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==Unit Analysis== ===HQ=== *'''Chaos Lord''' - A nasty, inexpensive close-combat character with tons of options. Even fully-kitted out: Lightning Claw, Power Fist (or Chainfist in Terminator armor), 2+/3++; will usually run you under 175 points - quite impressive in and of itself. Chaos Lords in general love to accompany CSM units. The Lord can take the appropriate mark to unlock cult marines (except the Sons) as troops. You can even take two Lords with two different Marks to unlock two different sets of cult troops! Lords get access to essentially the entire CSM armory and they are only 65 points base. Making him a Nurgle Biker Lord rewards you with a piece of [[cheese]] and a few angry glares for your T6 leader. Also cheap and Fearless - he only costs about 20 points more than a chaos marine holding an Icon of Vengeance, but has the same effect and is a lot tougher and nastier in a fight. Remember to equip the Lord with Sigil of Corruption no matter the rest of options, a 4++ save is always a good idea. **'''Mark of Khorne:''' Rage + Counterattack. Unlocks Khorne Berzerkers as Troops choices. Stick this guy on a Juggernaut of Khorne and give him the Axe of Blind Fury Artefact. You end up with a T5 W4 CC monstrosity which has the Cavalry unit type and thanks to the assorted USRs and the Artefact gets 7+D6 S6 AP2 attacks struck at full Initiative. Add a retinue of MoK Bikers with the Icon of Wrath. The entire unit gains Furious Charge (so the Lord's Strength on the Charge is actually '''7''') and might re-roll the Charge distance. Outfit the Champion with an LC or PF to support the Lord and remove enemy units from the table in each Assault Phase. Many skulls shall be collected for the Blood God when the Lord and his warriors reach the foe... **'''Mark of Nurgle:''' +1 Toughness. Yes, that's right. Put the Chaos Lord on a Bike and get the dreaded T6 HQ. This means he is immune to Instant Death inflicted by S10 weapons and most small arms fire wounds him only on 6s. It might be a good idea to accompany him with a unit of MoN Spawn to get loads of T6 ablative wounds that can keep up with his 12" move. MoN Chaos Bikers work well too. Take the Blight Grenades as well, for just 5 pts. you get assault + defensive grenades to deny the charging enemy his bonus attacks. Also, this makes Plague Marines Troops, so you get Objective Secured units that are really difficult to remove from their posts. **'''Mark of Slaanesh:''' +1 Initiative. Unlocks Noise Marines as Troops choices, which is very good. With the enhanced reflexes you usually strike before everyone else. Take a Lightning Claw or two to shred the corpsefuckers before they know what hit them. Or even better, take the reliable LC+PF combo and put this guy on a Bike. Additionally, take a MoS Biker retinue with the Icon of Excess. They are fast, durable with T5 and 3+, can use FnP to protect them more often that not and they strike at Initiative 5. All in all the unit is quite versatile and might be more survivable than the MoN equivalent due to the FnP. Just stay away from S10. **'''Mark of Tzeentch:''' +1 Invulnerable save. Unlike the previous examples this guy is probably best used alone. He doesn't unlock any Troops choices and the viable candidates for retinue don't benefit much from the Mark. However, MoT is the only means of reliably getting a 3++ save on the HQ (SoC + MoT). You might give him a Disc of Tzeentch for shits and giggles: zoom around the table thanks to your Jetbike status and shred enemies in CC. Or perhaps take the Burning Brand of Skalathrax. Tzeentch loves fire, after all. Then again, he's the 'best' terminator-lord, what with the 2+/3++, and works really well with MoT terminators. *'''Chaos Sorcerer''' - The Sorcerer has a weaker statline than a Chaos Lord, with one less WS, BS, Wound, Initiative and Attack. However, he's 5 points cheaper and comes with a free Force Weapon of choice and Mastery Level 1. Unlike vanilla Librarians, you don't get access to a Psychic Hood, but you're 5 points cheaper compared to them in exchange, and you can upgrade to Mastery Level 3 (while they're capped at ML 2 outside of certain special characters). There are usually three main ways to run a Sorcerer: **'''Mandatory HQ''' - 60 points and you have your cheapest HQ option for when you really want to cram more models in; if you do this, you'll probably stick him in a Rhino where he can annoy stuff with Psychic Shriek. However, this is usually inferior to the other two options. **'''On A Bike:''' A Sorcerer on a Bike can take advantage of being able to move, cast powers, then Turbo. He can either join a unit of Chaos Bikers, run solo, or even hide out in a unit of Spawn...wait, what NOOOARGRBRBLRBRBLB! Ahem, either way, if you're buying a Bike for your Sorcerer, it also pays to upgrade him. You '''will''' take a Spell Familiar, and at least one additional Mastery Level to play with. Taking a 3rd Mastery Level is usually a good idea as it's one of the few tricks you get over the Loyalists, and it helps ensure you get that one power you really want. **'''Palanquin of Nurgle:''' For 5 points more than the cost of a basic Forgefiend, you get a Sorcerer with the Mark of Nurgle, Mastery Level 3, and a Spell Familiar. Historically, the Palanquin was overlooked because it does not actually make your Sorcerer any faster, and prevents riding in a transport; add having to use a up a psychic roll on the Nurgle discipline. The main reason to take a Palanquin is if you want your Sorcerer to use Malefic Daemonology and summon Daemons, as getting the additional wounds means a few additional turns of casting; you '''will''' Perils, but you have enough wounds that you don't care! Traitor Legions made this build even more viable as the Lore of Nurgle has been updated, including a power that lets you heal a character, so with some luck you can [[Awesome|just summon a unit of Daemons, take a wound, and heal it right after!]]. Hide in a unit of Cultists and go to town! Word Bearers benefit quite a bit from this, as a cheaper alternative to using a Daemon Prince for summoning, but Crimson Slaughter can also benefit too, especially if you also give the Sorcerer Prophet of the Voices to become a Daemon and Perils only on 6s...though you end up only being able to join units of Possessed. Note that a Sorcerer with the Mark of Tzeentch will unlock Rubric Marines as troops. However, this seldom matters as Rubric Marines are pretty bad, especially compared to other options, and Thousand Sons already get Rubric Marines. :) *'''Exalted Sorcerer of Tzeentch (Wrath of Magnus):''' The Exalted Sorcerer is if you want the "best of" a Chaos Lord or Sorcerer in one slot and don't mind paying a premium on points. Has Mark of Tzeentch, is ML2 base, and can upgrade to ML3. He's BS5, I5, and W3 compared to a standard sorcerer, which is awesome! Also has access to a S9 AP2 Heavy 1, Lance Blast once per game thanks to his '''Lord of the Silver Tower''' special rule. Also, he's Fearless! He gets access to Divination too, which the Sorcerer doesn't know unless you give a Crimson Slaughter Sorcerer the Balestar. **'''Analysis:'''The Exalted Sorcerer is cool but ultimately overcosted for most builds. Like the Warpsmith and Dark Apostle, does not have access to Special Issue Wargear or Terminator Armour, and unlike either, he's even more restricted in his loadout; he has his Bolt Pistol and a Force Stave (no Force Sword or Force Axe for you, since GW doesn't [[Chapterhouse_Studios|write rules for stuff without models]]), and that's it unless you choose to buy a Relic for him; taking a Disc is mandatory and '''not''' an option; seriously, quit bitching and take the fucking Disc already! You'll be glad later when he can move 12", cast, then turbo 24"! His Lord of the Silver Tower, despite being fluffed as similar to an Orbital Bombardment, is worse in every way that matters, with less Strength and AP, a smaller blast, and [[Fail|not actually being a Barrage weapon]]. Telekinesis is a bad discipline, so the main reason you're taking him is if you want a fearless Cultist Bunker yet don't want a Helcult, or if you want to give him Seer's Bane so he can go beat stuff up. He gets Divination, but if you want it that bad, you either take a Crimson Slaughter detachment, or Daemon allies anyway, and you can use a cheaper character to carry the Astral Grimoire. **'''alternate opinion''': wait, wait!! '''WAIIT'''!! Yes, they are expensive but they can bring the hurt and fuck up any old seargent or any IC that isnt [[Tau|CC orientated]], and he gets divination, you know for the thousand sons, scarab occults, to get those lovely AP3 weapons twin-linked, or get massed autopistols(not really a good idea). While yes they are expensive, if used right they can be amazing and can create some the deadliest deathstars out there(Hello Forgefiend-Star), so [[Tzeentch|Engage troll-face]], scream JUST AS PLANNED as loud as possible, and just bring 'em. **'''Note:''' If you're using the rules for Legions, these can only be taken in a Thousand Sons OR Black Legion detachment. The latter means they lose access to all the Thousand Sons artefacts and the Blessing of Tzeentch rule. *'''Daemon Prince''': Your personal, customizable close quarters monster. Seriously, this guy is shit-your-pants frightening, being able to wreck the face of any infantry short of assault terminators before they can so much as lift a finger, as well as most monstrous creatures and light vehicles. He sports WS 9, I8, 4 wounds, 5 attacks, and is a Monstrous Creature so he gets Smash. He also has access to Chaos Rewards and Chaos Artefacts (notably the Axe of Blind Fury and Black Mace) and can take wings, turning him into a Flying Monstrous Creature. He does have some steep downsides, though. His biggest weakness is his newfound lack of Eternal Warrior, so S10 blows and Instant Death weapons/rules are the bane of his existence (which basically means that you should keep him the fuck away from dreadnoughts). Also, with a sharp rise in base cost (plus the fact that he must be devoted to one of the Chaos Gods) the price tag once you've added wings, Mastery levels, power armour, and so on, he can become very costly, very quick. So that means you have to actually get off your ass and think about how best to use him. Often run with the Black Mace, which, although costly, is quite terrifying for pretty much anything that he runs into. **'''Side Note:''' Since you MUST be devoted to a Chaos God, if you make your Daemon Prince a psyker he must roll at least 1 power on the chart of his dedicated god. This makes fishing for Endurance or Iron Arm slightly more difficult, but on the bright side, chaos powers aren't nearly so crap now as they were before Traitor legions dropped, so you have that much going for you. **Marks - Due note that Daemon Princes don't get Marks of the Gods, but they are required to be dedicated to one God. Daemon of Khorne gives you Furious Charge, giving you Plasma strength hits on the charge. Slaanesh gets Rending, which makes it decent at popping tanks without relying on one Smash attack per turn(especially when coupled with a Daemon Weapon or the Talons of the Night Terror) and an additional 3" of run. Tzeentch allows you to re-roll ANY saves of 1, which is amazing if you take any of the 2+ relic armours from Traitor Legions. Nurgle gets you Shrouded, for a 2+ jink save if you take wings. All pretty decent choices. *'''Warpsmith:''' Doc Oc up in this bitches! The Warpsmith is an evil Techmarine, with many assorted goodies. He's expensive, but already comes with most of his wargear so you don't have to go crazy and try to trick him out further...in fact, you probably can't trick him out further, mostly because he can't take a Bike! Maybe the tentacles kept causing him to fall off? He comes with a 2+ armor save, Power Axe & Bolt Pistol, and Mechatendrils. These nasty tentacles give him an extra 2 attacks, so he can make 6(!) attacks on the charge. Really though, you care more about his shooting as his Mechatendrils have an in-built Flamer and a Meltagun, making him one of the few characters in the game with the <s>sanity</s> <s>SANITY IS FOR THE WEAK!</s> to take a meaningful gun. You have the option to fire both these weapons at the same time, or to fire one of them alongside another weapon; swap out his Bolt Pistol for a Combi-Melta and he can double-tap something and make it go BOOM! Rounding it off, he can forfeit shooting to attempt to repair an adjacent friendly vehicle on a 4+, or curse a nearby enemy vehicle within 18" so all its guns Get Hot! See that Leman Russ Punisher? Curse it and dare it to fire at you! Finally, at the start of the game, he can select one piece of terrain in the opponent's deployment zone, which from then on provides one less Cover than normal. **''Analysis:'' The problem with the Warpsmith is that he's an expensive HQ without having "general-purpose" flexibility. For the price of one Warpsmith, you can buy a Sorcerer of Chaos with a Bike, Spell Familiar, and still have 15 points leftover! He can repair vehicles, but most vehicles Chaos has access to cost less than he does, and it's common for vehicles to be destroyed outright in a turn before they can be repaired. His guns are mis-matched, making the "fire two weapons" option fairly pointless at first, and a 2+ save only means so much. That being said, three different formations that appear both in Traitor's Hate and Traitor Legions have a mandatory Warpsmith, so you'll want to find a way to use him regardless. The Combi-Melta is the best option as for just a few points more, it lets him "run solo" like a 3rd Space Marine unit. Compared to a 5-man team of Chaos Space Marines with one Meltagun and one Champion with a Combi-Melta, he costs 25 points more, in exchange for better Ballistic Skill, and a grab-bag of abilities here-and-there; the only issue remains getting him to his target. Ectomancy Psychic Powers are one option, but another option is finding a "spare" Rhino for him; a team of Autocannon Havocs can take a Rhino without actually needing it. **Note that while the warpsmith isn't necessarily "great" at anything, Master of Mechanisms is hilarious against shooty LoW choices. Watching an overeager Stompa or Gatling Knight strip 3-5 HP due to gets hot in a single round of shooting will cause tears and/or RAGE. Or just deter them from firing in the first place! *'''Dark Apostle:''' The Chaos equivalent of a Chaplain, the Dark Apostle is a "passive" support character. He comes stock with a Power Maul, Bolt Pistol and Sigil of Corruption, grants his unit Zealot, characters in his unit may reroll results from Chaos Boons, and friendly Chaos Space Marine units within 6" of him use his Leadership (Leadership 10) instead of their own. **''Analysis:'' The Dark Apostle's shares similar problems to the Warpsmith, in being more expensive than a Sorcerer for less flexibility. He costs 45 points more than a Sorcerer while maintaining the exact same statline. Even accounting for his free Sigil of Corruption, this still leaves him 20 points more expensive than a similarly-equipped Sorcerer. To add insult to injury, the Apostle cannot take any wargear to enhance his own mobility; no Bikes, Jump Packs, or Mounts for him. Also, do note that he does not get access to regular melee gear that even aspiring champions can use, unless you're willing to spend even more points on the Axe of Blind Fury or some other cool legion artifact. So what do those extra 20 points do for you? You get gain a Leadership 10 bubble, you grant Zealot to a unit he joins, and you get some insurance to control whether or not characters in his unit will be transformed (though it usually matters mostly for himself!). The zealot is excellent for running large mobs of cultists as more than just "mandatory troops", especially if they are marked Khorne. 