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====Successor Tactics==== All Successor chapters that don't already have associated Chapter tactics must make their own. It's the fourth edition all over again, once more you're allowed to create a bespoke chapter tactic for [[Your Dudes]] by combining any 2 of 18 available options, or use a First Founding chapter's tactics. The available options are listed below: *'''Inheritors of the Primarch''': Sacrifice the ability to take a second successor tactic in favor of directly copying a First Founding Chapter Tactic (from Codex: Space Marines, so no copying Blood Angels etc). **As this still excludes you from taking named characters from that First Founding Chapter, the only reason to ever choose this is when you want a Forgeworld named character and his detachment to have a First Founding Chapter Tactic. Like giving the {{W40kKeyword|Astral Claws}} the {{W40kKeyword|White Scars}} trait so they can charge after advancing [[Red_Corsairs|like when renegade]]. Or if you just want to use the Chapter Tactic without the primogenitor's color scheme. ** Additionally, pick if you find the full benefit of the parent CT better than a combination. Notably, you can't replicate any individual Chapter Tactic as all of them have at least one element that is unique to them. **The only restriction is that, IF your chapter's primogenitor is known, IF you use Inheritors of the Primarch it would need to be from their parent chapter. Examples: the {{W40kKeyword|Novamarines}}' parent chapter is the Ultramarines, so you can't use Inheritors to give them the White Scars' trait (because that's not their parent chapter), and you can't give any chapter the Black Templars' CT (because that's not a First Founding chapter). *'''Bolter Fusillades''': Re-roll hit rolls of 1 when using bolt weapons. Not only frees your Captains from babysitting line squads so they can focus on the big guns, but it also means you can switch your HQ towards Lieutenants, as anything with bolt weapons is effectively inside a Captain's aura. Keep in mind the Lt's re-roll is statistically identical to the Captain's (better for anything that automatically hits, but worse for anything that hurts you on a 1; neither one affects the odds that a successful hit is a 6 or that a successful wound is a 6). *'''Born Heroes''': Characters with this tactic can do Heroic Interventions from 6" instead of 3". Pretty terrible outside Supreme Command Detachments, but it's good there. *'''Duelists''': When making melee attacks against enemy {{W40Kkeyword|infantry}} or {{W40Kkeyword|biker}}s, ''unmodified'' hit rolls of 6 auto-hit and auto-wound. Explicitly incompatible with the ''Whirlwind of Rage'' tactic, sadly. ''Doesn't work on Cavalry because GW likes to pretend Wolf Riders don't exist; can't blame them''. **Duelists works better the tougher your target is, although it's somewhat limited in that Infantry and Bikers don't tend to exceed T5. The bonus is better than Whirlwind of Rage when you need a 5+ to wound (DG/Custodes), equal at 4+ (CSM/Orks) and worse when you wound on a 3+ (IG/Eldar/Tau). This also means anything better than a Power Sword would be better used by Whirlwind of Rage, so, unless you want something specific like a melee Primaris chapter that fights T5 enemies, pick Whirlwind. Take note of the combo with Incursors knives... . *'''Fearsome Aspect''': -1 Leadership to enemy units while they're within 3" of any of your units. **Situational, but can be combined with other debuffing abilities, such as Reivers' aura, to provide an effect like Night Lords PLUS another chapter tactic, because this is only half of your trait. ''Night Lords, eat your hearts out''. *'''Hungry for Battle''': +1" to the advance or charge roll. Amazing for melee units and also pretty good if you want to spam Assault weapons. Has no synergy with bikes or anything else that doesn't roll to Advance (like anything with Supersonic), but at its most noticeable on slow things trying to advance or deep striking things that want to charge right now - you'll definitely notice this tactic's impact on cataphractii terminators, for example. ** Gets really crazy with the Master of the Vanguard warlord trait for +2" move and advance. Gets even crazier, borderline illegal, with Lias Issodon for +3" to move and advance. *'''Indomitable''': You can't lose more than one model from a failed Morale roll. Half of the Dark Angels CT. It can be okay for big units if you want to maximize the effectiveness of Stratagems, but it's not likely you'll fail morale tests to begin with. *'''Knowledge is Power''': Psykers with this tactic can re-roll "any or all" rolls of 1 when casting or denying. Half of the Blood Ravens tactic. If you're taking a Supreme Command with 3 Librarians for some reason this is good; ''don't'' take this if less than a third of the Detachment consists of Librarians. *'''Long Range Marksmen''': +3" range to all ranged weapons. Your marines get to engage enemies from their own deployment zone, taking better advantage of Bolter Discipline. Furthermore, it's amazing for flamers, which gain 11" range and