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Warhammer 40,000/7th Edition Tactics/Chaos Space Marines
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===Pros=== *'''Herohammer Toybox:''' Although you don't have a character that has the sheer destructive crunch as Commander Smashfucker, you have a lot of cool relics on hand. Between all the codex options and legion-specific toys, you can make heroes that are really good at bringing the fight to your foe, and then tearing said foe a new one. Add in a system that randomly buffs (though with its risks; this will be covered) your heroes when they RIP AND TEAR, and your characters have a playstyle that can be incredibly fun. *'''Rocking the Psychic Phase''' - Although you don't have the sheer ability to run Psychic shenanigans as an Eldar or Daemon faction, Chaos Space Marines have a fairly extensive psychic toolbox to work with. Other than Telekinesis (which is generally not considered a power discipline) and Divination (though one artifact does allow you to take it), you have access to most of the base rulebook disciplines, including Telepathy and Malefic Daemonology. Traitor's Hate helped out further by giving Chaos "copypastes" of the Astartes powers from Angel of Death. Unlike the Loyalists, your casters have the option to go up to Mastery Level 3 (or even Mastery Level 4 for one of them), and you have the single most powerful psyker in 40k available to you in Magnus the Red. Instead of the Psychic Hood, the Spell Familiar is a fairly cheap upgrade that lets you re-roll failed Psychic Tests. So not only can you throw down more Warp Charge than a loyalist army, but you can make each one count for more. *'''Exotic Generalists:''' Chaos Marines have trouble-shooter units that can plug into multiple different roles at once. The Heldrake blends the line between an aerial interceptor and ground-attack aircraft, potentially doing both at once, while the Obliterator is always guaranteed to have the right gun for the right job, while being able to smash things in a pinch. Even the humble Rhino gets a few tricks up its sleeve in a Chaos army, with additional equipment options letting it deny Overwatch or serve as fire support. *'''Marks and Icons Chaos Gods''' - Chaos Space Marines can be marked to be stronger, faster, tougher, or trickier than their Loyalist brethren at a cost. Some of these bonuses are costly for what they are, and in several cases Loyalists can arguably do it better, but some of them let you do things other armies can't quite do. *'''Unconventional Alliance opportunities''': Chaos Space Marines are one of the only armies (besides Renegades and Heretics or Daemonkin) that is Battle Brothers with Chaos Daemons and Renegade Knights, and this does allow for some unique power combinations between the two. They're also Allies of Convenience with Necrons, and are the only faction that is Allies of Convenience with Orks. *'''Apocalypse''' - You're better than the loyalists in Apocalypse games because you get fucking Titans and lots of sweet Forgeworld loving in the form of flyers and Daemon Engines. You're part of the Apocalypse Quintet along with the Imperial Guard, Eldar, Orks, and Tyranids, to which all other apocalypse armies are measured against. Be warned, you are comparatively lacking in long ranged heavy artillery, so even in Apocalypse, your dish is best served by getting close to [[RIP AND TEAR]].
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