4 attacks a piece on the charge, with hatred, even at WS and S 3 are nothing to sneer at, especially coming from a unit that can potentially bring 35 bodies to bear. Oh, and the one artifact in the codex that makes the guy's atacks AP2 is the aforementioned Axe of Blind Fury, which is also a Khornate toy. Take a hint. Still, even more so than the other HQs, his bonuses are very niche, and it's hard to justify the extra points you pay for him over a Sorcerer if you're running a CAD. ====Special Characters==== *'''[[Typhus]] the Traveler''' - Typhus is a walking tank. With Terminator Armor, Toughness 5 from the Mark of Nurgle, 4 wounds base, and Feel No Pain, Typhus will not die outright unless he's hit by a Force Weapon, or Strength 10 attacks. Otherwise, most (non-powerfist/TH) attacks will bounce off of him, plain and simple. Not only can he take a punch, but he delivers one too; his signature weapon is the Manreaper, a giant force-Scythe with +2 Strength, AP 2, Force, Unwieldy, and the Daemon Weapon special rule. As long as he avoids Wraithknights or Walkers, he can hurt it. Should he be tied up by a mob of chaff, he can also use his Destroyer Hive to center a large blast over him, and every model nearby takes an automatic S4 AP 2 hit. Top this off with being a Mastery Level 2 Psyker, who rolls all of his powers on the Lore of Nurgle. He also allows you to take Plague Marines as troops. As if that's not enough, he allows your army to sidegrade any units of Chaos Cultists into Plague Zombies; the Plague Zombies become Fearless and gain Feel No Pain, but they're also Slow and Purposeful, and they cannot take any options beyond adding more bodies. However, this all comes with the drawback that he's "locked" into Lord of Terror, granting him Fear. Needless to say, you don't want him as your Warlord, not for his trait anyway. Seeing as he's one of the most survivable characters in the entire codex, and Slay The Warlord is a thing in most games, taking him as a warlord might not be a bad idea in some cases. **Summary: You take Typhus if you want Plague Zombies, while getting a beatstick in the bargain. Zombies give you an unrelenting screen of angry meatshields that will take dedicated firepower to shift from objectives or serve as semi-passable tarpits. However, Typhus himself is expensive and the actual Zombies suffer from Slow and Purposeful and the inability to take any of the normal Chaos Cultist upgrades. If "fearless Cultists" is what you're looking for, there are cheaper ways to get it; from using the Cultists as a "delivery system" for an appropriately punchy Chaos Lord you planned to take anyway, to running the Helcult formation. *'''[[Lucius]] the Eternal''' - Lucius is a bit of an odd duck out, as well as the obligatory Slaaneshi Special Character. As a Chaos Lord, he's largely typical, but his abilities and weapons load make him a much nastier close-combat unit than he appears to be at a glance. For starters, he's WS 7, as opposed to the typical Chaos Lord WS 6, and he boasts Initiative 6 due to his Mark of Slaanesh. He lacks a traditional Daemon Weapon - but what he has in return makes this almost not matter. Lucius boasts a Doom Siren (AP3 Heavy Flamer), a Power Sword, and a unique weapon in the Lash of Torment, which reduces the number of attacks enemy models get by 1. The FAQ confirmed the Lash to be an artefact, not a weapon, barring him from taking an extra attack for two weapons. In challenges his attack always equals to his opponents' WS! That's 6 attack against a Space Marine Captain! He also has Krak Grenades and Frag Grenades. What truly makes Lucius useful though, on top of all the above, is his unique ability stemming from his Armour of Shrieking Souls - any close combat attack Lucius saves against (Armor Save OR Invulnerable Save) causes an automatic S4 hit on the unit that attacked him, with no armour saves allowed. It's not all good news, however: Lucius positively sucks against vehicles and his 5+ Invulnerable save, whilst useful, isn't exactly a stellar defensive feature. He is a character designed for challenges but most HQ's have AP2 weapons or 2+ armour saves which Lucius has no counter for. He also lacks Eternal Warrior, which means he's actually quite vulnerable against things like Force Weapons and heavy weapon sniping attempts. **Lucy's Lash of Torment now makes ALL of his close combat attacks have the "Shred" rule, effectively giving him Lightning Claws and granting his Armour of Shrieking Souls a better chance to wound. Stick him in a squad of Noise Marines with the re-tooled Icon of Slaanesh to give him drug-fueled Feel No Pain. Also, dual [[FATAL|Doom Sirens]]. You can never have enough [[FATAL|Doom Sirens]]. **Traitor Legions gives him a load of buffs, especially if you have him lead a Kakophoni, netting him Feel No Pain(+6), Split Fire, Shred on his Doom Siren, and Strength 6 on his Doom Siren if you bring a full 6 Noise Marine Squads. *'''[[Khârn]] The Betrayer''' - [[Kharn|A real fun guy to be around]]. Kharn boasts a suite of useful traits and equipment, including the Gorechild (A power axe with Armorbane and no Unwieldy, which always hits on 2+, but to hit rolls of 1 hit your own unit), Frag and Krak grenades (the latter of which will never see use), a Plasma Pistol, Furious Charge, Mark of Khorne, and perhaps most importantly, gets a 2+ Deny the Witch and immunity to Instant Death from Force Weapons. Khârn can demolish damned-near-anything in close-combat, from enemy vehicles to enemy infantry when on the charge - an advantage primarily offset by the fact that he's completely fucking useless if he can't get close, and rather easy to isolate and tear down due to a relatively weak (5+) Invulnerable save. He is best-used either with a massive mob of Cultists to absorb ranged attacks and take wounds (Terminators are too expensive to risk losing to his attacks) - the latter loaded up to the fucking gills with Flamers, the squads shoved in a [[Rhino Transport|Metal Box]] or [[Land Raider|BIG METAL BOX]], and thrown directly at the enemy's face. Like Fabius Bile, Ahriman, and Abaddon, Khârn has one more attack than is listed in his profile due to his weapon loadout - for a total of five. He also has a base strength of 6, with 7 on the charge. Khârn counts as a Chaos Lord for the purpose of 'zerkers being troops. ** Kharn's Hatred Incarnate ability lets him re-roll misses during the first round of close combat, making his entourage last that much longer without feeling his axe. **'''Fun Fact:''' Due to the wording of his 'Blessing of the Blood God' special rule, he cannot be Instant Killed by a Nemesis Daemon Hammer hit. ** Kharn will kill you so hard that you will die to death. ** Note that due to Gorechild and a decent number of attacks, Kharn can feasibly take on everything from Guardsmen blobs to Land Raiders in close combat and totally wreck their shit. The only things he will ever have problems in melee are Wraithlords and Wraithknights, due to their T8 making it hard to actually kill them before they instant-death Kharn with a punch to the nads. He also, understandably, has a problem with ranged combat of any sort, so a transport for him is near-mandatory (although his low cost offsets this, making even buying a personal land raider for him feasible). ** The Land Raider argument is enhanced by the fact that Chaos Land Raiders are still Assault Vehicles, unlike Chaos Rhinos, and have the same transport capacity. Also consider fitting Dirge Casters, despite the fact that they are of pansy Slaaneshi origin to help negate overwatch. ** The only rules change for Kharn's new Traitor's Hate entry is the Unstoppable rule is now on Kharn's model rather than on Gorechild. This means he can fist-fight Jain Zar on a 2+ after he gets disarmed! *'''[[Huron Blackheart]]''' - Huron is the leader of the Red Corsairs, and a fairly passable HQ. Of all the Special Characters in the Chaos Codex, Huron is the best "jack of all trades" character. His signature item is the Tyrant's Claw, a Lightning Claw with +2 Strength, Armorbane, and built-in Heavy Flamer, and he has a Sigil of Corruption and Power Axe. Unfortunately, he only gets his base 3 attacks base in melee so he lacks the pure melee potential of other characters. In exchange, however, he has another special item: The Hamadrya is a Combat Familiar (so he gets an extra two attacks) that also makes Huron a Mastery Level 1 Psyker, with a twist. Each and every turn, he rolls to see what powers he actually knows; he rolls a D3 to see what Discipline he knows, with a 1 being Biomancy, a 2 being Telepathy, and a 3 being Divination, and then he rolls to see what power he actually knows from that discipline. **''Summary:'' The main reason you take Huron is you want to "lock in" your Warlord Trait to guarantee at least one of your units has Infiltrate, and you would would rather not spend the extra 80 points on Ahriman. His close combat loadout is acceptable against rank-and-file and he can finish off damaged Dreadnoughts/Knights a pinch, though he'll bounce off any proper melee beatsticks without proper buffs (and don't even think of pitting him against a Wraithknight!). Although his powers are random, he can always count on at least having the Primaris to fall back on. Smite and Psychic Shriek let him plink off wounds from armored units, with the former being better than normal due to Huron's improved BS, while Huron remains only one of three ways for a Chaos Marine army to get Divination powers (meaning Prescience) without resorting to Daemon allies. However, he lacks a Spell Familiar and he is still Mastery Level 1 so he won't have the same melee oomph as a proper Sorcerer. Huron is the Swiss Army knife of HQs, where you will always have an option with him, though you don't always get to control what those options are. *'''[[Fabius Bile|Fabulous Bile]]''' - The king of mixed bags and fabulous. On one hand, Bile has good stats and wargear: Feel No Pain through his Chirurgeon, Strength 5, a weapon that causes instant death (Rod of Torment), five attacks, and a particularly nasty poisoned weapon in the Xyclos Needler. On the other hand, his Rod of Torment does ''not'' ignore armor saves (unlike, say, the '''MURDER SWORD'''), his Xyclos Needler has really bad AP and sub-par range, and perhaps most damning of all, no Invulnerable save, unlike literally every other Chaos Character in the codex. So... Sucks, Right? Not quite. The reason Fabius Bile is taken, ironically, isn't for Bile himself; it's for his Enhanced Warriors trait, which gives a unit of Chaos Space Marines +1 Strength and Fearless. An enhanced Khornate CSM unit (Mark + Icon) rolls out 4 S6 attacks per Marine on the charge while being scoring and Fearless. While he isn't stellar in a normal CSM army (he's not a fighter nor does he enhance more than one unit of CSM), he really shines as an allied HQ — if you want a reasonably cheap CC threat for your [[Eldar|pansy]] [[Tau|blueberries]], take him and a 10-strong unit of Khornate CSM with meltaguns that can threaten [[Orks|massed infantry]] with the number of attacks, [[Imperial Guard|massed tanks]] with meltaguns/carnage combo and [[Tyranids|monstrous creatures]] with that Instant Death stick. Know that a Disordered Charge (aka multi-charge) denies you your Rage, so plan accordingly. **Note that he can enhance one CSM unit in your entire ARMY, so take him in an Auxiliary Detachment for your Traitor Legion, and buff one of their Legion CSM units. 20 Infiltratring S5 Fearless Alpha Legion CSM anyone? *'''[[Ahriman]] the Exile''' - A Sorcerer that costs as much as a [[Land Raider]] is seldom a good sign. On the other hand there are only ''three'' other psykers in the game with Mastery Level 4 (Fateweaver, Aetaos'Rau'Keres and [[Eldrad|that dick]]) and Ahriman has access to several psychic disciplines, plus boasting a unique piece of gear in the Black Staff, which is a Force Staff that lets him fire off the same Witchfire psychic power THREE times a turn. This can mean three DOOMBOLTS per turn. Or three psychic screams, which is by far the most brutally effective option since it now hits automatically. His [[dakka|firepower]] can be absolutely insane, but it requires good rolling for psychic powers or just choosing the Primaris for either Biomancy or Telepathy, unlike the previous codex. He has a bolt pistol with Inferno Bolts and the standard Tzeentch Marine 4+ invulnerable save, [[fail|but he's only T4]]. Sadly, he WILL take 1 wound from perils. Devastating if used right, but makes for a huge and high-priority target. Unlike a lot of other units with this price-tag, such as Old One-Eye, he tends to actually be worth it if carefully managed, mostly due to the fact that he drops a [[Touhou]]-esque barrage of firepower out in short order. Just remember that he's a gigantic fire magnet, and his force weapon is only AP4 (but S6). Has an extra attack not shown on the profile, due to his pistol and staff, for a total of 4. Still, he costs a bomb in points. ** Wrath of Magnus updates his pool of disciplines, now he is able to roll from all powers from the main book (except Sanctic Daemonology), Tzeentch, and all new CSM disciplines. ** A fun option with this one is to ally yourself with Tzeentch daemons. Horrors will serve as batteries for Ahriman to drain. Mount him in a rhino, go full throttle and let the onslaught begin. Only being able to cast witchfires from a transport isn't much of a handicap when he can cast 12 witchfires a turn. ** Wrath of Magnus update: put him on the Disc and join him with Chaos Bikers. ** He can now buy a Disc so enjoy that +1T and turbo boosting around. *'''[[Abaddon]] the Despoiler''' - Don't be fooled by jokes regarding his lack of arms - Abaddon is BAD news. He is a very dangerous independent character in melee. 6th ed has changed how his attacks roll - he can use either Drach'nyen (+1 Strength, AP2, Daemon Weapon) or the Talon of Horus (Strength 8, AP3 and Shred, though Blood Angels gain Hatred against him). With WS7, I6, +1 attack for having 2 Specialist Weapons (so 5 base), Rage from the Mark of Khorne and the potential extra attacks from Drach'nyen if you use that, Abaddon will hammer just about anything on the charge through sheer volume of attacks. Just take care who you send him against, for there are a few characters that will remove his arms readily. Suffice to say, not many units can reliably go toe-to-toe with the Despoiler and survive for more than a round or two - most will be dead before they can attack, and many armies lack squads that can offer more than a token resistance. He has every single Chaos Mark (For Rage/Counter Attack, +1 Initiative, a 4+ Invulnerable Save, and +1 Toughness), Hatred AND Preferred Enemy against Space Marines of all kinds and Eternal Warrior. On the other hand, the drawbacks are obvious - he costs a fuckton of points, he's a huge fire-magnet, 2+ armour save not being ignored by power weapons doesn't matter much since you opponent is going to try and keep anything valuable away from him (fortunately he can Deep Strike), he sucks at shooting (he only has a Twin-Linked Bolter, so his high ballistic skill is pretty irrelevant), and his Daemon Weapon runs the risk of reducing him to WS1. Do anything you fucking can to get him into close combat, and try to not let him lose his arms. He will maintain his title of unbeatable killing machine right until he fights anything such anything with a D Weapon, then its game over so be careful! **Math is for math books. **'''Don't fight Jain Zar if you're up against Eldar. You will not win.''' **Since Abaddon technically has all the Marks , he can benefit from the Slaaneshi Icon of Drugs (FNP) and Khornate Icon of FUCK YOU (Furious Charge and re-roll charge distance). **His firepower is a lot better than it sounds against Space Marines. Because he gives every squad within 12" Preferred Enemy (Space Marines), in theory he adds a block of firepower equal to roughly 36% of every squad within that bubble - and since Chosen squads can pack five plasma guns apiece, and get re-roll Gets Hot... ** Be careful of pitting him against AV13 or higher walkers (as S8 will have trouble punching through their armor) and keep him the fuck AWAY from any that have D Strength close combat weapons (such as Imperial Knights). One 6 rolled in the to wound roll and down goes Abbadon. **<s>Abaddon can now become a Daemon Prince or a Spawn '''SKSAAOUROOAEBLEHGH'''</s>. The most recent FAQ has brought back his old rule about re-rolling everytime he gets Dark Apotheosis and Spawnhood. Yay! **Don´t forget the Bringers of Despair: Terminators with WS/BS 5 who can reroll a single "Look Out, Sir" on Abaddon in a phase. ====Supplements & Forgeworld==== *'''Vrosh Tattersoul (Dark Vengeance)'''- A dirt-cheap HQ for an assaulty squad. 65 points nets you an Aspiring Champion with an extra wound, Rage, combi-melta, power axe (plus another CCW for +1 attack), and not much else. When he kills an enemy character he always gains +1 Attack instead of rolling on the boon table. That's... really all there is to say about this guy; if you've only got 500 to 750 points of stuff then he's good at just rounding out a squad. *'''[[Be'lakor]] the Dark Master (Dataslate)'''- A returning character from Fantasy, Be'lakor gets the EW rule that regular Daemon Princes lack and is a Level 3 Psyker with all Telepathy Discipline by default, and if you don't think up at least five ways to abuse the Invisibility psy power the moment you read this, punch yourself in the face. He comes with the unique rules Shadow Form (4+ invulnerable save and Shrouded and automatically passes Dangerous Terrain tests) and Lord of Torment (gains a bonus D3 Warp Charge points by making enemy units fail morale checks). He also has wings and possesses a unique weapon called the Blade of Shadows (S+1, AP2, Fleshbane, Armourbane, and Master-Crafted). He also doesn't need to be devoted to a chaos god, as he serves all of them (making him a fluffy and effective choice for a Chaos Undivided army). At 350 points, he's a flat upgrade to the basic Daemon Prince and cost-effective to boot. His only weakness was that you had to terrain-hop him or Invis himself to keep him from dying to crazy fire. But now, with 7e, you can jink while gliding. Enjoy your constant 2+ cover save, mate. In short: JUST TAKE HIM FOR MALICE'S SAKE!!! **'''Alternative Opinion:''' Be VERY FUCKING CAREFUL around anything with Cleansing Flame (IE: Grey Knight Purifiers). They'll get 2D6 hits on you, 50% of which will mathematically wound (not including the fact that they'll be re-rolling 1s, due to Preferred Enemy), that will not only auto-hit (and therefore ignore your invisibility) Template weapons don't work on invisible units, but also ignore your precious 2+ Jink. I can tell you from personal experience that a combat squaded unit of 10 Purifiers will result in Be'Lakor's firey demise. It makes matters even worse if Be'Lakor is currently not invisible and said Purifiers are carrying Incinerators. *'''[[Cypher]], Lord of the Fallen (Dataslate)'''- All in all an okay character. Just beware that he can never be the Warlord and that fielding him will take -1Ld from your actual Warlord, which wouldn't be a big problem since almost all of your HQ's are Fearless (not recommended if you have a Sorcerer as your warlord.) He gets to shoot his 16" range bolt pistol and never-hot plasma pistol twice in each shooting phase/once before or after running and overwatches at full BS (which is TEN by the way). Also uses his pistols in combat, half of his attacks with each pistol (an odd number of attacks give the bolt pistol an extra attack, never the plasma) at I8. Use him for Hit and Run trolling and granting ATSKNF and Shrouded