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====Stratagems==== White Scar Stratagems can be divided into four categories; movement, offense, durability/utility, and universal. *'''Movement:''' As befits their reputation for lightning warfare, the White Scars have an impressive number of movement related stratagems. These revolve around getting your units where you want them to be, whether that means in melee combat, onto an objective, or out of a transport. **'''Wind-swift (2 CP):''' Select one unit that has just moved, and move it again. Can't advance if it had already advanced, can't shoot, charge or use psychic powers either. Can be useful if you need an aura ability like an Ancient's or Chaplain's ''right fucking now''. **'''Lightning debarkation (1 CP):''' A transport that doesn't have the Flyer Battle Role can disembark its cargo ''after'' it has already moved, though they cannot charge that turn. ''Aka pay 1CP to give a transport the Impulsor's rule''. **'''Fierce rivalries (1 CP):''' Your first charge that phase rolls the best 2 of 3d6. ''Game on, Blood Angels''. **'''Strike for the heart (2 CP):''' One of your WS can consolidate D3+3", or D6+6" if every model in that unit has a move characteristic of at least 10". ''Not only can you hit hard and fast, you can also drag nearby squads into the melee''. **'''Encirclement (1CP):''' During deployment, set up a unit outflank instead of on the battlefield. At the end of one of your movement phases, that unit can arrive within 6" of a battlefield's edge and more than 9" away from enemy models. *'''Offense:''' These stratagems allow you to hit harder or ignore penalties to your shooting from advancing or falling back **'''Butchered quarry (1 CP):''' When an enemy falls back from a WS Infantry or Biker unit (that isn't within 1" of yet another enemy unit), your squad makes one attack with a melee weapon at the falling back unit. If they yet live, your squad can follow them 3", as long as that move doesn't take them within 1" of another enemy unit. **'''Hunter's Fusillade (1 CP):''' When a unit advances, their Heavy and Rapid Fire weapons can be fired as if they were Assault (keep in mind Rapid Fire 1 becomes Assault 1). **'''Born in the saddle (1 CP):''' A biker can advance and shoot. **'''Feinting withdrawal (1CP):''' A unit that falls back can still shoot. **'''Chogorian thunderbolts (1 CP):''' When one of your squads finishes a charge move, for each model in your squad select one enemy unit within 1" of that model. Roll a d6 and inflict 1MW on that unit on a 6. ''Doesn't say you can't select the same squad many times'' - true, but obviously in matched play it can only be used once per phase. **'''The eternal hunt (2CP, Single Use):''' Use this strat at the start of the movement phase if the Assault doctrine is active. Until the start of the next battle round, Pistols and melee weapons gain yet -1AP on unmodified wound rolls of 6. *'''Survival/utility:''' While the White Scars are extremely fast and deadly, they have a limited number of stratagems that focus on defense or utility options. **'''Ride Hard, Ride Fast (1 CP):''' Use it on a unit that just advanced. Enemies shooting at it get -1 to hit until the start of your next movement phase. ''Unstoppable -2 to hit Smoke Launcher'd transport''. **'''Quarry of the Khan (1 CP):''' If your WS warlord is on the field when you first generate a Tactical Objective, this strat guarantees your it is Kingslayer, which your warlord is good at. **'''A mighty trophy (1 CP):''' Use it when a WS kills the enemy warlord with a melee weapon. Your White Scars now autopass morale tests. *'''Universal:''' All Chapters Supplements include some variation of the following three stratagems. **'''Khan's Champion (1 CP):''' Give one of your "sergeant"s a Master-crafted weapon/Digital weapon/Headtaker's trophies/Stormwrath bolts. Remember all relics in your army must be different and handed to different characters. ***Stormwrath bolts restrict the weapon to "make a single shot with this stats", but it DOESN'T change a profile's rules: an Eliminator Sergeant can snipe characters with Stormwrath bolts with +2 to hit that ignore cover/inflict a MW on a 6+ to wound. Unsure an Armorium Cherub could reload a Devastator sergeant's boltgun, but his Signum would give him BS2+. ***The other three SI wargear are melee-oriented; a Master-crafted power weapon or Digital weapon for Vanguard Vet/Primaris sarges. A Reiver with Headtaker's trophies, however, can inflict -2Ld on his own. **'''Tempered by wisdom (1CP, Single Use):''' You can generate a second warlord trait for one of your WS characters that isn't a named character, from the White Scars Warlord Trait table. All warlord traits must be different. **'''Gift of the Khans (1CP, Single Use):''' After nominating a WS Successor character as your warlord, you can give one Relic of Chogoris to one of your WS Successor characters ''instead'' of giving them a relic from the regular SM codex or a Special Issue wargear.
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