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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Crusader's Wrath (2 CP)''': Use during a Command Phase where the assault doctrine is active. Whenever one of your models rolls a natural 6 to wound with a pistol or melee weapon, that hit improves its AP by 1. This stacks with the assault doctrine's buffs, but this is used only once, so you should save it for either felling a high-save foe or when most of your army gets stuck in. **You can read "6's to wound" as "1 in 9 attacks at WS3+". *'''Devout Push (1 CP)''': Use at the start of the fight phase, a {{W40Kkeyword|core}} or {{W40Kkeyword|character}} unit can ''either'', if it is unengaged, do a 3" <u>Normal</u> move towards the closest enemy unit or objective, ''or if he already is within engagement range of an enemy'', do a Pile-in move. **''<u>You cannot devoutly push yourself into melee because "Normal move"s cannot get you within engagement range</u>''. You can use it to creep onto an objective or basically move at M9", especially if the unit doesn't have assault weapons...but what are you going to use it on? Devastators who are walking out in the open who just so happen to be some 3" away from cover? And Terminators have 2 speeds anyways: deepstrike and charge. *'''Vicious Riposte (1 CP)''': Use at the begining of the fight phase (aka before attacks are declared) on a {{W40Kkeyword|Black Templars Core}} unit. Until the end of that phase, whenever a model of that unit is killed in melee without exploding, roll a D6; on a 5+, after the attacker's done their attacks, they receive 1 mortal wound, up to a maximum of 6 mortal wounds (you'd need 18 dead primaris crusaders for the full 6MW). ''Good for dead scouts, who only take 1 wound to kill. And even then you still need to lose 9 of them''. It manages to be even less useful than an Ancient. </tab> <tab name=" Epic Deed"> *'''For the Emperor's Honour! (2 CP)''': During the Fight Phase, pick out one {{W40Kkeyword|Black Templars Character}} and an enemy {{W40Kkeyword|Character}}. For this entire phase, the enemy character has to direct any attacks to your chosen character if they're in combat. ''This begs to be combined with Tanhauser's Bones for 1D''. *'''Bombastic Delivery (2 CP)''': In your Command phase (aka when footslogging), one of your Chaplain's litanies will automatically inspire, and they can roll to use another litany. ''So, it guarantees that litany you want, plus allowing to roll for Litany of Hate as well'' </tab> <tab name="Requisition"> *'''Revered Repositories (1 CP)''': You can hand a sergeant or Sword Brother one of the following: Witchseeker bolts (better when fired by a Primaris character's Master-crafted gun), Sword of Judgement (better wielded by someone with more WS and Attacks), the Skull of the Cacodominus (which merely needs to be held), Master-Crafted Weapon, or Digital Weapons. Your choice. *'''Heir of Sigismund (1 CP)''': Typical "warlord gets another WT" stratagem. Must be a BT trait. *'''Champion of the Feast (1 CP):''' One sergeant or Sword Brother gets +1 to their Attacks and Wounds and improves their WS by +1. **This changes things: normally a sergeant's WS3+ 2W 3+1A stats would only be okay for holding a low level relic. But WS2+ 3W 4+1A is comparable to a Lieutenant, and is especially useful for a relic bearer (or/''with'' revered repositories teammates). A unit equipped that way is basically a character + retinue, worthy of being supported by a chaplain or transport. Sergeants of note are: ***Assault Centurion (5W 5+1A), can master-craft either the drill or the hurricane bolter. They aren't CORE, though. ***Aggressor (4W 5+1A) ***Assault Intercessor (3W 4+1A) <u>Can fight twice</u> with the Fist of Balthus or master-crafted hammer, ''both unavailable to primaris characters''. ***Bladeguard (4W 5+1A) with the Sword of Judgement ''if someone else isn't wielding it''. </tab> <tab name="Strategic Ploy"> *'''Abhor the Witch (1 CP)''': When an enemy psyker manifests a power within 24" of your units, they can deny it on a 4+. This has no stipulations on only infantry or anything, so you can even have your land raiders shut down those psykers like nobody's business. *'''The Emperor's Will (1 CP)''': Use when a {{W40Kkeyword|Black Templars Infantry}} Unit advances. They can still shoot pistols, rapid-fire, and assault weapons without any penalties. While charging remains off the table, you now have a way to bring a firing line much closer and fire as soon as they get there. *'''Exemplars of the Crusade (1 CP)''': A unit of Sword Brethren (Only Primaris since we have no way to bring back the original unit) that roll a natural 6 to hit score an additional hit. *'''Deadly Cargo (1 CP)''': After a {{W40Kkeyword|Land Raider Crusader}} made its Normal move, units (''plural'') embarked inside it can disembark (3"). They cannot move any further...but they can charge. ''Assault vehicle is back!''. **The stratagem targets the Land Raider itself, meaning you can disembark three units & a character in different directions and have them all charge. M10" + 3" disembark + 9" makes Assault Centurions inescapable. *'''Strength of Conviction (1 CP):''' One {{W40Kkeyword|Black Templars Core}} unit will count as as having ObSec for this turn. ''A reminder that Dreadnoughts are CORE''. *'''Tenacious Assault (1 CP)''': Roll a d6 when an enemy {{W40Kkeyword|infantry}} or {{W40Kkeyword|beasts}} unit tries to fall back from your units. On a 4+, they can't fall back. While it can now lock up things like Flesh Hounds and spawns, the effect itself took a major blow to effectiveness. </tab> <tab name="Wargear"> *'''Heretic's Pyre (1/2 CP)''': Pick one {{W40Kkeyword|Black Templars Core}} unit during the Shooting Phase. Any flame weapons in the unit (including those spiffy new pyroblasters and pyre pistols) essentially gain Blast: a target unit of 6-10 models scores 3 hits while a unit of 10+ models scores all of the hits. They don't gain the actual rule, which matters to Dreads with flamers. Costs 2CP if the unit is {{W40kKeyword|Mark x Gravis}} aka Aggressors; still 1CP for the other sources of flame: Assault Centurions and Sternguard & Company Vets with combi-flamers. ''What better way to spread the faith and show off to those sisters than by cooking the enemy alive?'' *'''Incendiary Shells (1 CP)''': Any unit that fires their shotgun (aka Crusader Squads of both varieties, and Scouts & Scout bikers) improve their damage to D2. </tab> </tabs>
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