Chapter Tactics

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Revision as of 14:59, 9 August 2024 by Talonsin (talk | contribs) (Created page with "=== Black Templars Chapter Tactics === {| class="wikitable" |The Black Templars mix zealous fury with unorthodox close-assault tactics, forging themselves into crusades whose onslaught is as terrifying as it is brutal. Driven by their devotion to the Emperor, they will never back down from a challenge, and steel their minds against the vile corruptions of witch and heretic alike. |} '''Holy Crusaders:''' Black Templars models have the Crusader and Adamantium Will special...")
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Black Templars Chapter Tactics

The Black Templars mix zealous fury with unorthodox close-assault tactics, forging themselves into crusades whose onslaught is as terrifying as it is brutal. Driven by their devotion to the Emperor, they will never back down from a challenge, and steel their minds against the vile corruptions of witch and heretic alike.

Holy Crusaders: Black Templars models have the Crusader and Adamantium Will special rules.

The Lost Librarius: Librarians may not be included in Detachments of Black Templars.

Righteous Zeal: If a Black Templars unit suffers one or more casualties in the Shooting phase or as a result of Overwatch, all models in that unit gain the Counter-attack and Rage special rules until the end of the turn.


Dark Angels Chapter Tactics

The stalwart descendants of the Lion are renowned for their unshakeable resolve, enduring tenacity and strict fire discipline in battle.

Grim Resolve: You can re-roll all hit rolls of 1 for this unit whenever it shoots or fights (including when firing Overwatch) so long as it did not move in its prior Movement phase.

In addition, units with this discipline add +1 to their Leadership characteristic.

Imperial Fists Chapter Tactics

With a reputation for excelling in siegecraft, the Imperial Fists and their successors are experts with heavy weapons and bolt weaponry. No foe can stand against their firepower, nor drive them back once their feet are planted.

Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with bolt pistols, boltguns, storm bolters, heavy bolters and combi-weapons that are firing as boltguns. This rule also applies to models firing hellfire, kraken, vengeance or dragonfire rounds.

Siege Masters: Imperial Fists models can re-roll armour penetration rolls against buildings that do not result in a glancing hit or penetrating hit, and add 1 to the result when rolling on the Building Damage table. In addition, Imperial Fists Devastator Squads and Centurion Devastator Squads have the Tank Hunters special rule.


Iron Hands Chapter Tactics

The Iron Hands and their successors venerate the purity of the machine over the weakness of mere flesh. Their proliferation of bionics, coupled with the advanced selfrepair mechanisms of their vehicles, renders Iron Hands forces nigh unstoppable in battle.

The Flesh is Weak: Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls.

Machine Empathy: Iron Hands characters and vehicles have the It Will Not Die special rule. Furthermore, Iron Hands Techmarines add 1 to their Blessing of the Omnissiah rolls.


Raven Guard Chapter Tactics

The Primarch Corax was known for his exceptional stealth, striking unseen from the shadows. The Raven Guard and their successors still follow his example, specialising in sudden, devastating assaults.

Strike from the Shadows: Non-vehicle Raven Guard models that do not begin the game in a Transport vehicle have the Shrouded special rule until the start of the second game turn. When rolling to see whether the Night Fighting mission special rule is in effect during game turn 1, you may add 1 to the result if your army contains at least one Raven Guard unit.

Winged Deliverance: Raven Guard units with the Fly keyword may roll 3 dice when advancing and pick the highest result. Furthermore, when they make Hammer of Wrath attacks, Raven Guard models can re-roll failed To Wound rolls.


Salamanders Chapter Tactics

Holding to the teachings of their Primarch, Vulkan, the Salamanders are peerless craftsmen. Their heroes stride through the fires of battle wielding masterwork weapons, and their strike forces employ many flamer weapons.

Flamecraft: Salamanders models have the Feel No Pain (4+) special rule against Wounds caused by flamer weapons. Furthermore, when using flamer weapons, Salamanders models can re-roll failed To Wound rolls and armour penetration rolls that do not result in glancing or penetrating hits.

Master Artisans: During army selection, each Salamanders character may upgrade one of his weapons (even one purchased as an upgrade, but not a Chapter Relic) to have the Master-crafted special rule.


Ultramarines Chapter Tactics

The Ultramarines epitomise adherence to the Codex Astartes, and their methods present a proud example to their many successor Chapters. Whether laying down disciplined bolter fire, charging the foe with chainswords roaring, or pounding them into submission with their heavy weapons, none can equal the Ultramarines’ skill.

Scions of Guilliman: If your army contains any Ultramarines units, you can choose to enact the Devastator Doctrine, Assault Doctrine and Tactical Doctrine twice each per game.


White Scars Chapter Tactics

The White Scars and their successors are the masters of high speed, hit-and-run warfare. Using their mobility to outpace and outmanoeuvre their foes, White Scars bikers strike their enemies like lightning before disengaging and attacking from a new direction.

Born in the Saddle: White Scars models with the Biker keyword have the Skilled Rider special rule and add 1 to their Strength when resolving hits caused by the Hammer of Wrath special rule.

Fight on the Move: White Scars models have the Hit & Run special rule. A unit composed entirely of White Scars models can re-roll the dice when determining Run moves.