Editing
Warhammer 40,000/9th Edition Tactics/Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Special Rules==== *'''Chapter Tactics - Righteous Zeal:''' Units with this tactic can re-roll charge and advance rolls. They also get a 5+++ FNP vs mortal wounds. **Simple yet effective, this and Shock Attack are your incentives for melee. With an individual 47.8% chance of making a 9" charge, a massed deepstrike is less of a coinflip β the probability of ''at least one of two units'' making a 9" charge is '''72.8%'''. And you have a ton such units: ''Anything'' {{W40Kkeyword|Jump Pack}}, Reivers, {{W40Kkeyword|Terminators}}. Even melee Dreadnoughts will improve, as it makes charges vastly more reliable. But ''MSU everything'': one of two 5-man units making the charge is better than 10 dudes standing around doing nothing. It also doubles the grenades they can use (especially Reiver Shock Grenades), and the unit left behind can prevent any characters that didn't make the charge from being sniped when the others do get into melee. *'''Templar Vows:''' Huzzah, huzzah! The sacred vows of the Black Templars make their glorious return from 4th Edition! You pick one of the vows at the beginning of the game (after seeing what you're up against) and all of your units gain the listed benefits and penalties (Passion) of that vow. These replace the Super Doctrines other Chapters get, and while they do have a penalty associated with them, they are active all game long instead of being restricted to a few specific turns. **'''Accept Any Challenge, No Matter the Odds:''' Any models in melee will always gain the Assault Doctrine, which is a major convenience for early-game offense, allowing you to double dip doctrines: you can shoot with the tactical doctrine, and fight using the assault one. In addition, all units in melee gain +1 attack until the end of their fight - while this won't stack with Shock Assault, this will provide a bit of an edge in prolonged fights. In exchange, your units can't fall back so they don't want to get charged by a vehicle or monster they can't really wound or they'll be stuck there all game. ***Since the first points of AP are the most important ones, this benefits your Crusaders and Assault Intercessors the most. **'''Abhor the Witch, Destroy the Witch:''' On your first turn, your army gets +3" to their movement if there are any psykers in the enemy army. Any at all, which makes this incredibly handy. In addition, your units re-roll 1s '''to wound''' against enemy psykers. However, your units can't carry out any actions while within 18" of an enemy psyker. **'''Uphold the Honour of the Emperor:''' Your units gain a 5++ save and will never be wounded on an unmodified 2 to wound. However, they cannot receive the benefit of cover, though their saves offer quite a bit of protection. Armies that usually have an easy time wounding T4 Space Marines on a 2+ won't like this at all. ***Very good for both vehicles and big Crusader squads, which are usually too spread out to be affected by cover anyway, forcing AP-2 to be wasted on Neophytes and AP-3 to be wasted on vehicles, and you get ''5++ Dreadnoughts!'' ***Not quite the auto-take vow now thanks to Armor of Contempt, but still very useful depending on what you're up against. **'''Suffer Not the Unclean to Live:''' Natural 6s to hit a non-{{W40Kkeyword|Vehicle}} model in melee auto-wound, but whenever the unit charges, the unit has to charge the closest unengaged non-{{W40Kkeyword|Aircraft}} enemy within 12". You're usually only in range to charge one unit anyway, but a smart opponent can put a chaff unit or a tough unit like a vehicle nearer to your unit, forcing you to either charge that or do nothing for a turn. *'''Unit Restrictions:''' {{W40Kkeyword|Adeptus Astartes Psykers}} cannot be from the {{W40Kkeyword|Black Templars}} Chapter and you can't take a Chapter Champion as you already have the [[Emperor's Champion]]. *'''Wargear Options:''' Their Primaris Marshals (Captains) and Primaris Castellans (Lieutenants) get extra options. The firstborn ones don't: **Basic Primaris Captains can swap their loadouts to the manlier choice between master-crafted power sword or master-crafted power axe and plasma pistol or auto-flamer. The auto-flamer introduces the first instance of a Primaris combi-weapon, slapping a flamer on an auto bolt rifle for max-purging at full advance speed. **Primaris Lieutenants can swap their bolt rifle for a combi-flamer (yeah, a combi-flamer on a primaris model) and master-crafted power axe. Or they can replace their entire loadout for a choice between a heavy bolt pistol or auto-plasma and a choice between a chainsword or master-crafted power sword. While the option of a combi-flamer is odd when the auto-flamer exists in the same supplement, this is so that you can use the special classic mini as a primaris instead of a firstborn. Also, only they can take the auto-plasma, not the Captain. **Primaris tanks (Repulsors, Impulsors, Gladiators) can get a multi-melta instead of an ironhail heavy stubber (and increases the tank's PL by 1, if you ever use PL). On a Gladiator Valiant that means ''three'' multi-meltas on top of your twin las-talon and icarus rocket pod, which is a ''lot'' of [[dakka]].
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information