to any unit he's attached to. Just remember Independent Characters with Infiltrate cannot give Infiltrate to non-infiltrating units, nor can they join units that lack Infiltrate before deployment. He's survived for 10,000 years with just power armour, so has no invulnerable save, but his sword gives him Eternal Warrior and the aforementioned Shrouded USR. He gives 3 VP to [[Dark Angels]] players if he's killed within 6 inches of them (1 VP for anyone else who's within 6" of him when he goes down) so don't ever be within 6 inches of a DA, duh. He will give you d3 VP if he survives the match by flipping the bird against the enemy.He can bring up to 3 units of Chosen which come separate from the FOC but can't take marks, icons or transports but have ATSKNF, Infiltrate and can apparently take power fists for 5 points! You could put him and some Havocs behind an ADL with a quad gun for a 2+ covered gunline that will never ever die, you'll just have to deploy them separately at the beginning of the game. *'''Arkos the Faithless (Forge World)''' - An Alpha Legion Character from the Siege of Vraks books. This guy wields the '''Black''' Blade (+2S, Rending, Power Sword), has a built-in +1 T and he also gives Counter Attack to his squad. Counter Attack is easily gained with MoK, but Arkos seems to have the benefits of a few various things, plus the rending rule can mean he may get lucky while fighting 2+ save opponents. His warlord trait is the ability to just choose to determine which is your board edge pre-game; if you do this you lose the decision of who takes first turn, but you may re-roll for Seize the Initiative... not fantastic. You may take him for fluff, but unless you have little imagination and fluff expertise you can create [[Your dudes|your own dude]] to represent Alpha Legion lord - he's from the times when Alphas were little more than space Taliban with lots of trained cultists, rather than modern closet loyalist [[anonymous|anon]]s with mind-blowingly over-complicated schemes and tons of just as planned. ** Keep in mind that he can not be run in [[fail|his own legion]] anymore thanks to the latest Traitor Legions Release which forbids unique characters for Alpha Legion. However TL does make him giving Counter Attack useful at least if your opponent lets you use him, thanks to Alpha Legion restricting you from marks. *'''Zhufor the Impaler (Forge World)''' - Zhufor is a pretty strong, well costed Khorne named HQ. He is likely better than any Terminator Lord you would be able to create with the codex with Furious Charge, 4 attacks and S5 base meaning his power fist strikes at S10 AP2, Warboss style, with a total of 6 attacks on the charge. He also has a two handed chain axe, which can be used for mulching hordes, giving him +2 attacks when using the weapon for a total of 8 S6 AP4 attacks on the charge. He packs Eternal Warrior and Terminator armour and so is much more durable than Kharn, and most other chaos HQ's for that matter. That said, he lacks AP2 at initiative that the other killy Chaos Lords can bring and cannot make sweeping advances. If you take Kharn and find that he's dying too much to AP3 at higher initiative (Space elves and Slaanesh) or S8 instant death (half the shit in the game) take this dude instead, he's likely to survive a lot longer and S10 attacks can be a lot more deadly depending on who you're facing (insta-kill those pesky wolves!). His warlord trait also gives you +1VP for each enemy character you slay in a challenge, which considering this guys stats will likely be every character without EW. He also lets you take a squad of MoK Termies as his bodyguard without filling a slot, useful if you wanted to take them anyway, they have similar attacks but bare in mind that this unit will attract a metric fuckton of attention. *'''Necrosius (Forge World)''' - A fearless Nurgle Sorcerer with'' Feel No Pain'', a ''Poisoned (4+)'' bolt pistol, and a force sword. His psychic powers are pre-designated: Nurgle's Rot, Gift of Contagion, and Wasting Disease, which is a 24" range focused witchfire that <u>automatically</u> hits any chosen model in a squad, resolved at S3 AP2 assault 1 '''Fleshbane'''. Use it to purge those pesky GK incinerators that deny your zombies their precious 4+ FnP. He also has +1 initiative, wounds, and Ballistic Skill compared to a normal sorcerer. Sadly he can not acquire a invulnerable save thus, rarely makes use of his Champion of Chaos rule, though his I5, FNP and force sword mean he's not totally helpless. **The ability to take zombies as non-compulsory troops became his warlord trait, though he still grants them all Furious Charge via his "Master of the Dead" special rule. He can only take zombies from the same book he's found in (Siege of Vraks 2nd edition), but his zombies are immensely better with 4+ FnP and the "Warp Plague" rule, which allows you to add d3 zombies to a unit if it kills an enemy unit in close combat. ***Compared to Typhus, Necrosius is better if you want to actively take zombies rather than merely using them as a preferable alternative to cultists for compulsory troops. Necrosius' zombies are far better being 90 points for 30 with FnP 4+, furious charge and the ability to generate more, compared to Typhus 130 points for 30 with only FnP 5+. If you're taking the Purge detachment found in the book you don't need compulsory troops anyway. ===Troops=== *'''Chaos Space Marines''' - These are your "Line Infantry" so to speak: A 'jack of all trades' unit like their Loyalist counterparts, Chaos Space Marines tend to be sidelined in favor of other options; however, while the loyalists have the option for Bikers or Scouts to grant innate mobility or improved deployment, the only other option Chaos gets is Cultists. They're considered a "tax" unit but unlike some other tax units, they have the potential to sway a battle if used well. **''Loadout:'' Chaos Space Marines start off with a Bolter, Bolt Pistol, Frag and Krak Grenades, and Power Armor, and the Aspiring Champion gets a "free" Close Combat Weapon added to his Wargear in the process. In the basic squad of 5 models, one model may swap out their Bolter for a Special Weapon, and in a squad of 10 or more models, another model may swap a Bolter out for Heavy Weapon or a second Special. In practice, you won't ever take the Heavy Weapon because unlike Loyalists, your guys cannot split up into Combat Squads, and you don't get Grav Cannons. Unique to Chaos Marines, any model can swap out their Bolter for a Bolt Pistol and Close Combat Weapon for free, or take the Close Combat Weapon while retaining the Bolter for 2 points. One additional note is that you can run Chaos Marines in a unit of up to 20 models if you really wish. You don't get any additional Specials/Heavies for running squads larger than 10, but Icons become more cost-effective the more models they affect. ***'''MSU Configuration:''' A basic squad of 5 models, one with a Meltagun, the Champion has a Combi-Meltagun, and the unit has a Rhino. Optionally, you can equip the Rhino with a Dozer Blade or Dirge Casters, depending on your points budget. This configuration is alright if you're treating your CSM as a "tax unit". ***'''Infantry Configuration:''' 10 models, and either 2 plasma guns or melta guns. Optionally, you can run the unit with an Mark/Icon of choice. This is alright for "disruption" if you're running Hounds of Abaddon or some other formation that buffs your rank-and-file Chaos Space Marines, though it amplifies the traditional weakness of Chaos being slow. *'''Cultists:''' These are your "cheap" troop choice, with the option to get a unit of 10 guys for 50 points, plus another 4 for each new guy. The actual options they get are fairly weak, but they're dirt-cheap and a good "hiding spot" for characters. You can also spend the fortification slot to buy an Aegis defense line and crap the cultists in there, for an inexpensive 2+ cover save bulwark. Don't underestimate them though, point for point they almost always hit harder than Marines, with autoguns they can gun down T 4 or less pretty effectively, and they don't have to worry quite as much about hard counters as Space Marines, ** Don't bother with a mark. Cultists are a mass of expendable bodies, and don't need the points wasted on them only to die as expected. If you're really intent on making them tougher, take Typhus and make them Plague Zombies. In fact, if you make certain calculations, you'll figure out that an amount of points dumped into marks add roughly the same survivability or offensive capability as the equal amount of points dumped into extra bodies, and extra bodies are always better because they give you both. So forget about the marks; Autoguns, Flamers and Heavy Stubbers are the only meaningful options that Cultists have. ** Here's a more detailed explanation why Marks are bad for your Cultists. Starting from the "best" to the worst: *** ''Nurgle:'' Makes your lowly Cultists as tough as Space Marines. Don't get too excited because they still wear t-shirt armor. The only use it has is to make a maxed out blob harder to budge or force morale checks on. But really it's not worth the points; there are better ways to buff them. *** ''Slaanesh:'' Your Cultists are now I4, which means that they hit before Guardsmen and at the same time as Space Marines. Nothing special. *** ''Tzeentch:'' 6++. Needless to say, it's pretty pathetic. You "could" make the case for this if you have some other way to buff their Invulnerable Save, but most of those options can't be banked on: You don't get Divination unless you're allying in Daemons or are running Crimson Slaughter, while you can't rely on the Munitorium Crate giving you a forcefield save. If you wanted to be cute with allies, you "could" do something like running this with a Kustom Forcefield to give them an effective 4++ save, but at the end of the day they're cultists. *** ''Khorne:'' It gives your cultists Rage and Counter Attack. And costs 2 points. This means that a 30 strong cultist squad with the mark costs just under 200 points, and chucks out 90-120 WS3, S3, I3 attacks in the first round of close combat - if it manages to get into CC completely unscathed. Realistically speaking, it's going to take at least 50% casualties on its way in - but even after you factor that in your calculations, that an avalanche of 45-60 attacks. Introduce some sort of buff into the mix - like the Zealot granted by a dark apostle with AOBF, or some psychic shenanigans or SOMETHING, and all of a sudden the situation turns into - "oh, cool, your storm shield terminators have a 2+ save. Make 20 of them, please". Naturally you will not revolutionize the tournament scene with your new amazing cultist-star, but this seems to be the way to make the buggers semi-viable. ** While cultists certainly seem to be adequate objective-humpers, they are far outclassed by the sheer versatility presented by the updated rules for Renegades and Heretics, presented in Imperial Armour 13. Instead of a wimpy troop choice you now can take Battle-Brother rank allies that essentially function the same as Imperial Guard, with platoons and blobs on the cheap. Instead of generic CHOPPA or DAKKA Cultists, you have the choice of better weaponry and more flavorful fun. ** As should be expected, the Cultist Champion isn’t going to be winning very many challenges, but on the off chance he does, and gets to roll on the Chaos Boon table, be sure to have a camera handy. If he wins the Chaos lottery, you want to be sure and record the look on your opponent’s face when a Daemon Prince erupts from your mob of cultist lasbolt-catchers like a stripper from a birthday cake. Especially since it’ll probably never happen again. ** If you're dakka-ing your cultists up with autoguns, you might as well give the Cultist Champion a shotgun to give him an extra mid-range shot. Unlike Guard officers and vets, he doesn't have anything better to choose from, and since it's taken rather than replacing something, you're not sacrificing an attack for it. *'''Tzaangors (Wrath of Magnus):''' Tzaangors are similar to Cultists, but with +1 Weapon Skill, Toughness and the Mark of Tzeentch. They're in an odd place price-wise, costing 20 points more than a base Cultist unit, but not getting a champion unless they pay for one. They also start dual wielding close combat weapons, and must pay extra if they want pistols. They have zero special, heavy or melee weapons options, even for the Twistbray. Their Auxiliary formation makes them a respectable skirmish unit, but otherwise they're in an awkward space where they're too pricey to be cheap, and too cheap/fragile to be elite. **Their "Relic Hunters" special rule gives them a bonus in assaults against anyone wielding a unique artifact: they want to steal it for their daemonic masters! This ability is marginal at best, for while it makes them to be a more effective tarpit against expensive HQs and special characters, it does nothing against lists that don't do herohammer. **An important thing to note about Tzaangor's in comparison to regular cultists is that essentially you are paying 2 extra points per model for +1 weapon skill, +1 toughness and a 6++ invuln save <del>that can be buffed further by the Thousand Sons "blessing of Tzeentch" special rule</del> (that rule only affects units with VotLW). effectively making them cultists with both MoT & MoN, the one thing they lack is range, having to pay a point per model for an auto pistol & chainsword, as well as no access to the flamer and heavy stubber. Effectively they are better at being exactly what they need to be for a T Sons army, CQC blobs that can soak up wounds, tangle with SPESS MARINES, and keep your opponents infantry at bay while your Psykers prepare their mind bullets. **These bird-headed mutants are close to Ork Boyz in their stats and abilities, but not necessarily in role. Boyz are cheaper with an extra attack, Furious Charge, and the WAAAAGH! Their guns hit harder as well, albeit less accurately, and they have access to Shootas and Big Shootas to put out a good number of shots at medium range. Tzaangors have their (weak) invulnerable save and more initiative, and don't fight each other when they fail a morale test. Tzaangors also have their formation(see below) which gives them an equivalent to the WAAAAGH! that they lack when taken in a CAD. ===Dedicated Transport=== *'''[[Rhino]]:''' Chaos gets the Rhino, and many of the normal guidelines to using it apply here as well. However, the Chaos Vehicle armory has more options than its loyalist counterpart; remember that the main advantage of the Rhino is it is "tough for its cost", so the moment you saddle it with upgrades, it loses that advantage. Besides Dozer Blades, the options worth considering are Dirge Casters (as shutting down enemy overwatch is nice), Havoc Launchers (Chaos does not get Razorbacks, and it's a fairly decent weapon), and ''maybe'' the occasional Combi-Weapon if you're running a Rhino Rush list. **It is completely legal to load up a SINGLE RHINO with an extra combi-bolter, combi-weapon of your choice, AND a havoc launcher. Sure, it's not cost effective or a good idea, but it sure looks cool and is decently killy! ===Elites=== Cult Marines are now elites! If you want them as troops, you need a Lord with an appropriate mark (Sorceror for Thousand Sons). *'''Chosen''' - Be very, ''very'' careful with fielding chosen now as they will get very '''VERY''' expensive. That said, Chosen got one weird ass buff in the new Codex; no longer can they infiltrate, but they get 2 attacks base(3 EACH total, 2 base, 1 for CC weapon/pistol) and get access to a metric fuck ton of war gear. Like I said, be very careful as you will spend a small fortune on the FOC slot here. If you're not running Plague Marines, Chosen are handy as a special weapon squad, with their ability to tote around a whole pile of special weapons regardless of squad size. Don't equip them all with power weapons and claws like the Dark Vengeance kit suggests, unless you have some bizarre attraction to paying Terminator prices for non-Terminator models. Give them four to five Plasma Guns, ruining Terminator armies as they try to dislodge your heavy weapons, you can do this with Havocs but then you lose a precious heavy support choice. Give them five Melta Guns, hide in dense terrain and ruin a mech players day. Also fun with five flamers and Huron giving them Infiltrate. They are good when you need a squad with a specialised role. Flamers could be good charge deterrents and Meltas are just mean combined with a KHARIBDYSS! On the other hand, in small games, especially if using the black legion supplement, where their extra attack and leadership can prove invaluable. These guys *hate* Space Marines, and with MoS and Claws or MoK and Axes WILL fuck their day up hard if they can into close combat. That's probably why VotLW is slightly pricey for em. Hail the gods: If playing Alpha legion JUST TAKE THEM. Infiltrating, free VOTLW plasma chosen are just as stupid as infiltrating Tactical Support Squad from the heresy, have better combat power after firing to, and can be taken as a small outflanking suicide unit or a larger plasma distraction unit. AL also make them far more useful as the shock-assault troops they always wanted to be, where you can mix and match meltas flamers and a power weapon or two, depending on what you expect to face. Even better if you take a few squads. One idea is to Infiltrate larger squads with meltas and maybe a power fist, then outflank smaller special weapon suicide strike squads. They become a very aggressive dangerous Troop choice, so pair them with similarly aggressive support units like Havocs, Heldrakes, Maulerfiends, Bikers (with Bike Lord) and such. Hit them hard and make them suffer. FOR CHAOS! **'''Mark of Khorne:''' They can be very useful only costing 1 more point than Berzerkers but they have an additional attack -1 WS, lack of fearless, and can gain furious charge from the icon. Giving them a variety of power weapons - read:lightning claws and fists - will enable them to take on just about anything short of terminators, monstrous creatures and super-mechs like Knight Titans. A squad like this can rip through an Imperial Guard army if you deploy right and keep hugging assault. **'''Mark of Nurgle:''' While expensive, this means your Chosen squad will not get bogged down in combat when in combat with Assault Marines or deep striking assault units. This also allows you to survive heavier amounts of fire power piled onto your squad in the shooting phase, otherwise fear is pointless. **'''Mark of Slaanesh:''' Allows you to take the Icon of Excess, but that's 35 points more(A steal if you have 10+ models in the squad, Lord and other ICs included). Give these guys MoS and an IoE and plasma guns for FnP, AP2 and I5 goodness. 