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===Psychic Awakening: Ritual of the Damned Space Marine copy pastes=== *'''Big Guns Never Tire (1 CP):''' A vehicle UNIT ignores heavy for a turn. Choice units for this can be: **Leviathan dreadnought in devastator doctrine with 3 hunter killer missiles and extra range guns hitting on 2's with wisdom of the ancients anyone? **Forget your Leviathan, the wording is 'Vehicle unit' so take 5 speeders in your Ravenwing Landspeeder UNIT and zoom around without penalty. ***This sounds great on paper but there's a few flaws, primarily the saves. Landspeeders have to advance to get the Jink 4++, to then shoot you now have to add in speed of the Raven AND then include Big guns never tire, assuming they manage to survive the entire battle that's 10cp. Now the Leviathan also uses 10 cp on Wisdom and BGNT however now lets include characters, the leviathan can ignore wisdom simply by having a captain nearby so that brings it to 5cp. The Landspeeders are still on 10, solution? Ignore this strategem for them and take a Talonmaster, why? Because the Talonmaster can take the impeccable mobility warlord trait which lets them ignore the heavy penalty, and if you don't want him as a warlord, you can pay 1 cp for hero of the chapter to get it, bringing the Landspeeders down to 5/6cp for the whole battle while also gaining ignore cover and rerolling wounds of 1. Not saying this isn't a bad unit choice but it has alternative solutions to fix it's -1 for heavy problem **There's also no one saying that the unit needs to expensive, need to reposition that predator? Go for it. Really need that Lasorback to shoot something? Go for it. Want that Nephilim/Dark Talon to hit on 2's? GO FOR IT! *'''Boltstorm (1 CP):''' Useable only during your shooting phase, Auto-bolt rifles within half range automatically hit their target. *'''Duty Eternal (1 CP):''' Affects a dreadnaught when targeted in shooting or combat and cuts all damage by 1 (to a minimum of 1). It'll keep that dread alive, but it's not immune to mass lascannon fire. *'''Fury of the First (1 CP):''' Add 1 to the hit rolls for a {{W40kKeyword|Deathwing}} squad in shooting or combat. Combine this with "Never forgive, never forget" and you can have exploding attacks on 5+ against CSM and 3+ against the fallen, as rare as they are. Ensure you have some rerolls available through Belial or Righteous Repugnance to make the most of it. *'''Gene Wrought Might (1 CP):''' Affects a primaris infantry squad in combat a 6+ to hit is an auto hit and wound. *'''Hero of the Chapter (1 CP):''' Give a non-unique character a warlord trait, but you cannot double up on the same trait. Also only the warlord counts as a VP for "Slay the Warlord" and the like. Only one use per battle, this may sound bad for a 3-wings army. *'''Honored by The Rock (1 CP):''' Give a Successor Chapter a relic of the Rock. A space marine copy, the place name simply changes. Pretty much pointless for non-codex marines as we don't get to pick successor tactics like they do in the new supplements, so all our successor chapters just play as counts-as-dark angels because otherwise you're just nerfing yourself, unless a That Guy is around being all pedantic and whiny. **It has some really niche utility as a way to get 3 relics for just 2 CP instead of 3 (1 is free, 1 is with the old stratagem, another one with this), but 2 of them must be from the special wargear (or be the Heavenfall blade) and one must be a "Dark Angels" relic. *** It's interesting to point out that Codex compliant Marines can pay the same amount of CP for 3 relics without this ridiculous limitations. *'''Monster Slayer Missile (1 CP):''' Used on a repulsor, shoot at a vehicle or monster within 48" and if it hits it does d3 mortal wounds. Interesting, probably won't be used often but don't forget about it, as an average extra two mortal wounds on that charging Mortarion might be really helpful. *'''Rapid Fire (2 CP):''' Turns bolt rifles into rapid fire 2 for a shooting phase. 2cp is kind of steep but if you have objective camping intercessors about to be overrun by a horde, turning their guns into 30" S4 AP-1 (-2 in Tactical doctrine) 1D storm bolters with instant rapid fire and rerolls to 1 for not moving is pretty decent. *'''Steady Advance (1 CP):''' Affects any infantry squad, they count as remaining stationary for bolter discipline. Storm bolter toting veterans are a good choice for this especially in the tactical doctrine. *'''Target Sighted (3 CP):''' Stalker Bolt rifles become snipers for a turn, being able to target characters and doing a mortal wound on a 6+. Very unlikely to be worth it for 3CP even on a squad of 10. Most effective against linchpin T3 characters like Guard and Eldar where the S4 and volume of fire actually means something in comparison to the Eliminators S5 *'''Transhuman Physiology (2 CP):''' Works on any non-vehicle unit in combat, that unit can never be wounded on a 1-3. It's nice this isn't exclusively Primaris, makes us remember that old marines are still Damn Space Marines. *'''Vengeance of the Machine Spirit (2 CP):''' Any vehicle with power of the machine spirit can do one of the following when it dies, shoot a single weapon, auto explode or attack again in combat. It will always use the top of its wound chart when it does this. For 2CP you're probably making it explode. *'''Veteran Intercessors (1/2 CP):''' Turns a 5 man unit of intercessor into vets for 1 CP but if the squad has 6 or more models it costs 2 CP, a veteran intercessor gets an extra attack and Ld. This will be better on the upcoming chainsword intercessors, (assuming it works on them) now that they've stopped being Tau-level whimps about joining in honourable melee combat.
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