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====Walkers==== *'''Defiler:''' has a cool feature where it can crawl over terrain that's 4" tall or less. Not the fastest vehicle but certainly a hardy one with T10 and 14 wounds. Defiler cannon is certainly more short-ranged than previous editions but dishing out 4-9 S10 AP-1 D3 shots at BS3+ with ''[Blast]]'' is decent. Also effectively packs both of the Chaos terminator weapons; the reaper autocannon benefits nicely from ''[Devastating Wounds]'' and ''[Sustained Hits 1]'' but if you don't like it, you can swap them out for either a twin heavy bolter or lascannon. Meanwhile, you can also trade the twin heavy flamer for a Havoc launcher to add more blast to your shooting or a Defiler Scourge to add more attacks to its claws. Speaking of, those claws hit HARD at S16 AP-3 and Dd6+1! *'''Forgefiend:''' Has weapon options, but assuming you pay attention to the rules, it'll always have 1 ectoplasma cannon and 2 autocannons - both with ''Devastating Wounds''. You'll also be constantly Dark Pacting for ''Sustained Hits 1'', so make sure your trio of these have a Warpsmith babysitter. *'''Helbrute:''' An absolutely critical piece of your Tzeentch/Nurgle army, this dude has a 6" aura letting everyone in it (including him) get both Dark Pact benefits at once, not just one. *'''Maulerfiend:''' The big lizard is back, baby. He's kept his ''Siege Crawler'' ability, letting him ignore modifiers to his move, advance and charge rolls, as well as letting him reroll advances and charges. His Magma Cutters have a standard Multi-Melta profile with a tiny 6" range, so you'll probably never use them. The real meat is with the Lasher Tendrils, which gain the ''Extra Attacks'' ability, allowing you to swing them in addition to his big, meaty fists, which hit like S14 lascannons in melee with 6 attacks. The {{W40Kkeyword|Slaanesh}} mark is is beneficial thanks to ''[Sustained Hits 1]'' and the '''Unnatural Swiftness''' strat, and the {{W40Kkeyword|Chaos Undivided}} mark will let him reroll hits, and with the stratagem, all hits and wounds. **You could give it a mark of Khorne to make its melee attacks very lethal while giving it a 3+ to fight on death. It might not make it easier to get into the fray, but it will definitely not fail you when youβre rolling 2 melee profiles with 12 total dice during each fight phase. *'''Venomcrawler:''' This guy has gotten a bit of a glow up, with its Excruciator Cannons now getting ''6'' shots each with a decent anti MEQ profile at S6, -1 AP and 2D. In addition, it hits in melee with his Soulflayer Tendrils with the same profile. Where it really shines, though, is the ability it gets: ''Soul Eater''. This nifty number lets it add 1 to ''all'' attacks it makes with its weapons when it kills a unit. [[rape|''All'' weapons.]] Kill a unit at range and get 1 bonus attack on your guns, for a total of ''14'' shots! Mark it with the {{W40kKeyword|Tzeentch}} mark and you wound anything on a 5+ with '''Dark Pact'''! Mark it with {{W40Kkeyword|Slaanesh}} and use '''Unnatural Swiftness''' for 1 CP on it, and you don't even have to worry about the lack of ''[Assault]''! What's more, it's got a movement of 12" and a defensive profile of a Rhino, with a 5++ thrown into the bargain. Treat it as a marine-blending torpedo and it should get the job done. ** There are a few drawbacks to this guy, however. He doesn't buff psychic at all, compared to previous editions (though with the psychic keyword looking increasingly more and more like a liability this might not be a bad thing), and is of little use against heavier vehicles or monsters that will more than likely eat him for lunch. **It is uncertain whether or not this unit will keep the 6 shot Excruciator Cannon, seeing as how it has [[dakka|double the shots]] of its 9th edition incarnation. If it is intended, then the point cost for this unit is likely to increase dramatically compared to what it was previously. *'''Blood Slaughterer<sup>HH Legends</sup>:''' The giant red tick remains the massive fire magnet it has, and sadly all it has to protect itself is a 3+/5++. It may have the ability to resurrect itself if it didn't blow up, but d6 wounds won't help much against an array of lascannons. What will is its nimbleness seeing that it has a 12" movement and can advance a flat 6". The Impaler Harpoon is pretty much only an opening shot, not only insta-wounding monsters and vehicles and also giving the tick a +2 to charge the victim for some ruthless Slaughter Blade. If you aren't facing any tanks too dangerous to dismiss it, you can instead grab two blades for a barrage of chops. *'''Decimator<sup>HH Legends</sup>:''' *'''Deredeo Dreadnought<sup>HH Legends</sup>:''' The Dreadnought to use if you just want to shoot, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers. *'''Relic Contemptor Dreadnought<sup>HH Legends</sup>:''' The dreadnought to take if you want something that just refuses to die. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower. *'''Leviathan Dreadnought<sup>HH Legends</sup>:''' The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for [Anti-Vehicle 4+], otherwise they're both almost identical and carry meltas.
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