10 of these guys and a rhino is cheaper than 10 Plague Marines with a rhino. You trade T5, I3 and Plague Knives for 3 attacks(base 2 and they have pistols/ccw) at I5 with access to more special weapons. Once you throw in plasma guns they will be more expensive, but hey, you have more plasma guns. Maybe give one or two a meltagun just in case. They will be hitting first a lot in CC and gunning down anything short of a land raider with ease. Such sweet cacophony. *** '''Side-note:''' Re-gear five of them plus the champion for CC with power weapons, being I5 with FnP and stick them in a Land Raider and watch them outshine Terminators. Oh hey you can also stick 4 more with 4 attacks(per model) on the charge in for added killing power. So. Many. Attacks. Pre-Power Weapons, but still having the IoE, they are the same points cost as 10 'Zerkers with an Icon of Wrath, while having more standard attacks, the same number on the charge, higher initiative(but one less WS, but at this point who cares) AND FnP. Devastating when used properly. Throw in a Dark Apostle and/or Slaanesh Lord and dare anything in the history of ever that isn't Deathwing Knights to fight these in CC without thinking twice. **'''Mark of Tzeentch:''' 6+ Invulnerable and access to Soul Blaze, but that's for Havoc Heavy Bolter squads, and the 6+ is shitty. Skip. WAIT DON'T SKIP, instead chuck a sorcerer with crimson slaughter supplement with the balestar (ML3 of course) manage to give them a 4++ then a 3++ due to THIS! Also if you get preferred enemy EVERYTHING! Re roll those gets hots and pretty much auto melt terminators with pretty much negating cover saves.... Keep these not so gentlemen around a forgefiend for lulz. *** ''Um, actually'': Re-rolls are nice and all, but the off chance of rolling forewarning isn't worth the risk of paying for a 6++ the majority of the time. The other marks can get the same re-rolls while benefiting from their mark all the time. You'd be better off with a landing pad and even then you pay for close combat attacks you're not using. Even TSons can only expect a 5++. So yea, do skip. *'''Possessed Marines''' - Ah, the Possessed. The ever so random knife you can bring to the gunfight that is 7e. While it is true that they got a much-needed upgrade and significantly more options, they still leave a lot to be desired. Last edition, they were 26 points apiece and had to roll their daemonkin power off a D6 once after deployment, and whatever you rolled they were stuck with for the rest of the game. But now they're back, wearing a nice suit and trying to make up for their past negligence. Fleet used to be one of the aforementioned D6 options, but now it's part of their profile by default. Also, as officially part of the daemon club, they get a 5++, also by default, and also with no point increase. Their possible power-rolls each turn (now made on a D3) give them either ''+1 attack'' and ''+1 initiative'', ''power weapon attacks'' at AP3, or the ability to ''re-roll all failed to-wound rolls''. Still, their most critical flaw is not even the fact that they're a horrible point sink, or that they're fragile as fuck for their cost. No, it's the lack of a proper delivery system that hurts them the most. As it is, they just get shredded before they can even make it into CC. If they do manage to charge while there's some of them around, a ten man squad with a Mark of Slaanesh and an Icon of Excess, which is worth about 325, nets you 30 attacks at S5, I5, with a defense of 3+, 5++ and FNP, which should mop up any MEQ and GEW opposition in no time. Khorne-marked possessed get even more ridiculous, being able to overwhelm even terminator squads through sheer number of incoming S5 attacks... If they manage to make it into close combat. **Traitor's Hate Note: There is now a formation that includes a daemon prince and 3 units of possessed, and get this - as long as the prince is alive and nearby, the possessed get all three buffs. That's ridiculously powerful if you can pull it off. Not exactly compettitive material here, but not horrible either. **Here are some examples for a 10-model squad (that you want charging from that Land Raider): ***'''With a Mark:''' ****Khorne (290p): They get 4 attacks each on the charge, 3 if they get charged. Can grind most things to a pulp on volume of high power hits alone. ****Slaanesh (290p): They are now at I5, which is good against MEQ's - adds survivability. ****Nurgle (300p): They have now T5, which is always nice, but if you think about it, you want your Possessed to butcher everything on the charge or better yet - in your opponent's next assault phase (so that they can't be shot at during that turn), not to tarpit. The resistance to small arms fire T5 affords is nice, but it won't help against most guns that ignore the possessed's 3+ - ant that's probably what these guys will start eating as soon as they are in line of sight. ****Tzeentch (310p): 4++ save is great, but compared to other marks, this option lacks the killy-power they should be used for. Then again, if you're getting shot by things that ignore your 3+ armour and flatten you otright, such as battlecannons, it could be good. Only problem is, it is horrendously expensive, so you should think very carefyully about whether you want to mark your guys or just add more bodies.. ***'''With a corresponding Icon:''' ****Khorne (15p): Strength 6 on the charge (Furious Charge doesn't work when you get charged), but they re-roll charge distance already because of Fleet. ****Slaanesh (35p): Feel no Pain 5+ is sweet as hell, if you plan on getting shot at and surviving for another charge. ****The other two icons are completely useless, because Possessed already have Fear and have no bolt weapons to receive Soul Blaze. They do still grant +1 to combat resolution, which helps any build of Possessed do their job better. ***Expensive? Yes, as always. But every one of their daemonkin rolls is ''good''. Treat them as you would a squad of Berserkers: load ten of them into a Land Raider, and then ram them into whatever enemy squad you want dead. ** Note: IF using the Crimson Slaughter Supplement, they gain a completely different table of results that are, for the most part, better, as well as becoming troops. The results turn to either Shrouded (for both them and their transport), Beasts, or a 3++ with Rending. **Note: If you don't buy the comparison to Terminators, ask yourself what'll happen to 10 Terminators if they get hit by a Demolisher cannon, or a Tau Ion Riptide, or an Imperial Knight's Melta Cannon. Just as dead as the Possessed you say? No shit. There is a hard counter to nearly every unit in this game. **FYI, if you want to run Khorne possessed, take Daemonkin Allies. They are better (By having the Icon of wrath built in by default as Daemons of Khorne), can be affected by allied Khorne Daemon Loci, and have the same killing power as before. **Remember this guys have no grenades, so IC is badly needed if you don't want your super-expensive squad torn to pieces after charging Guardsmen behind the Aegis without even a chance to lift a claw. *'''Noise Marines''' - These guys are 17 pts. and ideally taken as squads of 8-12. Take some fucking sonic blasters - they're 2/3 salvo bolters that '''ignore cover''', and they're only 3 pts.! Throw in some Blastmasters, which still fire at either S5 AP4 Assault 2/Pinning or S8 AP3 Heavy 1/Blast/Pinning... but now ignore cover, too! Besides gun choices, they also have I5 to a regular Marine's I4. Their higher Initiative means they can be used for assault quite well, but blasters are now salvo, so you ''cannot charge'' after volley of sonic death, and you're taking these guys to chase camping units out of cover. Still their CCW costs only 1 pt per model. The champ has access to Slaaneshi goodies in the armoury, too! Go the extra mile, spend 30 points and give these guys Feel No Pain, [[Meme|because drugs]]. With the new FAQ, you can take a Blastmaster at under 10 men and a second AT 10 men, making them even more awesome! The Noise Champ even gets a CCW for free! **For a fun time, join a Sorcerer to a group of Noise Marines and have him roll on the Biomancy table. If you luck out and roll a 5, you can give the squad FnP, Eternal Warrior and, most importantly, Relentless! What's that? Did someone say 24" Assault 3, Ignores Cover Dakkasplooge? Or give the sorcerer Slaanesh powers and go for Symphony of PAIN, a stack-able WS/BS debuff that increases the strength of Sonic weapons. If you can get multiple Sorcerers to roll this ability, you can annihilate anything through shear volleys of NOISE! Two casts on a unit of Plague Marines and Blastmasters instant kill them right through their [[FATAL|Feel No Pain]]! **Noise Marines can also be fun if you took Huron Blackheart and a Slaanesh Sorceror. Take a squad of 20, give them all Sonic blasters, AND WATCH WHILE THINGS GET LOUD!!! Use the Sorceror to make all of the Sonic weapons gain +1 strength, and have fun rolling 60 strength 5 ignores cover shots at the enemy with infiltrate from Huron. Extra cookie for you if they have to charge you afterwards. **'''Special Note:'''Noise Marine could now be the best MEQ in the game. For only <strike>one</strike> three points more than a standard tactical marine you get Fearless and I5 over ATSKNF and I4. The Blastmaster is downright dirty. FNP is a steal if you take 10+ in a single unit. Sonic weapons add dakka if you need it. For an extra point you an get an extra CCW for an additional attack, essentially making them better than a vanilla marine veteran for two less points. The Champion is great in challenges. ' **'''Mathhammer:''' Sonic Blasters are amazing. GEQ units almost always have cover, generally 4+ or 5+. Removing that AND their armor would be nice enough, but being salvo, stationary Noise Marines put out 3x the firepower of regular marines in the 12-24 inch range. 3x the shots, with +50% or +100% effectiveness (5+ or 4+ cover) against light infantry makes Guard, non-aspect Eldar, Dark Eldar, Nids, and of course Orks cry. Even against 4+, the increased volume of fire is immense. At less than 1.5x the cost of a marine, you get x1.5 to x3 (based on range) the volume of fire, Ignores Cover, and THEN you get higher initiative, easy access to FNP, and fearless, and THEN you get the insane Blast Master and Doom Siren. *'''Khorne Berserkers''' - Despite coming with a shopping list of weapons and special rules that'd make most Loyalists weep with envy (Fearless, Furious Charge, Rage, Counter Attack, WS5 and two attacks with weapons) Berserkers have taken a bit of a hit compared to the 4th ed book. The extra attack from the Mark of Khorne has been lost, being replaced with Rage and Counter-Attack. This doesn't make an appreciable difference on the charge, as you'll still be getting off a whopping 4 attacks, but becomes more noticeable in protracted combats, as 2 attacks vs. the old book's 3 will make a big difference. And while Counter-Attack is suitably fluffy, any decent general will tell you if your Berserkers get charged, you've used them wrong. You can now takes Chainaxes, which grant AP4, making these guys the utter bane of any horde in the game, but this will push up the cost of an already highly expensive unit. Placement is key - on the charge they'll crush hordes, overwhelm MEQs with sheer volume of attacks and wipe the floor with non-melee units. If they're not charging, they're just Marines with Counter-Attack. Use them wisely. **Honestly thought, these guys play second fiddle to regular chaos marines with the MoK, being a ton more expensive (6PPM!), and lacking the ability to take any special weapon out side the crappy plasma pistol. They also require a lord to make then troops. **A word for the wise - a Land Raider actually makes a good transport for these guys. AV14 is a wonderful thing. Plunge it into the centre of a soft formation, unload Berserkers. Laugh maniacally. Add dirge casters for even more fun and games - or hell, have Kharn accompany them for giggles. If you've got a unit of Terminators who are Deep Striking, buy them the Land Raider and then stuff the Berserkers in there on turn 1. **Just because it keeps getting brought up, if you think Infiltrating these guys with Huron/Ahriman/a lucky roll on the Warlord Traits table is a good idea, remember that YOU CAN NOT ASSAULT THE TURN YOU INFILTRATE. ***Alternate take: Wanna know what Infiltrate also lets you do? Outflank. Set those guys up for a side charge. Of course, you can't assault the turn you come on, but makes a fine threat that cannot be ignored. ***Alternate alternate take: Get these guys a dreadclaw. Bitches love dreadclaws. *'''Plague Marines''' - These guys are the favourites of many a player, and it's not hard to see why. Got a price bump in the last codex to 24 points each - pricey, but they get: Feel No Pain, T5, frag, krak, AND defensive grenades - oh, and now they have poisoned close combat attacks! They are terrifyingly hard to kill without resorting to a vubdicator, or aggressive close-combat squads, thanks in part to the T5/FNP combo - only S10 (dreads, smashing monsters, demolishers) hits ignore ungodly 6-th edition T5-FNP(5+) of plags. In short: these guys can take huge abuse from just about anything, and will require very strong weapons or very specific units to remove. They double on offence, too - with no minimum unit size for weapons and the ability to take a transport, they can be thrown in a [[Firaeveus Carron|METAL BOX]] and hurled directly at enemy formations with twin meltaguns. Toughness 5 and the weakened Feel No Pain means you're going to get those off and possibly more whilst drawing lots of enemy fire away from other units. With the sheer volume of grenades they get, Plague Marines can counter several types of enemies, too. Beware the unit's low initiative count; most enemies ''will'' strike first, and a Power Weapon or two on a fast unit is one of the few things that can fuck up this unit's shit (though a bit less so, now). ** Plague Marine squads, probably owing to their high base price, are the only cult marines to get their champion ''for free''(and still get the obligatory boost to Leadership and Attack). This combined with less of a limit on special weapons than other squads, means that small squads are much more cost-effective and deadlier than running larger squads. **'''Mathhammer:''' Vs small arms fire (str 4, BS 4), they are ungodly. 