem in the Shooting phase. Choose a SW unit from your army; they suffer NO penalties to hit until the END OF TURN. Those Alaitoc Shadow Specters will hate your guts. Time to break out the BIG guns. Use this broke-ass stratagem on leviathans, fellblades, and tank destroyers. The more guns the better. **This stratagem lets you turn your Long Fangs into Dark Reapers, meaning you can have move without suffering any minuses to hit. This makes any unit you wish had Power of the Machine Spirits that much faster. *** RAW, you could use this in your shooting phase, and negate all melee negative modifiers (Hammers, Fists etc.) in preceding fight phase. Super sweet on Wulfens and TWC hammering foes on 2+ to hit. **** Dope combo: use this on Aggressors, find some Hunter saga near by, advance and shoot with gauntlets without penalty, then charge and pulverize survivors with fists on 2+. </tab> <tab name="Wargear"> *'''Runic Wards (1 CP):''' Lets any of your units Deny the Witch like a Psyker, but only within 12". </tab> <tab name="Wolfspear"> *'''Track and Hunt (1 CP):''' at the end of the Movement Phase to pick an enemy unit within 24” of one of your Wolfspear Core units; that unit doesn’t get cover for the rest of the turn. *'''Killing Blow (1 CP):''' in the Shooting or Fight phases, give a unit +1 to wound against a unit that’s either below Half Strength or consists of 1 model and has lost more than half its wounds. *'''On the Scent (1 Cp):''' in the Charge phase, pick an enemy unit that lost models or wounds this turn – you get to re-roll charges for Wolfspear Core units that charge them. </tab> </tabs>
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