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Warhammer 40,000/7th Edition Tactics/Chaos Space Marines
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===Marks of Chaos=== Marks of Chaos have changed in the new codex and give everyone the same bonuses, with the added change of giving access to the corresponding god's psychic powers; their cost will also vary depending on said model/unit. Marks will also color a unit's access to some wargear. * '''[[Khorne]]:''' Bestows Rage and Counter-Attack. Daemon Princes of Khorne gain Furious Charge and Hatred (Slaanesh). Being the cheapest Mark (at least for most units), it's probably one of the least useful, because it only lasts on the charge and then you lose the bonuses in all subsequent rounds. It's somewhat powerful for the first round if you get the charge, and can help if you fuck up your positioning and get charged yourself. This is especially true of a mob of Cultists, who can get an absolutely rapetastic amount of attacks with this baby even if they get charged, instead of drowning some unlucky sod under piles of dead chaos-worshiping corpses come the assault phase. Not as good on actual space marines. Decent for units with power weapons such as Terminators, as an extra attack at S4 AP3 is vastly superior to one at S4 Ap-. * '''[[Nurgle]]:''' Bestows +1T and forces psykers to roll on Nurgle powers. Daemon Princes of Nurgle gain Shrouded, Slow and Purposeful and Hatred (Tzeentch). This is quite nice for most units, giving you a bit more protection from small-arms fire and largely eliminates the chance of Instant Death for multi-wound models (oblits & mutilators), and while it doesn't directly make your dudes as killy as the Mark of Khorne, it often negates some of the casualties they may have taken while footslogging accross the field and catching overwatch bolter fire. * '''[[Slaanesh]]:''' Bestows +1I and forces psykers to roll on Slaanesh powers. Daemon Princes of Slaneesh gain Fleet, Rending (only useful against vehicles, since they're already AP2 thanks to Smash), +3 inches to every run move, and Hatred (Khorne). Although +1I doesn't seem that great, it means that you'll be hitting before the Loyalist scum and thus won't take as many wounds back. Units Marked with Slaanesh now also grant Eldar the USR Hatred (Slaanesh), while at the same time forcing them to suffer a -1Ld penalty against Fear. Now, I know what you're saying, "But unless your Slaaneshi unit is composed of Daemons OR Raptors, they don't have Fear so Eldar wouldn't suffer from -1Ld fear penalty". That's why Telepathy exists. Both Chaos Marine Sorcs AND Slaanesh Daemons with access to psychic powers can roll on Telepathy. Get a 3 and all of a sudden your ENTIRE ARMY scares the panzy little space elfs. The nerf to Runes of Warding means that they can stall you for a turn, but in the end they'll just have to sit back and [[Rape|let it happen]]. *'''[[Tzeentch]]:''' This Mark is largely inadequate, for a few reasons. Firstly, it's usually at the upper end of price of all Marks. The only benefit is +1 to invulnerable save (which means a 6++ if the model doesn't already have one). Oh, and ''forced'' access to Tzeentch's Discipline, which is a mixed blessing at best. Importantly, giving this Mark to a Sorcerer does not upgrade his mastery level or let him take more psychic powers, so Mastery Level 1 Sorcerers are gonna be stuck with whatever power they rolled on Tzeentch's discipline - and the fact that the Tzeentch primaris is utter shyte does not aleviate matters. Now, the bonus to invulnerable save CAN certainly be nice IF you already have Terminator armour or a Sigil of Corruption, because it DOES stack with both of them, making Terminators, Obliterators and certain Lords more likely to not die when they are inevitably hit with plasma/grav/D weapons. Daemon Princes of Tzeentch have it slightly better, as they re-roll saves of 1 and gain Hatred (Nurgle), which is a fairly nice benefit (especially with the Traitor Legions artifacts they can now gain access to, for more information see Night Lords), but again, if he's gonna be a psyker, you're gonna have to take at least one Tzeentch power.
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