2/3 chance to hit, 1/3 chance to wound, 1/3 chance to get through armor, 2/3 chance to get through FNP. It takes 20 shots to kill ONE Plague Marine. Even if it's AP 3 (insanely lucky rending, Thousand Sons, Vengence Bolts), in light (5+) cover it's still 10 shots. In said cover they have a 55% chance to ignore Battle Cannons and Plasma, better than a Thousand Sons Marine. *'''Thousand Sons:''' Oh boy, you've just stumbled one of the the most [[skub]] units in the entire game. So, you see, Thousand Sons are pretty cool; they were doing that whole Egyptian robot thing before the [[Necron]]s boarded the hype train ''and'' they have one of the best [[Horus Heresy]] stories ever (and two of the best Horus Heresy books, for that matter). And their rules look pretty cool too: AP3 bolters, 4++ invulnerable save standard, Fearless, a Mastery Level 1 Sorcerer (with force weapon!) as the Champion...and then the issues come up. They're Slow and Purposeful, meaning they cannot Overwatch, Run, or pursue fleeing opponents. It lets them assault enemies after rapid-firing their Bolters...but chances are that a good round of shooting will leave your opponent well out of assault range. The unit is also incredibly expensive at 23 points per model, and the mandatory aspiring Sorcerer is 35 points extra. The Sorcerer also comes with a Mark of Tzeentch, meaning he ''must'' generate his one and only power from the Discipline of Tzeentch. This means you either have a Doombolt vector, or the unit is serving as a Warp Charge battery. Those AP3 bolters, by the way? Yes, they're nice (especially if you catch some fellow Marines out in the open), but there's either so much cover out there, or armies can easily bring their own cover (or Jink, or use Invisibility, or whatever...) that it usually doesn't matter...at least until you start tossing out buffs or debuffs of your own; be it a Daemon Prince of Nurgle with Grotti the Nurgling, or casting Enfeeble, dropping an enemy unit from T4-T3 ups the kill factor of Thousand Sons versus Power Armor that they become akin to a small Krak Missile squad, Ghoststorm from Ectomancy lets them shunt into better firing positions to negate enemy cover, while Geomortis has one power to let them ignore cover and line of sight. Don't forget they go down just as easily as a normal Marine to light arms fire...easier in fact, because your enemy won't feel as bad firing a LOT of dakka at them. Also, if you wind up against a lightly armored enemy (Dark Eldar and Orks come to mind), you've wasted your AP3. **They now have the ability for every guy to take warpflamers (normal flamers with -1 AP and Soul Blaze) and one in 10 guys can get a soulreaper cannon, 24" s5 ap3 heavy 4 Rending! Overall considered to be not worth it, but now the Tzeentch table got updated so the sorcerer isn't completely shit. And they now get +1 invuln in a Thousand Sons detachment if they get a blessing cast on them. **Now have models :D **'''Alternative Opinion:''' However, as usual, it's best not just to listen to Internet Advice. Many people do prefer to run them, just because, as mentioned above, they have ''really, really'' [[Awesome]] [[fluff]] (and they can do really well in friendly games). Still, it's best to avoid them in anything approaching a competitive environment. If you do decide to take them, it's best to take them in a Rhino, to provide them with some mobility to get around. **'''Alternative Opinion:''' While it is true that a primarily Thousand Sons-based army is noncompetitive,this isn't because they are a bad unit, but because they fill a very specific niche of bringing enormous pain to MEQs, and they're somewhat overpriced even for that. Honestly, if you want to have a fluffy and semi-competitive army, the best strategy would probably be to lean heavily on Daemon allies and dedicated transports in order to support and mutually complement your Thousand Sons squads.To sum it up, Thousand Sons can kick all kinds of ass, you just need to really know how to use them, and who to use them with. **Although seemingly a shooty unit, don't forget that Slow & Purposeful prevents them from overwatching. So if an enemy squad threatens to charge them, use slow and purposeful to rapid fire and charge instead, denying the charge bonuses from the enemy. **'''Mathhammer:''' I do not want to fill this page with overly long proofs, so consider this: Plague Marines and Noise Marines (With banner) better resist small arms fire, and with 5+ cover, better resist ap3+ fire. While stationary, Noise Marines (with sonic guns) at 12-24 inches fire three times as many shots, tying them for marine destruction, and beating them vs light infantry. Their main advantage is when there is no cover (4++ doesn't care about, and their high AP benefits from enemies having no other save), so load a group in a rhino and plop them on an exposed objective. In the open they tank Plasma, Battle Cannons, and Krak missiles better than the other two, can shoot most infantry to death, and force bikes to jink or die. If only they were a point or two cheaper... Not Mentioned: Khorne marines, as they are melee and thus completely different. *'''Chaos Terminators:''' The good part: they get crazy cheap Combi-Weapons which are purchasable for each guy in the squad, cost less than the Loyalist scum counterparts and get Combi-Bolters which are better than Storm bolters on the charge. The bad part: they lack the cool Loyalist special rule ATSKNF, they have worse starting gear (power weapons as opposed to power fists), are missing out on the long range dakka with Combi-Bolters, and have fewer wargear options than loyalists do (sorry no Assault Cannons, CMLs, Storm Shields, or Thunder Hammers). On the other hand, they ''do'' have access to Icons and Marks like most generic squads. These make Terminators pretty goddamn scary, but it costs quite a lot to load a squad up with them. You can also still take actual combi-weapons and a special melee weapon (thanks to the new FAQ). Especially at higher points levels, make sure to take a Land Raider as a dedicated transport to save a Heavy Support slot. Here are a few popular loadout ideas: **'''Termicide:''' Give every single member of the squad a Combi-Weapon (usually Combi-Meltas, possibly a Combi-Flamer or two). This allows you to take small "suicide" squads of Termies that Deep Strike in, eat a tank or two with Combi-Meltas, then threaten a squad for Combi-Flamers and their power fists should they survive. This is only advised for higher points limits, as it can be quite expensive. ***A three man squad with just power weapons and Combi-Weapons will only cost 112pts. Take Power Mauls/Axes with Combi-Flamers and you got the Loyalist's equivilent to Drop Pod Assault Marines with Flamers, but a little more expensive and better. **'''Close-Combat Anvil:''' Put 'em in a Land Raider (or Deep Strike them, or do a THIS IS SPARTAN ASSAULT TANK!) supported by a nasty Terminator Lord; Lightning Claws and Chainfists are, of course, advised for melee weapons. The Heavy Flamer is cheap and drops a nice S5 AP4 template. The Reaper Autocannon, while expensive, does offer accurate, long-range S7 AP4 fire support on the move, something that Havocs can't really do (unless you play Death Guard or give your DP the 35 pt. Fighter Aces upgrade). Forget Khorne (do you really need that extra bit of initial close-combat punch that only helps rout an enemy squad and leave you sitting ducks for the enemy to shoot at your terminators next turn?); take Nurgle in a small-arms heavy meta that focuses on dealing with terminators by forcing saves, or Tzeentch if you're in a plasma heavy meta, are probably the best Marks to give these guys (heavy guns don't give a damn about the difference between T4 and T5, and the Chainfists ignore I5 anyway). If cost is not a factor and you're willing to get the best of both worlds (offence and defence), give em the Mark of Slaanesh, take an Icon of Excess and equip them all with lightning claws and veterans of the long war to make Space Marines cry. *'''Scarab Occult Terminators (Wrath of Magnus)''': Thousand Sons Chaos Terminators in blue Egyptian-themed Tartaros Terminator Armor(similarly priced to standard Terminators but with a pricier yet more powerful squad leader). They are Fearless and come with the standard Tzeentch Terminator 2+/4++, khopeshes(power swords) and AP3 combi-bolters. Their sergeant is a Mastery Level 2 psyker with a Force Staff who can roll his second power from any discipline, and has [[Awesome|TWO WOUNDS]]. The squad can take two heavy weapons per five, both a Hellfyre Missile Launcher(a Cyclone that has half the range and only fires kraks despite costing the same) and either an AP3 Heavy Flamer(if somehow you are still having doubts about being able to beat 3+ power armor) or a Soulreaper Cannon. These guys are NOT Slow and Purposeful, rather following standard Terminator Armor rules, presumably because their rubric nature and their agile Tartaros armor cancel each other out. Note that unlike regular Terminators, these guys can't take any combi-weapons or AP2 melee weapons, and have minimum squad size five, so be warned: you can't do a cheap termicide with these guys, despite their other strengths. This overspecialization also means they will have serious trouble dealing with other TEQ and with walkers, so don't rely on them as the only unit in your list. ** note: They are expensive, but their seargent is a FUCKING SORCERER that not only is in termie armor, but has the same stats as a FUCKING Sorcerer, like WS5, and two wounds, seriously these guys are a steal, but don't put them up against powerfists or Ap1/2 or they will be [[Anal_Circumference|very unhappy]]. ** note: Chaos Lords of the thousand sons get one of the most brutal melee weapons in the game in the form of Seers Bane. Take a Chaos Lord in Terminator Armour, have the sorcerer cast force, and watch as he eats TEQ units solo *'''Mutilators''': Unlike most other units, Mutilators are taken in squads of 1 to 3 models, meaning you can run them "solo" should you wish. Effectively two-wound "melee" Terminators, with the Slow and Purposeful and Daemon rules, Mutilators are figuratively (if not literally) Swiss-Army Sword. Whenever they're in close combat, in every fight sub-phase they choose a pair of weapons to use for that fight subphase, with the restriction they cannot use the same weapon in two consecutive Player Turns: Chainfists, Lightning claws, Power Swords, Power Axes, Axes or Power Mauls. While relatively cheap for a two-wound Terminator, they have their problems: They're "Slow And Purposeful" meaning you have to go out of their way to use them aggressively, they have no ranged options whatsoever, and bad scatters can easily ruin your plans. They have a very low number of attacks meaning they're not actually that good at carving through large units, though they can "solo" vehicles or small squads of Bikers...assuming they're not shot, and the opponent doesn't just Turbo away. Rather, think of solo Mutilators as a [[DISTRACTION CARNIFEX|distraction]] in conjunction with an army built around them, or use them to "spread a net" and lock down your opponent's movement options. Worst comes to worst, a single Mutilator with the Mark of Nurgle can be a cheapish Objective Holder that isn't worth shooting at. Their slowness means you need to plan accordingly. If you're running Daemon allies or don't mind burning wounds off your Sorcerer from the getgo, Cursed Earth helps Mutilators by providing a "no-Scatter" Deep Strike zone, as well as improving their Invulnerable for the time being. Ectomancy lets you Soulswitch with them and improve their threat range, while Geomortis can give them terrain to surf on. **''Marks:'' For most builds, you want the Mark of Nurgle. Toughness 5 saves you from being doubled-down by Strength 8 weapons, and makes you slightly more resilient to small arms fire. You "can" run them with Tzeentch if you're running Daemonology, since it would give them a 3++, but this isn't an efficient deathstar compared to other options. Khorne "does" give you an extra attack on the first round of close combat, but doesn't help you survive to get there. Slaanesh is arguably the worst because two of your three main weapons are Unwieldy, thus making the Initiative bonus pointless, plus you cannot pursue enemies due to Slow and Purposeful. Overall, they are not great - unless you count the Cult of Destruction. Go read on it in its own section - it's hilarious. *'''Helbrute''' - The Chaos Dreadnought, the Helbrute's claim to fame (or infamy) is the "Crazed" rule: Whenever the Helbrute takes a glancing or penetrating hit, then you roll a D3 on the following turn to see what happens: 1 forces him to "Fire Frenzy" (he counts as Immobilized for the turn, and fires twice, preferably targeting an enemy that took a Hull Point from him), 2 makes him ignore shaken/stunned results and give him rage, and a roll of 3 is the same as a roll of 2 but the Helbrute also gets fleet but must run if not within 12" of an enemy unit. **Compared to Loyalist Dreadnoughts, you don't get a "free" Storm Bolter, nor do you get Assault Cannons, the ability to double-up on twin-linked Autocannons (you make do with a single piddly Reaper Autocannon), or to be run in a squadron (eh). You do get the option for a Thunder Hammer or Power Scourge, as well as the option to double-down on fists (though you will want a gun, since every bit helps). The Helbrute is the only unit besides the Obliterator with access to Multimeltas or Plasma Cannons; the Multimelta can find use in the Mayhem Pack formation, but otherwise its range leaves something to be desired. This anon personally prefers Plasma, simply because it only takes one well-placed blast to blast a hole in a unit of bikes, and that's enough to threaten your opponent to Jink. **'''Working around Crazed:''' If you take a Sorcerer with Ectomancy or Geomortis, you have powers which allow the Helbrute to move despite being immobilized, so Fire Frenzy does not become as much of a hassle. Though it will probably be FAQ'd otherwise, Power Of the Machine Spirit does not have any restrictions against being used when a model runs, so you could use it to keep your Helbrute firing whenever it gets Blood Rage. Alternately, take clear note of the fact that the Helbrute must run only if there is no enemy within 12" of him, and consider that Allies of Convenience are considered enemies. That Ork Big Mek providing a Kustom Forcefield save to your Helbrute would also prevent him from being forced to run off and jeopardize your battle plans. **'''Knight Hunting''' - Thanks to the GW Errata giving them 4 attacks base combined with the option for free Hatred(Imperials) from Black Crusade, a Helbrute has the attacks/means to seriously damage if not destroy a Knight for a fraction of the cost...provided it can survive to get close. Terrain remains your friend of course. The problem is they both have the same Initiative, so by default you're engaging in piece-trading, the idea being losing a Helbrute is worth finishing off a Knight. That said, it doesn't have to remain a MAD scenario, especially if you have Summoning/Incursion. Fiends of Slaanesh are a notable unit worth summoning, because when they charge, any enemy unit engaged with them suffers a -5 Initiative Penalty. This would notably let your Dreads get the drop on most anything in the game (except the odd Bloodthirster or Solitaire, but those are extreme edgecases), as you'd even be able to get to swing first versus Wraithknights and stuff; while this won't matter as much against the Wraithcannon/Suncannon variants that like to "hang back" and bombard you, the Skatach remains the most popular variant nowadays and it's a notoriously short-ranged combatant. *'''Chaos Contemptor Pattern Dreadnought (Forge World):''' Similar to the loyalist version, in that it has a WS5, S7, FA13 and Fleet all in one death-slinging package. Compared to a loyalist Contemptor, they replace Atomantic Shielding with a Hellfire Reactor, which bestows a 4+ save against glancing hits and a 6+ save against pens. Oh, and he deals a S2 AP2 I10 automatic hit to any enemy psyker in base contact, in case you face Grey Knights. The Contemptor gets access to ranged weapons like Heavy Conversion Beamers and Butcher Cannons along with the standard dreadnought weapons, but you really shouldn't; these guys need to be in close combat. Chainfists and power fists are the go-to here; there may be an exception for the Havoc Launcher as it's cheap and doesn't take out a close-combat arm not to mention the in-built heavy flamer and twin-linked bolter. Plasma Blasters (an assault 2, 18" [[Plasma Gun]]) and Soul Burners (changed: S and AP 4 rending blast at 24") can however push it over the threshold of pricey. Regardless, remember when Grey Knights do their 'Psyfleman Dreadnought' thing? You now have an even better, choppier version albeit much more costly. Get your cup out to collect your opponents tears as you ruthlessly obliterate his Devilfishes with Pulse Carbine bearing Fire Warriors inside. BA rhino with Sternguard Combi-Melta spam? No problem, (swiftly followed by a very ironic) KA-BOOM! Speaking of things going boom, keep in mind that it also has the Loyalist version's larger explosion range if it gets a Vehicle Explodes result on the vehicle damage roll and that the ensuing explosion will possess the Soulblaze rule as well. On top of that, they can be dedicated to the Gods as follows: **'''Khorne:''' Your Contemptor gets Rage and Rampage. This is arguably the best one because of its price plus extra armour running you 225 points. 7 attacks on the charge that needs to be destroyed or immobilised to stop it reaching CC - eep! **'''Tzeentch:''' Your Contemptor gets to re-roll 1s on Invulnerable saves, and all its Heavy Flamers get Soul Blaze. It's... underwhelming. The price paid is a bit much for the re-rolls and Soul Blaze just sucks. **'''Nurgle:''' Your Contemptor gets It Will Not Die. Pricey, but it can help your survival; won't do much if you're immobilised or lose an arm, though. If you want a thing that just won't die and keeps regenerating itself, consider the Decimator instead. **'''Slaanesh:''' No, you don't get your [[Sonic Weaponry|sonic weapons]] back, but you do assault and defensive grenades. Do note that nothing says you cannot throw these grenades despite them being "count as", so enjoy an additional blast or blinding attack. Still, not super great considering... *'''Slaaneshi Sonic Dreadnought (Forge World):''' '''Guess who's back Bitches!''' The Sonic Dreadnought is back in IA:13 is a really awesome addition. It starts naked with a TL Sonic Blaster, Doom-Siren and [[Rape|CHAINFIST]] [[What|w/ Storm bolter]] ''(no mistake... even references it later)'' as well as the WS/BS5 statline of a venerable. It also counts as having grenades. It doesn't have the same upgrade options, so there is no Scourge or Thunder Hammer, whilst the Sonic Blasters may be upgraded to the usual guns or second arm [[Derp|with TL bolter... not Storm Bolter]]. But you'll replace it with a Blastmaster because all of the other rules on the Dreadnought benefit your sonic weapons greatly. First you may '''choose''' to overcharge your sonic weapons and give them ''Rending / Gets-Hot''.