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===Chaos Rewards=== Chaos rewards are god-specific steeds, buffs and gimmicks. Reserved for certain models such as Chaos Lords and Sorcerers, whose entries specifically state what they can take from this list: * '''Ichor Blood''': Any time the model with this fails to save a wound, the unit who inflicted the wound takes a S3 AP4 hit. Marginally useful against anything with T3 and shitty armour saves (if you remember that you bought this unuseful upgrade), but ultimately stupid. Phil Kelly apparently forgot he wasn't writing the Tyranid codex. **Alternate Take: If using a Slaaneshi character, if successful in rolling for FNP, you still get the hits from the blood; RAW the wound is unsaved, but discounted by FNP. If you have the 5 points to spare, and are running the Emperor's Children (see below), this might be worth it for a fluffy character. * '''Gift of Mutation''': A free roll on the Boon Table before the game starts for 10 points. Ignore Prince and Spawn rolls. Not too bad, but can end up being a point sink that gives nothing in return. Would have been marginally better in a Chaos Warband, due to "buy one get one free" - except the Favored Sons rule quite explicitly only applies when killing enemy characters. * '''Aura of Dark Glory''': A cheap 5++ save. Although nice, it's overshadowed by the Sigil of Corruption in Special Issue Wargear, which is slightly more expensive but gives you a 4++ save. However, it is recommended for the Warpsmith, who can't take Special Issue Wargear. **<b>Note:</b> Thousand Sons come with this standard, combined with the Mark of Tzeentch to give them a crunch-explained 4++ save. ** In a Thousand Sons army where you're going for Blessing of Tzeentch every round this lets you save 10 points per character (as your MoT caps at 3++ anyway). Given that it's rare for your characters (including unit sergeants) to not be Psykers in the first place, rely on Blessing and save the points. * '''Combat Familiar''': A little Daemon munchkin who fights with his master. Counts as being on the same base as the model it was bought for. Adds two S4 AP- attacks in Assault. Whoop-de-doo - looks like Phillipus forgot he was writing CSM and not Orks. Pass. * '''Spell Familiar''': Lets you flat-out reroll failed Psychic tests. At 15 points, this is an auto-take for your Sorcerers. Curiously enough, any HQ can take this, though it would only matter if you're fooling around with Daemon Princes or the Scrolls of Magnus. Then we have our Steeds. As before, the only models who can take a steed are Lords or Sorcerers without Terminator Armor. These really should have had their own separate section in the armoury... * '''Juggernaut of Khorne''': Excellent choice if you don't want your head honcho to be a Terminator Lord. The Juggernaut gives +1T, +1 Wound, and +1 Attack AND the model becomes cavalry. Give the Lord any of those new crazy new daemon weapons and bring glorious slaughter to your enemies in the name of Khorne. * '''Disc of Tzeentch''': Basically a Jetbike that grants your HQ an extra melee attack. At 10 points more than a regular Bike, and lacking the twin-linked Bolters they normally get, you better have a good reason to use this. The real issue with the Disc of Tzeentch is there really isn't a good unit to join a character to, that it can fully take advantage of the extra Jetbike rules. You "could" make the case for using the Disc for a "Gunship" Sorcerer but Daemon Allies do that better. * '''Palanquin of Nurgle''': +2 Wounds, +1 attack and you become Very Bulky. The problem with this upgrade is that your character does not gain any movement bonuses from it, and it requires the Mark of Nurgle, effectively making this combo a 60-point investment base. There are a few edge-cases to argue for taking this mount though; the first one is if you're trying to build a deathstar (why?) with Chaos, as a Lord with this and some source of Eternal Warrior would be admittedly tough to kill. The second case would be if you want to experiment with Daemonology; since Perils of the Warp has a 66% chance of outright wounding a Psyker with no defense whatsoever, and so doubling the wounds of your Sorcerer is one potential workaround. * '''Steed of Slaanesh''': More special rules than the rest of the steeds. This one gives you +1 attack & Acute Senses, lets you move an extra 3", you become Cavalry and you and the unit you join gain Outflank. If you're running an infantry-heavy Chaos build, and were planning to take a Sorcerer anyway, this may be useful for a late-game Objective grab.
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