BREAKING NEWS: Chapter tactics for Imperial Fists, Iron Hands, Salamanders and Black Templars!

Warhammer Community has just popped up the Chapter Tactics for the rest of the main line chapters!

8th edition space marine chapter tactics black templars salamanders ultramarines white scars imperial fists iron hands raven guard
Taken right out the Codex!

Raven Guard here

White Scars here

Ultramarines here

Imperial Fists, Siege Masters


  • No bonuses for covers saves against IMPERIAL FISTS models
  • Re-roll failed To-Wound rolls against buildings
Somewhat situational I feel, but definitely useful for shooting up Infantry in cover and during night fighting. I don't think this is a terribly attractive Chapter Tactic compared to the rest though... perhaps it's made up for with a strong Stratagem to be revealed later?

Black Templars, Righteous Zeal

  • Re-roll failed Charge rolls
On the surface this seems fairly bland... but you're still thinking in terms of 7th Edition. Jump pack troops, cavalry and previously Fleet units no longer get this, making the Black Templars a really reliable melee army. 

Not only that, but it makes them one of the real potential threats for first turn charges from fast units and Jump Pack Assault units. That 9-inch charge from Deep Strike seems really do-able when you get two goes at it!

Salamanders, Master Artisans

  • Re-roll a single failed To Hit, or To-Wound roll for a unit
Again, someone bland on the surface, but this makes them the best Special Weapon Space Marines out there! With decent Ballistic Skill and high strength meltaguns, it's rare that you miss or fail to wound. This Chapter tactic just makes sure of that. 

Not only that, but they can more comfortably use plasma guns, being able to re-roll away that potential To-Hit of 1 on an overcharge which may kill you. Combining this with Command Point re-rolls means they can more safely pump out huge amounts of plasma fire each turn!

It also fits nicely with their fluff of more independence and taking responsibility for themselves. They can hot and wound targets a little better without their Lieutenants and Captains watching over them.

In fact this may well be the tactic I choose for the Space Marine Field Police!

Iron Hands, The Flesh is Weak

  • Feel No Pain 6+

Same as before, but you simply can't gloss over the benefit of ignoring 1/6 of the wounds you receive... after armour saves. Very strong, as any Plague Marine can tell you.


I'll talk a little about the lesser known Chapters the Warhammer Community post talks about tomorrow, and I'm sure there will be more on each Chapter given in their spotlight each day this week!

Until next time!

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