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Q. If I include a Space Marines Detachment in my army, can I use the Stratagems from Codex: Space Marines to affect <Adeptus Astartes> units from other codexes, such as Codex: Grey Knights or Codex: Deathwatch?
A: No, as noted in the second paragraph under Space Marine Units and Detachments on page 174 of Codex: Space Marines.
This is a really stupid way of saying 'Stratagems from this Codex can only affect models from this Codex.' In that case, GW should've wrote <Chapter>, instead of <AA>. But hey, if you're gonna copy-paste from the old Codex, you're gonna end up with the same mistakes.
Armour of Contempt: If an <AA Vehicle> takes a Mortal Wound, gain Ignore Mortal Wounds (5+) against that wound, and all Mortal Wounds for the rest of the phase. This is
not Psychic phase-only.
Auspex Scan (2): If your opponent sets up a unit within 12" of one of your <AA Infantry> units, shoot at them with -1 to hit.
Supression Fire (2): <Whirlwind> or <Thunderfire Cannon> can shoot twice...But can only use indirect fire weapons.
I guess a Whirlwind firing twice with a Storm Bolter is OP?
Only in Death Does Duty End (2): When an <AA Character> dies, they can immediately Shoot or Fight. Solid.
Chapter Master (2): <AA Captain> that is
not a named Character (:smallfrown:) starts handing out full re-rolls to hit, not just 1s. For only 2 CPs, this Stratagem could represent well over half a dozen re-rolls. However, a
better idea is to use a
Codex Supplement and just take an existing Chapter Master and save your CPs. If you're using a Successor, and thus, named Characters are unavailable to you, that's a shame.
Death to the Traitors!: <AA> unit gains additional attacks in the Fight phase on unmodified 6s to hit vs. <Heretic Astartes>. Use 'em if you got 'em.
Honour the Chapter (3): At the end of the Fight phase, an <AA> unit within 1" of an enemy unit can Fight again. Pretty strong when used with the right units. Does cost 3 CPs though.
Duty Eternal: Use when an <AA Dreadnought> gets targeted; For the rest of the phase, the Dreadnought takes half Damage.
Flakk Missile: When an <AA Infantry> model targets an enemy model with <Fly> using a Missile Launcher, gain +1 to hit and deal D3 Mortal Wounds instead of dealing normal Damage. Very strong.
Veteran Intercessors (1/2): Before the battle begins, an <Intercessor Squad> gains +1A and +1 Ld. It costs 2 CPs if the unit contains 6 or more models.
Boltstorm (2): An <Intercessor Squad> using Auto Bolt Rifles automatically hits with its shots if the target is within half range. Holy ****... That's why it's 2 CPs.
Hunter-Slayer Missile: A <Repulsor> can make a special 48" range shooting attack vs. <Vehicles> or <Monsters>. Roll a D6, if the result is greater than the Repulsor's BS, do D3 Mortal Wounds. Each Repulsor can only use this once per game.
It is worded in this awkward way, so that it isn't a 'to hit roll' and thus can't be modified by re-rolls that Space Marine Characters could hand out. Meanwhile, giving re-rolls to Flakk Missile is totally different.
Cluster Mines: When a <Scout Bike> unit Falls Back, roll a 2+; An enemy unit within 1" takes D3 Mortal Wounds. Pretty solid if you're into Scout Bikes.
Hellfire Shells: When an <AA Infantry> model fires a Heavy Bolter, make one to hit roll. If it hits, do D3 Mortal Wounds.
Gravitic Amplification: When an <AA> unit makes an attack with Grav-Cannons and Grav-Amps, re-roll to wound and Damage. Re-roll to wound with S5 is very good, especially at AP-3 with the potential for D3 re-rollable Damage.
Masterful Marksmanship: When a <Sternguard> unit makes a shooting attack, they have +1 to wound using Special Issue Boltguns. +1 to wound is
always good.
Rapid Fire (2): An <Intercessor Squad> using Bolt Rifles has Rapid Fire 2. Four shots each sounds pretty good. Make sure you have a big unit to maximise its effectiveness. At 2 CPs you're not going to use it often, and your opponent probably isn't going to like your 10-man unit sticking around too long at max strength.
Orbital Bombardment (3): Once per game, an <AA> Warlord can drop a deuce. Pick a point on the board and then roll a D6 for range (:smallsigh:). On a 4+, a unit takes D3 Mortal Wounds - 5+ for <Characters>. That's a
lot of CPs to fail the dice roll, and then to only do 1 Mortal Wound anyway. Only use this Stratagem if you're truly, truly desperate.
Relics of the Chapter: Gain an additional Relic for your army list.
Hammer of Wrath: When a <Jump Pack> unit finishes a Charge move, roll a D6 for each model in the unit. For each 5+, an enemy unit within 1" takes a Mortal Wound.
Big Guns Never Tire: An <AA Vehicle> can move and shoot Heavy weapons without penalty.
Fury of the First: An <AA Terminator> unit gains +1 to hit for the phase.
Target Sighted (3): An <Intercessor Squad> using Stalker Bolt Rifles can target <Characters> and deals additional Mortal Wounds on 6+ to wound.
Tremor Shells: When using a <Thunderfire Cannon>, you can choose to have -1 to wound. If the target is
hit, the target halves their move, Advance and Charge rolls in the next turn. Very useful debuff.
Wisdom of the Ancients: A <Chapter Dreadnought> basically becomes a Captain for a phase.
Skyfire: Target <Hunter> or <Stalker> can
only target models with <Fly> this phase. Gain +1 to hit and wound, and on an unmodified 6 to wound, that wound deals double Damage. Ouch. Make sure to bring Hunter-Killer Missiles for d6*2 Damage...Maybe. Hunter-Killers are 6 Points. You can afford it.
Steady Advance: An <AA Infantry> unit gets
Bolter Discipline, even if it moved this turn.
Skilled Riders (2) If target <Biker> or <Land Speeder> unit moves, it has a 4++ against ranged attacks. If they Advance as well, 3++.
Hero of the Chapter: Before the Battle; Target <AA Character> gets a Warlord Trait. You can only use this once.
Transhuman Physiology (2): When an <AA> unit is targeted, until
end of phase unmodified to wound rolls of 1-3, fail... That'd do it. Probably shouldn't be 2 CPs, though.
Vengeance of the Machine Spirit (2): When a <Land Raider>, <Repulsor> or <Stormraven> is destroyed, choose one:
- Automatically explode, or
- Shoot with
one ranged weapon, or
- Attack with a Melee weapon.
Use the top row of the Damage table. Yep. Solid. Automatically exploding deals Mortal Wounds, so the choice should be fairly easy. 2CPs is very fair.
Tactical Flexibility: If a unit contains 10 models,
Combat Squad it. The usefulness of Combat Squadding
after Deployment is extremely limited unless you're using original Deployment rules where you take it in turns placing individual units, where you can deploy a single unit, but then have it be two, when the game starts.
Adaptive Strategy: Change from Tactical Doctrine, back to Devastator. Or, change from Assault Doctrine, back to Tactical. Can only be used once. This is incredibly useful for when you don't want changing to Assault Doctrine to have lost you the game.
Gene-Wrought Might: In the Fight phase, a <Primaris Infantry> unit automatically wounds on unmodified 6s to hit.
Use this on Incursors for 1 CP, lol.