(It should be noted for 20 points more you can always having Rending without Gets Hot, but you'll also have to spend 5 points on a TL-Heavy Bolter or TL-Autocannon, neither of which ignores cover) Also if you remain still in the movement phase you may double your rate of fire for the turn with all your sonic weapons. Meaning twice the pain. There's no reason to NOT get this dreadnought over a Helbrute unless you are trying to save points or are adamantly adhering to a mono-god list. ** The Sonic Dreadnought fulfills chaos's need for a rifleman, while maintaining its ability to kick ass in close combat. They work very well alongside static emplacements like artillery pieces and tanks where they can baby sit the heavy support and still make themselves useful with a blastmaster. Even Knight Titans will think twice before assaulting anything near this stunted box, or else risk getting chain fisted in the next assault phase. *'''Ferrus Infernum Dreadnought (Forgeworld):''' The other replacement to your Helbrute, more generic and customisable than the Sonic Dread, but no less potent. Starts off with the WS/BS 5 combo making it better and all of the standard weapon options. After that, you may dedicate it to your chosen God for either Rage/Rampage (Khorne), IWND (Nurgle), Assault/Defensive Grenades (Slaanesh) or 6+ Invulnerable Save and Soul Blaze flamers (Tzeentch). Finally, you may further customise it by adding ONE extra special rule. **'''Veteran of the Long War''' - if it ever EXPLODES! you roll on a table that can either turn the model into a [[Chaos Spawn|gibbering flesh monster]] which at least mitigates some of your loss / re-rolls the explodes result so you might get something else / [[Daemon Prince|Dark Apotheosis]] either way this upgrade depends on you exploding... not simply being wrecked. It can also issue Challenges, as if it were a Character. **'''Host of the Daemonic Icon''' - for starters he ignores Shaken/Stunned on 2+, next anyone who hurts him in the Fight Sub-phase immediately takes a S4 AP3 hit per hull point lost. Therefore charge this guy directly into MEQ and your enemy will hate you. Good for Dreads with blast weapons where either of these results on the damage table would usually mean you can't fire at all. **'''Destroyer of Cities''' - you turn your dreadnought into the loyalist siege dreadnought and must replace your arms with the Assault Drill w/ heavy flamer and get a Flamestorm Cannon. You also increase front AV by +1 and get move-through-cover like an Ironclad Dreadnought. Not a bad choice for both vehicle hunting and close range infantry purging. In the event you're playing Cities of Death, it also gets a free Wrecker stratagem. *'''Decimator Daemon Engine (Forge World):''' It's the Chaos Contemptor's retarded brother piled into Imperial Armour 13. They're pricey at 205 pts., its armor is now better than a Contemptor's (by one ''freaking'' point on the rear), and not as fighty (WS/BS/I 3) at first, although it does have more attacks and a higher strength. But after reading its rules, you'll notice that it can bounce shaken/stunned results on a 2+ because of Daemonic Resilience, gets a 5+ invulnerable save for being a daemon and can deepstrike. The big deal with this guy is the "[[Awesome|Unholy Vigour]]" rule: it can regrow destroyed weapons and un-immobilise on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN, regaining D3 HP in the process! The only downside is that rolling a 1 once it's wrecked means it stays dead for good, but why look a gift horse in the mouth? The Decimator can give up one or both of its claws to mount the following weapons: **Decimator Siege Claws: your Decimator comes stock with two of these, providing a total of 4 S8 '''AP 2''' Lightning Claw attacks plus built in heavy flamers. They also confer smash with some extra fun: a smash attack against a building or transport that successfully penetrates will do an additional D6 heavy flamer attacks against the occupants per heavy flamer, meaning two siege claws and a charge gives you a potential 6D6 heavy flamer hits against anyone inside - Falcon PUNCH! This is the seven billionth thing Forge World has given us with the word "siege" in it. **Butcher Cannon: Not much of point taking these anymore, seeing how a Forgefiend already has two guns with an identical profile plus pinning. For added redundancy, there's now heavy weapon platforms that mount the Hades Autocannon, at a fraction of the Fiend's cost. I guess if you really, REALLY wanna cover the board in S8 AP4 fire, then by all means take a decimator with butcher cannons. **Storm Laser: 36" S6 AP3 Heavy D3+2. Purchased as a pair, lasers are hilariously effective against anything with a 3+ save, especially things that might be a bit too scary up close. Death Company, Lychguard, Crisis Suits, Tyranid Monstrous Creatures: Deep Strike a Decimator in and laser those pesky trouble spots. **Soul Burner Petard: One higher strength and worse AP compared to the Contemptor's Soul Burner and it uses the large blast marker as opposed to the small. This weapon will squish Orks/Bugs/Guard and all other manner of [[tarpit]]s to dust. You only need to buy one of these (Ordnance weapon), retaining a Siege Claw for the fighty bastards that get too close. **Heavy Conversion Beamer: Very expensive and radically alters the way you play this guy. There isn't much this gun can do that butcher cannons (which are now pointless) or siege claws will. On the one hand, you can hide this thing in some ruins and if you're lucky, you ''might'' be able to tag one or two vehicles/squads before they get out of its useful range. Best give it a pass - the Defiler does this better. *The Decimator can be dedicated to one of the Gods (Note: you require an independent character with that same mark/daemon of same god in order to do so) as follows: **'''Khorne:''' Gains the Rampage USR for +15 pts. Against hordes you're guaranteed an additional D3 attacks, not to mention the damage a double siege claw or claw/soul-burner and Khorne dedication can do to MEQs and TEQs. **'''Nurgle:''' Gains the It Will Not Die USR for +25 pts! Arguably the best, no matter what the load-out. Think of it as a possessed vindicator, only better. Send this badass barrelling against the enemy lines as it just flat out ignores being shot at by most weapons. Seriously, any army that [[Railgun|isn't equipped for the job]] will have an outright bitch of a time putting down a Nurgle Decimator! **'''Slaanesh:''' Counts as armed with assault and defensive grenades. Now that you can Deep Strike this one is... still iffy. You are probably going to go last against space marines and if you're fighting guardsmen or Tau, you have heavy flamers that can do the job better. You could alternatively use the defensive grenades and take a conversion beamer, which is still kinda puzzling because the defiler does that mobile artillery thing way better. **'''Tzeentch:''' Re-roll to-hits of 1's for shooting attacks and counts Heavy Flamers (if any) gain the Soul Blaze special rule for +25 pts. It's expensive and Soul Blaze sucks, but re-rolling 1's for shooting makes this the double-gun Dakka dedication. If you were planning on taking storm lasers, you're taking this. *'''Plague Ogryns (Forge World):''' 50 pts./model ogryns with S6, FnP and D6 poisoned 2+ attacks. Just like everything Nurgle here, they require you to take a squad of plague marines to field these. Unfortunately, they have Slow and Purposeful and really shitty armour meaning that they actually manage to be more useless than Mutilators. Take them if you want to see them go down to bolters before they get anywhere near an enemy that will likely hold out against them! *'''Spined Chaos Beast (Forge World:''' 140pts for WS5,S7, T6, 4 wounds, I4 and 3 attack MC. Not at all bad. Comes stock with Fearless, IWND, Daemonic Instability (what? but it's Fearless?) and Deep Strike. The two major downsides of this unit is that it's unit composition is 1 and cannot be taken in groups which takes up our precious Elite Slots and it '''MUST''' be a Daemon of a specific god: **'''Daemon of Khorne:''' FREE. Furious. Charge. S8 on the charge is a fucking steal for 0 points! **'''Daemon of Tzeentch:''' it's only 5pts. It gives you dick in terms of psychic powers, but 5 points to re-roll invulnerable save 1's is ''slick.'' Pairs nicely with Divination 4++ re-rolling 1's; adding Cursed Earth will give it a 3++ save! T6 with 3++, oh please do throw your anti vehicle shots at me! **'''Daemon of Nurgle:''' Garbage at 15 points. Giving a close combat unit Slow and Purposeful should be against the rules or something. Oh sure, it has shrouded, but it already has a 5++ and if you're gonna walk this guy through cover, you're gonna waste the game not getting it into combat. **'''Daemon of Slaanesh:''' The other 15 point upgrade, but this one's worth taking. Fleet, Rending and +3" to your runs makes this the speed demon dedication. It's actually better in a Daemons army, where it serves as a cheap replacement for a Slaanesh-Grinder. ===Fast Attack=== *'''Chaos Bikers''' - If Loyalist Bikers can best be thought of as a "horse archer" unit, engaging at close range before withdrawing to a more tactically advantageous position, Chaos Bikers are better thought of as a "pursuit cavalry" option. They're one point cheaper than their Loyalist counterparts, with the usual lack of Grav/ATSKNF/Chapter Tactics that this entails, but unlike Loyalist Bikers, they get the Bolt Pistol/CCW bonus for an extra attack each. While White Scars and Ravenwing will use "Hit and Run" to avoid getting bogged down by tarpits, Chaos uses extra attacks to hope to break through. **''Loadout:'' The first thing you'll notice is you have the option to give two models Special Weapons (Flamers/Meltas/Plasmas), by trading in either the secondary Close Combat Weapon your Bikers get, or trading in your Bike's Twin-Linked Bolters. Both options have their pros and cons, but this anon's personal opinion is to swap out the Twin-Linked Bolters. You only get to fire one gun anyway, and you want every attack you can get when it comes time to assault. When it comes to Bike Squads, it may be ok to go against conventional wisdom and actually buy a Power Weapon for your Champion; unlike vanilla Marines, you have the mobility to dictate your own fights, and a few lucky rolls on the Chaos Boon table could have your squad turn into a surprisingly frightening DISTRACTION CARNIFEX! **''Marks:'' When it comes to Marks, you can take them or leave them. Khorne gives extra weight on the charge, while Slaanesh grants access to the Icon of Excess, which does better in this formation due to the improved toughness. The Mark of Nurgle costs more on these guys than normal, simply because it ups your Toughness. While this can give you near-immunity to small-arms fire, it provides no defense against attacks which don't work against toughness. The Mark of Tzeentch is even more pointless on these guys than on other units; while it's cheap, a 6+ Invulnerable won't mean much when you have the option to Jink. **''Retinue'': Bikers are an excellent retinue for a Slaaneshi Biker or a Khorne Juggernaut Lord. They provide ablative wounds and clear out the chaff while the Lord takes care of priority targets. Don't be afraid to put a Lightning Claw on the Champion, this way he can challenge and eliminate the enemy squad leader and allow the Lord to slaughter the rank-and-file. Remember, the Lords benefit from the Icons as well! **''One of the greatest units in the Chaos Codex'': With the addition of Traitor Legions these guys have become something amazing! Death Guard? T6, Fearless and FNP with ReRolls of 1 to FNP PLUS SHROUDED IF 18" AWAY albeit I3. Emperors Children? COMBAT DRUGS ON THESE GUYS! T6? 3A BASE? WS5/BS5? I6?. Black Legion? Crusader, Hatred EVERYTHING! World Eaters? 2D6 movement which they can move 12" during movement AND Charge with Re-Rolling charge ranges + Rage + Furious Charge?! Seriously. If you're playing Traitor Legions and the retrospecting Legions Formation Detatchment pick up like 3 units of these guys plus they have Objective Secured AND Double Boons so kit out those Sarges! Dakka plus Choppy and in many armies Fearless. Underated is an understatement. Only the Thousand Sons players should skip them, really...because they're probably playing the Grand Coven anyways. *'''Chaos Raptors''' - Chaos' Assault Marines with Fear. Reasonably priced and can get shit done. Icons and double-special weapons make them respectable. Can have up to 15 models in a unit. Slaanesh and Khorne are easily the best (and cheapest) mark options for them. A solid unit, through and through; you can't really go wrong with Raptors. **''Loadouts:'' Meltaguns tend to be the weapon of choice. They let you light up transports or heavier vehicles, while your Bolt Pistols/CCWs let you shred through lighter infantry. Flamers are alright except for overlapping roles, while Plasma Guns are not particularly worth taking, as you do NOT have Relentless and won't be able to charge after firing them. Unless you're deathguard, in which case go ham. Plasma pistols are a useless choice since Melta guns are 5 points less, don't Get Hot and don't take away either close combat weapon. **''Marks:'' Mark of Slaanesh makes for three I5 attacks each (on the charge), Icon of Khorne gives 4 I4, Icon of Nurgle makes them T5 (and thus harder to kill), and Tzeentch gives them Invulnerable saves which you'll almost never make :) *'''Warp Talons:''' Oh, boy, here comes the proverbial [[shit twinkie]] in the CSM codex. Here it goes. Take everything you may like about Raptors (but strip them of ALL THE FUCKING GRENADES! I mean what the hell Phil?!) and turn the diarrhea up a few notches and TA-DA! 30 pts. a you power armoured dude with a pair of lightning claws, the daemon USR and when he deep strikes with the rest of his crew, their pimping bling has a chance of blind everyone within 6". Usually a 33% chance (against marines, if they don't have a character in that squad). Should you actually manage to blind the enemy, most things will hit you on a 6 at range or a 5 in close combat making them [[Rape|easy, defenseless pickings]]. Too bad it almost never works. These guys should have been your first wave, coupled with Oblits for fire support and Maulers for hard targets. What makes them extremely shit is the fact that they can't assault after deepstriking, which means that even if they did manage to get in turn 2, they will get shot at by everything they didn't blind (read everything) and then do some more dying when it gets time to eat that overwatch. Theoretically they can be good with an icon of Slaanesh (Lol nope) and a Jump Pack Lord for extra punch. However, the cost is so prohibitive and the potential so limited that... No. Just no. Also work exceedingly well in Planetstrike missions; the 7th ed update in Sanctus Reach means that Deep Striking attackers can still assault after arriving on the table, meaning your Warp Talons can truly benefit from inflicting blindness on nearby units and don't have to stand around for a turn while they get blasted away. Bottom line is - they're just too fragile to survive and too expensive to take in large enough numbers to make a dent in the enemy lines after getting shot at for a turn. It really is a shame, cause they have one of the most dynamic, detailed kits out there (same one as the Raptors). **'''STOP THE PRESSES:''': The Raptor Talon formation introduced in Traitor's hate finally gave Warp Talons some love. See, now they can not only assault on the turn they came in - their fear ability might actually turn out to be useful with that -1 to LD AND fear, if two or more units manage to charge. Now, scatters will be scatters, so it's not guaranteed that you will always be able to get two units in CC - but if you manage to do so on anything less than a TEQ chances are you're going to tear it a new asshole. Now - as counter-intuitive as that may seem, almost any mark EXCEPT khorne is a good fit on these guys. Slaanesh & banner (warp talons can't take any banners, just marks) makes them more survivable as they will hit first, ignore armour saves and if they get hit back FNP. Nurgle helps you not get thinned down by overwatch and not lose dudes to regular CCW's. Tzeentch could help you if you've just charged someone who can ignore your 3+, as a 4++ can be decent. Overall, using this formation is a gamble, but unlike anything else you could do with these guys, it has the potential to actually pay off. **'''Alternative opinion:''': Blinding a 3-dudes [[Tau|XV-88 Apocalypse squad]] (can't be done anymore since all Tau suits get immunity to Blind from their Wargear) and giving a turn to your machines (especially Fiends, Helbrutes and Defilers) to shoot and [[RIP AND TEAR|get to CqC]] could be worth the risk, you can shred the armoured weeaboo next turn. Unless you took the Dimensional Key and manage to activate it, you have a reasonable risk for a bad scatter dice roll, and kissing your nasty melee unit goodbye. Vanguard Veterans suck, people (save in the case of Blood Angels, for whom they are just on the edge of hilariously awesome). You can also hop-scotch them over terrain for a turn-2 assault with your Initiative 5 (Mark of Slaneesh) or [[RAGE]]-fueled (Mark of Khorne) lightning claws. Beware that this will make them a huge fire magnet for a relatively fragile unit with only 3+/5++, so keep them screened by cover or friendly vehicles on their first turn. Or you can crap them the Mark of Tzeentch to have a 4+ inv. to be more confident about anti-MEQ weaponry. Not definitive, but nice. **'''Alternative opinion #2:''': Deep Striking these guys is a bad option. Like, Michael Jackson Pepsi commercial bad. Yeah, the warpflame can be nice--IF IT WORKS. Remember, most boards are going to have you against I 4 (dem Marine), so it's a 1-4 shot of them passing the test. It's too risky to rely on the Blind to take care of getting shot the fuck to bits. Also, these things Deep Striking at vulnerable bits makes people shift fire to end your panty raid nice and quick. Unless you're diverting fire (and who wants to pay so much for a diversion--just use a distraction Mutilator instead). What I've found works to lulz-worthiness is giving them to Slaanesh with a Sorcerer with a Jet pack. Take at least one power from Slaanesh (all are great), and then Biomancy it up with what is left. These guys will tear up damn near anything they run into. OR... **'''Alternative opinion #3:''': Ally with daemons. You know how any mass-deepstriking daemon army abuses the fuck out of icons and instruments? Yeah, you can do that too. Ta-daa! Enjoy precision deepstriking these guys to blind enemies so that your daemons can survive that 1 turn of shooting before they can [[RIP AND TEAR|get into melee!]]