become able to be used right out of a deepstrike, as well as being almost impossible to avoid by melee units. It also makes meltaguns noticeably easier to use, and while half-range abilities only gain a 1.5" boost, this is enough for Grav-guns and Combi-gravs to double-shoot after deep striking, which makes them a lot less terrible. Also, don't forget this applies to your grenades as well - 9" frag, krak, and shock, and 7" melta, is enough that you'll want to consider throwing a grenade more often when firing Overwatch. *'''Master Artisans''': A ''unit'' with this tactic can re-roll a single failed to hit roll and a single failed wound roll each time it shoots or fights (including overwatch). Half of the Salamanders' CT. Units with a few weak weapons benefit most, but few strong is better than many weak for this. Amazing for pretty much any unit, with the standard Salamander caveat that it's a lot better the fewer attacks per unit you have - always go MSU with this. *'''Preferred Enemy''': Pick one of the following factions: Aeldari, Tau, Heretic Astartes, Tyranids, Orks, or Necrons. Re-roll hits with melee weapons when attacking them if you charged, were charged, or made a Heroic Intervention. Fluffy, but bad for [[WAAC]] lists unless you are building for one specific opponent; Heretic Astartes are the most popular of these factions and Orks are guaranteed to get into combat with you, but you can get re-rolls for hit rolls cheaply in other ways. *'''Rapid Assault''': Advancing no longer incurs a -1 penalty on firing Assault weapons. It's okay if you spam Assault weapons (especially meltaguns on bikes), but this tactic needs to be combined with something like Hungry for Battle to make it work. *'''Scions of the Forge''': Units with damage tables count their wounds as doubled when calculating the effects of damage. 1/3 of the Iron Hands CT. Good for heavily mechanised lists. *'''Stalwart''': When rolling for wounds against your models, natural rolls of 1 or 2 always fail, regardless of any modifiers or abilities the attacking unit might have. Makes your units somewhat better against plasma and other S8+ weapons. The other half of the Blood Ravens tactic. *'''Stealthy''': Count as being in cover when at least 12" away from enemies. Half of the Raven Guard's tactic. By the time the enemy gets close enough to ignore this bonus you'll be within range for an easy charge. Good for gunlines, especially Vehicles and Flyers; meh for other types of units. *'''Stoic''': +1 Leadership. Half of the Ultramarines CT. Skip it unless you need it for a very specific plan - it's usually fundamentally garbage compared to Indomitable. **Stoic is better than Indomitable in the instances where the unit fails by EXACTLY ONE. However, Space Marine normal leadership, unit size, and ATSKNF means that this happens... quite a bit more frequently than in might in other armies. *'''Tactical Withdrawal''': Units with this tactic can charge after falling back. Roughly 1/4 of the White Scars' tactic. Amazing for melee oriented armies, allowing you to trigger Shock Assault whenever you want. Generally speaking, best on a unit with {{W40Kkeyword|FLY}} (especially Inceptors), since you can fall back, shoot, and then charge back into melee. **Wasted on Intercessors and Infiltrators, who can get the equivalent of an extra melee attack without needing to risk overwatch just by firing their bolt pistols; better on Incursors thanks to their knives. Only really works on Troops if you can make them fight twice, if they don't have pistols or you're using another unit to shoot their target between withdrawal and charge, so take it for your heavy hitters instead. *'''Warded''': 5+ Feel no Pain versus mortal wounds only. Half of the Black Templars' tactic. Situational, but useful if your meta is full of armies [[Tyranids|who]] [[Thousand_Sons|spam]] [[Death_Guard|mortal]] [[Eldar|wounds]]. **All mortal wounds, not just those from psychic powers; this is basically Armour of Contempt but always active, all the time and not restricted to vehicles. A character about to die can fail to save a regular wound, and pass it onto a Company Vet as a mortal wound to try to save it again. A vehicle that fails a plasma roll has a chance to not lose a wound. **What tries to counter TH/SS? Mortal Wounds SPAM. Well now your TH/SS are 2+/3++/5+++, simple as. *'''Whirlwind of Rage''': When making melee attacks for a unit that charged, was charged, or made a Heroic Intervention, unmodified hit rolls of 6 score an additional hit. Explicitly incompatible with the ''Duelists'' tactic, above. **Unlike Duelists, mathematically the Whirlwind of Rage bonus constantly behaves as +1WS (one that also affects WS2+ models), irrespective of chances to wound and not limited by keywords. Plus, its bonus is better than Duelists against targets you wound on a 3+ or less, meaning both your anti-horde and power weapons benefit. Do note that, unlike Duelists, Whirlwind only works in the first round of combat, not that anything you were fielding was planning on staying in melee for longer than that.
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