. **'''Faction Thoughts:''': The best legion tactics for these are probably Black Legion or World Eaters. Black legion because of their awesome bonuses from Raptor Talon on the Speartip, while the World Eaters basically are the same as Khorne Daemonkin, only cheaper per model in exchange for a slight reduction in damage vs slaanesh daemons. To be honest, though, they actually mesh quite well with any of the marked legions. Night Lords is still good, but Stealth is not very useful with a 5+ invulnerable save base. Iron Warriors really shouldn't be using them, but may work as a sort of Death Guard lite or cheaper, slower Emperors Children. Word Bearers and Alpha Legion grant basically no benefits (though, with the prevalence of ultramarines units hanging about, it may be worth it for WB). Just ignore Crimson Slaughter. Black Legion does exactly the same but infinitely better (CS require the full Black Crusade detachment to get a weaker version of the same effect) *'''[[Chaos Spawn|The Unnameable Beasts]]''' : According to legend, during a dark, terrifying time not so long ago, these were but a sick joke; no one took [[Chaos Spawn|that which must never be named]], not even in funny lists, not even for flavor nor fluff. No sane person took them; they were easily the worst unit in all of 40k, which is a hell of an accomplishment, considering [[Pyrovore]]s existed back then too.. '''Not anymore!''' Chaos Spawn are now the workhorse of any assault based Chaos Space Marine army- OH MY GODS NO PL- BJADKJFOASIHDOLADMFNCAOSJ. Anyways, Run them forward ahead of your Rhinos and tag team them with your Maulerfiends. If even a single Spawn makes it into combat then they've served a very important purpose: tying up the enemy while your assaulting units hop out of their rhinos. They will also divert fire away from your Rhinos because the opponent is left with selecting 1 of 2 bad choices: either shoot the spawn to prevent his units from being tied up in combat or shoot the rhinos and hope they get disabled while still getting assaulted by the Spawn. Spawn now get access to a similar mutation ability to Possessed. Spawn also lost slow & purposeful but they eat up a slot now. Unless, that is, one of your dudes gets mutated into one. This isn't as bad as it sounds, as long as it's not a major loss and the resulting Spawn is within combat range. Their new stats make them excellent suicide melee units if one is to suddenly pop into existence, and can hopefully make back a few of the points lost by whatever 'spawned them. But being a Daemon Prince is like, 40,000x better. **'''Alternative opinion:''' The new buffs of rage, a ten point price drop, the minor but useful random ability at the start of each fight sub-phase, the ability to take marks (36 points for a t6 w3 unit) and the fact that you can now control the damn things mean they can actually be useful when used to escort ICs across the board, such as a bloodcrusher mounted lord with the axe of blind rape, bike sorcerer (giving him much needed protection), or if you don't mind wasting their movement, Typhus (who becomes t6 and can use the destroyer hive without wiping out his own unit). If you enjoy cheese, take 5 with MoN, stick a Nurgle Biker Lord in there with plenty of bells and whistles, and you have a ridiculously durable unit that is almost guaranteed to get your Lord across the board, whilst drawing tons of firepower away from your other units. Less than 200 points for 15 T6 wounds that can close the gap between you and your opponent ridiculously fast is a steal, and so durable that they'll most likely stick around for use as late game objective clearers. And if they don't, your oppponent has probably been diverting enough firepower towards them that the rest of your units can move up the board practically unassailed. **'''Alternative Option 2''': Run 5 of these all with MoN, then use Be'lakor to cast [[Cheese|invisibility]] on them. 5 T6 3W beasts which can only be targeted by snap-shots running up the battlefield and getting anywhere from 5-30 attacks per combat sounds pretty damn good. **'''Pro modeling tip if you already didn't figured it out:''' Their box contains 2 square and 2 rounded bases. Make 2 legitimately, then use some green stuff/playdough/hot glue to make an additional two (just model up some [[Fulgrim|snake bodies]], slap some spare heads and tentacles. Alternatively, pour some hot glue on top of another model/random cluster of bitz and push some appendages in while the thing is still warm). Profit! **'''Detachment Bonus!''' They are the cheapest auxiliary unit in most Traitor Legions, so get a mascot if you want the detachment bonus but are mainly running Core. Although none of legion armies buffs them directly except Night Lords, legion-specific detachments can help the Unnamable Things to get closer to close combat (WE Butcherhorde or BL Speartip) or hide them from enemy fire before they can charge (Alpha Legion Insurgency Force). *'''[[Heldrake|Hellturkey]]:''' (Attack Flyer) Here be dragons(Swoop)(no swooping, swooping is bad(at least for your enemies))! This is that it's a flyer, which you need now, unless you want to invest in a Sicaran. What it can do is Strafing Run with a Hades Autocannon (R36" S8 AP4 Heavy 4 pinning) or drop a S6 AP3 torrent. However, it's prized ability is the vector striking at S7 against land or air targets - yowza! A good move will have you wiping your opponent's aircraft and a unit of troops off the field. For even more fun, you can use its Daemon Forge ability once per battle to reroll your wounds/pens! Careful though - although more resilient than most with 12/12/10, the bird is still thin skinned. Even though it has a 5++ and can jink in addition to being a flyer that Will Not Die, a good penetrating hit will drop it right out of the fucking sky. Still, arguably one of the best units of the entire book - sailing carelessly through air, your opponent's army it shall RIP AND TEAR... ahem, <s>take two and take Baleflamers.</s> With the advent of 7th edition and the FAQ (see below), Heldrakes are no longer the unbelievable, unlimited rape machines they were in the past. The 7th edition nerf to Vector Strike hits the Heldrake just as hard as the nerf to his weaponry. Since the Heldrake can no longer feasibly flame/gun the unit it Vector Strike-d (but note that you can still burn something else), you're often going to have to make a choice between getting a vector strike in, or positioning yourself for effective shooting. This dramatically reduces the Heldrake's usefulness, unless you're using the Death From The Skies maneuverability rules. This isn't to say Heldrakes aren't usable, but no longer are they an auto include in any CSM army. ** The latest FAQ put a stop to the turret fun as the heldrake's weapons are treated as hull-mounted now, so no more Asses of Fire. Guess GW got tired watching the Corpse Emperor's lackeys burn in the fires of the warp and decided to nerf this Chaos flyer <s>back to the Eye of Terror</s> from "everyone bitches about how cheese it is" to merely "good". Tragically, this is not a surprise. *'''Chaos Storm Eagle (Attack Flyer, Pursuit 3, Agility 2, Forge World):''' 20 pts. cheaper than a loyalist Storm Eagle, still a fast attack, can't take a Typhoon Missile Launcher instead of its Heavy Bolter, but ''can'' upgrade to a Reaper Autocannon for free. It also loses the Power of the Machine Spirit rule, like every other Chaos unit, but everything else is otherwise the same. You can buy Possession for this thing, which is recommended. Take a full squad of marines, cult marines or termies and away you go! Alternatively, put Kharn and some 'zerkers in this, watch your opponent cry. *'''Hellblade (Interceptor, Pursuit 5, Agility 3, Forge World):''' Was Chaos' own Supersonic Flyer long before the Helldrake was on the scene, comes with two AND ONLY TWO EVER reaper autocannons, which is nice because it's only BS3. Can be possessed, though with only 2 HP there's no point in doing so. If you can't fit raptors, havocs or drakes into your list, you could always settle for one of these in your fast attack slots, but don't expect it to survive: AV10 all around and only 2 hull points makes it thin skinned, although it gets 4+ evade. With 6th ed, it's a full-fledged flyer, allowing it to hate on heavy infantry and light vehicles with impunity, while its high volume of decent strength shots make it deadly against other flyers. Be warned, even a Fighta-Bommer's defensive big shootas or a fucking Pintle-mounted Stormbolter can blow this thing out of the sky due to it's shitty armour. The updated rules give it a price break, though once you upgrade its reapers to Helstorm autocannons (And really, why the fuck would you NOT?) it sits once again at 115pts. It now comes with a straight-up 5++ save and a fun little ability to allows it to be repositioned D6+2" before it takes a move, and the "Unnatural Predator" rule lets you pick out an enemy flyer before the start of the game and re-roll all To Wound or AP rolls of 1 against it, which is rather nifty. *'''Hell Talon (Strike Fighter, Pursuit 4, Agility 4, Forge World):''' Oh, you thought 'Blood Slaughterer' was a stupid name? A fighter bomber with Supersonic, 4 hull points and Strafing Run - which makes it having sex awesome! With its single Reaper autocannon it can put holes in heavy infantry, light vehicles, and aircraft, with its bombs it can blow apart blobs in a glorious inferno, and with its twin linked lascannon it can put holes in enemy tanks, making Mech Guard and Nidzilla cry. Another nice feature is that if the enemy army is light in MEQ units, you can swap out the autocannon for a havoc launcher instead to really get some pie plate hate on things. Just like the Blade, it gain the point break, autocannon upgrade, free invuln and teleport ability. It also gets to pick between a whole load of bombs, each of which if more [[Rape|fun]] than the others against a specific target, giving your bomber some versatility. These are bananas. Not only do they have great Flyer stats, but they suffer no penalties for shooting at ground targets the way generic fighters do. If you're expecting enemy Flyers, take <s>these</s> a pair of Hellblades above and continue shredding stuff on the ground. *'''Dreadclaw Assault Pod (Attack Flyer, Pursuit 1, Agility 1, Forge World):''' The Chaos Space Marine version of the loyalist drop pod, the Dreadclaw has the nifty advantage of NOT being immobile (it's a deep-striking flyer with hover) and it's an assault vehicle with better armour than a rhino. Unfortunately, it eats a fast attack slot but it can deep strike 10 marines, 5 termies (though they can already do it just fine without) or a dreadnought. It counts as a Fast Skimmer once it Deep Strikes onto the table, not Zooming, therefore, you don't need sixes to hit but you can Jink to get 4+ cover (3+ if nightfight). It can Deep Strike onto the table Turn 1 and unload a shooty alpha strike unit, or move Flat Out 18" to set up a perfect Turn 2 charge. 100 points, but it gives us some fun new options and mobility. Also note that since it's a Dedicated Transport for CSM you have an Objective Secured fast skimmer (or Chosen in an Abaddabadon or BL list) to snag or contest objectives. **Edit: all is good and beautiful, but [[Derp|it has no "transport" rule]]. So beware rules lawyers. Mind, it also has the Daemonic Possession thingy, so shoving expensive units inside is highly undesirable (ahem, Dreadnoughts). Remember, it is rolled even if the unit starts the game already embarked upon such vehicle! Yet despite this you gain a deepstriking assault transport you can land somewhere safe <i>(there's no Inertial Guiding System on that thing, don't treat it like a normal Pod)</i> then flat-out towards the target. Jink to avoid the inevitable storm of hate that will head your way, move again, deploy, and assault. For the mathematically inclined that's 6+6+2d6 = 18" - 24" charge range. Take these if you have want a glorious chaos drop pod assault. ''Feel like a legionnaire.'' **Forgeworld has finally released an update that brings all of its Flyers up to date with Death from the Skies. What's weird is that Dreadclaws and Kharybdis are included in this document, as a rare case of "technically a flyer but." While all but worthless in a Dogfight and as maneuverable as a rock, they can be taken in Wings now and gain Attack Pattern benefits. *'''Blight Drone (Attack Flyer, Pursuit 3, Agility 4, Forge World):''' Possessed hovering flyer with a BS2, Daemon of Nurgle (i.e. Shrouded & 5+ Invulnerable save), reaper autocannon and a mawcannon (without tongue). It costs 150 pts, has pretty decent armour (12/11/10), but it will also explode when wrecked so be sure you get this thing as close to the enemy as possible! They can be taken in squads of 1-3 too. The mawcannon has a flamer mode (S6 AP4) and a large blast (S8 AP3). **Forgeworld's DFtS expansion make these buggers fair to middling in a Dogfight, but BS 2 and only having 1 direct-fire weapon and no Skyfire makes these rather lackluster. You may be able to use your USRs to tank through a Dogfight, but you won't be grounding enemies this way. YMMV. ===Heavy Support=== *'''[[Defiler]]''' - So here's this giant enemy crab-Dreadnought. Your Swiss-army vehicle; can do anything to some degree or another - and do it (decently) well. Has Fleet, 4 hull points, is somewhat better at shooting than a Dreadnought (with access to more long-range weaponry, including a Battle Cannon) and all the other Daemon Engine flair (5++, fear, IWND and Daemon Forge). This unit is amazingly flexible; you can have it shoot off plenty of firepower when stationary (It has a Reaper Autocannon, Battle Cannon, and Heavy Flamer by default), can be upgraded to be even more shooty by replacing the Reaper Autocannon with a Twin-Linked Lascannon or Twin-Linked Heavy Bolter, and the Heavy Flamer with a Havoc Launcher. Unfortunately, the cannon is Ordnance and even bound Daemons can't handle firing Ordnance as well as a Heavy Flamer or Havok launcher, apparently. With 6th Edition ruining Havoc Launchers, the shooty option is a Reaper Autocannon or Heavy Bolter Snap Firing to your Battlecannon's tune. You can go the full Monty for the Assault route, and replace the Autocannon and Flamer for a power fist or scourge respectively. The fist will get you a +1 attack and is free which is nice, but it already has two (walkers get +1 attack for EACH weapon after the first, which means 5 attack, 6 on charge) and the scourge will reduce the WS of models in base contact, so you don't even have to use it, just be in contact. Also this will leave you with only battle cannon assuming you didn't take havoc, since battle cannon is ordnance you don't need any other shooting weapon). With its ability to fire off tons of firepower AND/OR rush forward and [[FATAL|rape]] things with its giant crab-claws, this thing is as versatile as units come. Its main drawbacks are that its melee and firing accuracy are average (BS/WS/I3) meaning that Power Fists smack you around and all the other Dreadnoughts except Orks go before you, and they can buy two Deff Dreads to your one Defiler. It's also an extremely large vehicle, and one that will attract a lot of enemy fire, causing enemies to put a lot of resources into [[Meme|attacking its weak point for massive damage]]. Which you can even capitalize on, using the weak side of the Defiler as a lure to bring in some of their anti-vehicle troops in right where you want them. The catch is its fairly high cost - a basic defiler is just under 200 points, and is essentially an AV 12/12/10 walker. This renders it less effective, for all its new toys, than its previous incarnation. For all it's versatility it's not very good at anything for it's cost. Sure you can make it decent at melee, but then it has to GET there. Compare it to a doomsday ark. **'''Note''' DO NOT charge dreads with a defiler. Contrary to the fact that one of the most popular artworks of defilers is one in which a deffie pulls a dreadnought apart with its claws, now that dreadnoughts have FOUR power fist attacks at I4 that will be hitting you on 3... chances are the crab will be wrecked before it gets a chance to swing its manifold limbs. This reduces its usability by a fraction. **'''Alternative Opinion:''' When you do compare it to a doomsday ark, you'll notice that it will fall apart pretty quick when something gets too close to it. Not quite so for a defiler - while a D-day ark might have to try and run off to avoid getting popped open, you can throw a defiler happily at almost anything in charge range. Giving it a power scourge over its heavy flamer has the hilarious advantage of reversing any close combat prey's fortune as they will now hit on 4's and YOU hit THEM on 3's! Warp flame gargoyles on your guns will also do well to soften up a target before a fleet-assisted charge. ** Havoc Launcher not doing it for you? How about TWO Havoc Launchers? Defilers have access to the chaos vehicle armory (page 102, Defiler entry, bullet point three) which is largely overlooked, meaning they can take an additional havoc launcher along with a combi bolter and a combi melta/flamer/plasma, so your defiler can always have a little bit more close (combi flamer/melta) mid (combi bolter) and long (havoc launcher) firepower, damn this crab is versatile! Warpflame Gargoyles make all your ranged weapons soul blaze, meaning the shooty Defiler can mulch infantry with even more effectiveness. And they can take Dirge Casters, meaning the assaulty Defiler can't be overwatched. Neat! **'''Alternative Opinion 2:''' I have had plenty of success in casual games running a Defiler with a Scourge and Fist, relying solely on the battle cannon to handle ranged combat. While the additional attacks granted to Dreadnoughts makes this less clear cut, let's look at a possible situation. A Defiler fighting a two Dreadnought squad with twin lascannons. Being generous to the dreads, we'll give each side three rounds of shooting. Statistically, the Dreads will likely connect with all six shots, four will inflict damage, 2.66 will get through it's save. Most likely suffering stun/shaken results, which it will resist, and in three turns will likely recover one HP from IWND. Given three shots, and Demon Forged, we'll assume at least one is a direct hit, and that of the other two, one shot scores a single hit. As it averages 1 hit per round of firing, we'll assume Daemonforged effects one of the hits. 2 hits at a 50% chance of causing damage (We'll simply assume glances out of the kindness of our hearts), boosted to 75% (Ordnance), 1.5 wounds, with one shot being what, a 1/16 chance of failing to penetrate? So, ~2.5 hull damage, vs ~1.66 by the time they meet. If we give the Defiler the charge, and an average result on the scourge (2), the Defiler attacks 6 times, hits with four of them, and inflicts ~3.33 HP of damage. On Dreadnought dies, the other attacks four times, hits twice. Inflicts slightly more than one HP. The Defiler is down to 1 HP and some change, but the other dread isn't doing any better. It dies in the next round, and your crab-bot scuttles off to find new prey. Cover, Meltaguns, and even a little luck COULD swing that (I did skip overwatch, which would contribute a portion of a wound, not enough to swing this to an "average chance of a loss" but close), but saying "Don't charge dreads" is a little disingenuous, with the right set up. (Where are you getting this from? Defilers are I3, Dreadnoughts go before them, not after.) *'''Havocs''' - Havocs are essentially "Chaos Devastators." You start with a squad of 5, that can take four Specials/Heavy Weapons at any squad size. There are two primary ways to run them: Either as long-range fire-support, or as part of a "Rhino-spam" army. In the former case, this is one of the notable units where you '''do''' want to give them Veterans of the Long War. The difference between Leadership 9 and Leadership 10 (or more realistically, Leadership 8 versus Leadership 9 due to the sergeant tending to be a glorified bullet-catcher) matters all the more when your fire support is camping by the table edge! In the second case, you'll want "two Specials and a Rhino". The Chaos Warband gave this option a new lease on life, as being able to run obsec Special Teams alongside small obsec Chosen Teams has its appeal. ** If you still fancy using heavy weapons Havocs, Forgeworld has you covered with pretty little SM autocannon sets of five for both Legion and Kalibrax pattern (that are compatible with default vanilla arms) for just over double the price! Consider using those since everybody and his dog knows how bullshit GW Havoc box sets are (a hundred pounds for a complete set of weapons, really? Devastators have this for, like, half the price, and that's with other toys like combis, hammers and shit.) ** Heavy Weapons Havocs become a lot more viable if you play Death Guard, giving them FNP and Relentless *'''Chaos Rapier Weapons Battery (Forge World):''' For 40 pts. you get an Artillery unit armed with Quad Heavy Bolter and manned by 2 Chaos Space Marine crewmen. Might take up to 2 additional Carriers with crew for 40 pts. each. The weapons may be upgraded to a Laser Destroyer (TL Ordnance AP1 Lascannon), Ectoplasma Cannon or Hades Autocannon (the same as Forgefiend's), or a Heavy Conversion Beamer. The Chaos Rapier allows you to fill the Heavy Support with fairly cheap heavy weapons on miniature tank treads, and it is worth noting they have the usual CSM BS4. Lastly, the Hellish Demise special rule means you must roll a D6 when the Chaos Rapier is destroyed. On a roll of 1 it explodes in a S3 Large Blast, 2-5 do nothing, whilst 6 does the same as 1 but leaves a non-scatter DS marker for any units with the Daemon USR. Pretty much all Rapier configurations are superior to the Havoks and Forgefiends in BOTH firepower and survivability, while being cheaper (though Fiends have their mobility and once-per-game damage booster, and Havocs can bring special weapons for Rhino drive-by or missile launchers for versatility). It should be no surprise for anyone that Forge World prices for Rapier models are outrageous. **Rapiers are great models for niche roles in your chaos army. Conversion Beamers are an excellent addition to any CSM ranged list, while Hades autocannons are impressive anti-infatry/MC/flyer units. There price and immobility also negate the 'better than havocs' argument. They are different, and expensive over time. But totally worth it when used appropriately. **Alternative take: Probably the best heavy support option for CSM. You like Vindicators yes? How about 3 Vindicator blasts at double the range that don't get fucked by melta & Haywire. Yeah they get suckier the closer the enemy get to them but you are CSM! If the enemy is getting closer to them you can charge them with your superior fighty units. They can also be pretty cheap to make. Just buy some of the Conversion Beamer arm mounts from FW and scratch build your own bases for them (or just buy 3rd party tank tracks) you're chaos so anything works, nurglings carrying it, mount it on the back of a daemon, have loyalist slaves haul it around, get creative. *'''Chaos Land Raider''' - It's the classic [[Land Raider]] pattern (aka, <s>schizophrenic</s> multiple personality disorder). The Chaos one is slightly less useful than the Loyalist version because despite being 20 points cheaper there's no Machine Spirit. It usually serves one of two major roles - as a heavy offensive vehicle (it's expensive but dear Tzeentch does it get the job done whilst being a giant fire magnet in the process) and to [[FATAL|insert your huge, nasty, pulsating close combat squad deep into the soft moist folds of your opposition]]. If you use it for the latter, load it up with Extra Armour, and keep it rolling forward. Daemonic Possession isn't really worth the points, or the dip in BS. Even with twin-linked weapons, turning a 3+ to-hit into a 4+ is a tough sell, and all you ''really'' want the damn thing to do is move. And besides, do you really want to take the risk that the tank will OMNOMNOM your Terminator Chaos Lord on turn one? Because that's a thing now (your models risk being omnomnomed when you embark, which is a great mental picture, but can ruin your shit if you're unlucky). Unlike loyalist, can take dozer, greatly reducing chance for your 230+ pts transport to become utterly useless in one dice throw. *'''Chaos Land Raider Proteus (Forge World):''' Oldschool battle tank type Land Raider - it lacks transport capacity and assault ramp of regular Land Raider, but comes cheaper and has multimelta AND melta-immune options. While loyalists get some neat reserve-based abilities for their Proteuses, the Chaos one gets Fear and a troll-tastic upgrade that forces anyone trying to shoot it to pass a pinning test first. Overall a good choice if you want to use it as battle tank instead of a Terminator party-buss, or to deliver special weapon squads into rapid fire/melta/flamer range. Can take the "Ark of Unnameable Horror" upgrade, meaning all units that fire on the vehicle must make a pinning test or Go to Ground immediately, not firing. Doesn't work against Fearless units, units firing without line of sight (such as barrage), or units without a leadership value. Taking the Ark drops transport capacity from 10 to 8. *'''Chaos Infernal Relic Achilles (Forge World):''' Not as unkillable as the Heresy-era Achilles or the one corpsefuckers use nowadays, as it lacks lance-immunity and -1 to damage (still melta-proof, though), but in a typical Chaos fashion it picks it up on the offensive, gaining +1S and -1 AP for its quad-mortar each time it loses an HP. Watch your opponent rage as 1HP Achilles drops 4 S8 AP2 blasts across the board. Unfortunately it costs an absurd amount of points, making it all but unusable in competitive games. Makes a good tar-baby to carry your Oblits/Mutilators/Typhus in. *'''Chaos Spartan Assault Tank (Forge World):''' Land Raider on steroids. This thing is armed with 2-shot TL lascannons at each side, could fit up to '''25''' guys inside (or 10 termies, Abaddon and Typhus with room to spare) and has 5 HP. There is no reason to buy Land Raider, if you have enough souls of firstborn to afford this model. That moment when you realise just how difficult it is to fill this vehicle. You can only fit one squad + Independant characters so only cultists can fill it to the top. You could also ally in some spam from the Renegades and Heretics list to bulk this out. Also - don't forget - Dirge Casters for 5 points! Watch your opponent's face as the full capacity of your Spartan spills out and they can't even overwatch against it! ** The Forge World Land Raiders are comparably easy to convert from normal Land Raiders - you just need plastic card (or wood, or styrofoam) and enough guns. *'''Obliterators''' - A long time Chaos army favorite with plenty of [[Dakka]] fitted in a small, deadly package. They used to be absolute cheese, but even though every time they appear in a codex, they get weaker, they're still the best heavy support choice in the book. Formerly the Techmarines of their chapters, Obliterators have contracted a warp-contagion that sears their flesh to their armour and causes their weaponry, likewise, to be subsumed. In time they have become enormous [[Awesome|arcano-cyborgs]], not quite marine, not quite machine, not quite daemon (well actually they are considered daemon type units in this rulebook, so they cause fear now, nice bonus). They're tough as hell and can take phenomenal punishment, even though they lost their fearlessness from last edition (seriously, how did that happen? But they don't give a fuck in fluff but will retreat if fighting gets too hot). For 70 points, you get a model with 2 wounds, a 2+ armour save, 5+ invulnerable save, and the ability to Deep Strike. Suffice to say, they can find a role in damned near any army, since they can soak up damage and demolish squads in pretty short order. That said, you should nearly always be deepstriking them. Parking them in cover and using Lascannons and Plasmacannons each turn is a sure enough way to waste both their durability and their firepower, and if that's the tactic you want to use why aren't you just taking Havocs? Timing is everything with an Obliterator drop, and you need to know when to drop them to deal with a problem unit, be it a cover-camping squad of Fire Warriors or a big squad of [[Indrick Boreale|SPHESS MHUREENS]] tacticals. Getting them into heavy cover basically turns them into a strongpoint. They're also decent in assaults. Still, you'll want to avoid getting them [[Tarpit|tarpitted]], regardless of whether it's by Guardsmen or Bloodletters. With only one powerfist to work with in close combat, it takes them forever to kill anything that's not just a vehicle or small squad, and even with the buffs 2+ armour, they're still going to die if they get caught by any elite melee unit. With the new codex they can now take marks, making then T5 or improving their save to 4++, making them an even larger pain to get rid of (You CAN give them Rage or +1I...but that would be missing the whole point of the unit). Oblits can use the following weaponry (they all come on a single model, and because Phil dislikes the cheese in the previous rulebook, he's made them trickier to use because now you can't pick the same weapon two turns in a row): Lascannon, Assault Cannon, Plasma Cannon, Multi-Melta, Heavy Flamer, Twin-Linked Flamer, Twin-Linked Plasmagun, or a Twin-Linked Meltagun. He also packs a single Power Fist for use in CC. ** '''Tactics''': if you buy 3 Obliterators, you're looking at around 220 points. Ideally you'll want to drop them first next to a tank you want gone and fire up their multi-meltas, so that they can make a chunk of their points cost (around 150) back. Jackpot if the enemy is bringing a Land Raider. Slow and Purposeful allows you to fire the Multi-Meltas even after deep-striking, but if you happen to scatter within 6" of the tank it is a safer bet to use the twin-linked meltas instead as they have more accuracy. After that, you'll want to set your eyes on infantry, Monstrous Creatures or other light transports - 3 Assault Cannons do a great job of causing lots of damage for either enemy type. Alternately you can drop three Plasma Cannon blasts on any MEQ/TEQ unit you catch outside cover. Sadly Obliterators can't fire overwatch due to SNP, but they do have their powerfists and 2 attacks each for desperate measures. If you have given them MoT, they could charge an MC they have wounded and try to finish it off quickly. ** '''Alternative opinion''': Whilst Obliterators are unquestionably versatile, even with the mandatory switching of weapons every turn, they are no longer the sole Heavy Support unit you will see players fielding. Obliterators are tough: ridiculously so. However, they pay a lot of points for this durability, and it makes their firepower-to-cost ratio rather low. 2 lascannon shots a turn for 140 points before marks is a rather expensive way to deter vehicles. Compare to the other options, such as Havoks and Forgefiends, who are incredibly economical in their distribution of ammunition, and the Obliterators start to seem a bit pricey. Obliterators sit somewhere between Havoks and Foregefiends in terms of durability. They are vulnerable to anti-infantry guns being Toughness 4, but have a 2+ armour save to protect them and 2 wounds. Their higher armour and multiple wounds entice players to fire anti-tank guns at them, but they can grab cover more easily than vehicles, and a lucky shot will only kill half the squad, rather than the entire vehicle. The downside to this mid-range endurance is that every unit the enemy has can affect them. Any unit in range has a chance hurting them, so concentration of fire to eliminate them early is a very real danger. This is rather unfortunate, as the durability that they pay so many points for can end up their achilles' heel. ** Marks are very important, especially MoT or MoN. Some key things to remember: a 4+ invulnerable save is a godsend when the opponents will surely target you with AP2 weaponry (and this can be bumped up to a 3+ if you happen to, say, park them on a Skyshield Landing Pad) but most AP2 weaponry will Instant Death the crap out of them. This is where MoN is taken into consideration; there are far more strength 8 and 9 weapons in the game compared to Strength 10, which means that the opponent will be less likely to fire those weapons your way, as there's little point in doing so if they can only cause one wound anyways. It also means that they might just try the more time-honored tactic of drowning you in small arms fire - again, the MoN comes in handy here, as T5 is a hella lot more resilient than T4, and you still get your your 2+ armour save and your 2 wounds, so your total squad firepower wont be dropping anytime soon even if he directs 100 guardsmen to fire at your obliterator unit (you'll take about 3 wounds. Don't underestimate lasgun fire en masse). A lot of it depends on your meta really. If you generally play a lot of superheavies than MoT can be better than MoN due to more access to S10 and the D, but otherwise don't bother, as even if you're opponent brings a vindicator it's pretty easy to just deepstrike and pop it. ** With deepstrike accuracy being such an important issue here, an obvious choice in HQ department is someone with Dimensional Key, probably a Daemon Prince. With Ahriman or Huron as Warlord, one can then infiltrate said Prince for a turn 2 charge and bring these guys in turn 3. This also has good synergy with heavy melee deepstrike, our strength over the loyalists with Raptors or Warp Talons, both of which have gone up in the world since the Heldrake nerfing. Except you can't assault when you infiltrated; consider the Raptor Talon formation or the new Psychic Powers from Traitors Hate so you can get a guaranteed charge! EXCUSE ME?! Daemon Princes do not need help getting into charge range and also AREN'T INFANTRY meaning you can't infiltrate them with Master of Deception. *'''Chaos [[Predator Tank|Predator]]''' - Pretty much the same as the loyalist version, in both performance and cost. As long as it doesn't come up across Haywire or D-weapons, parking one of these guys in a corner will give you a good source of Lascannon fire that will take a fair share of firepower to shift from the table. As an actual battle-tank, for moving-and-shooting, the Predator isn't particularly useful, not only because of snap-shooting only one weapon at a time, but because its relatively large-ish side-arc makes flanking it easy. **''Loadouts:'' By default, the Predator gets one Autocannon, which can be upgraded to a twin-linked Lascannon. This simply won't do for damage, so you will want to upgrade it with sponsons, of the Heavy Bolter or Lascannon variety. The three main ways to run a Predator: Autocannon & Heavy Bolters for anti-infantry, three Lascannons for anti-tank, or the Autocannon with Lascannon Sponsons for versatility; the "Lascannon plus Heavy Bolter Sponsons" loadout in practice should never be used. Points permitting, toss a Havoc Launcher on top of one of these tanks as it gives you slightly more firepower than your Loyalist brethren. Traitor's Hate gave Predators the ability to be fielded as a Squadron; if a full squadron of three are alive, that squadron gets Monster Hunter and Tank Hunter. In practice, this isn't worth doing because your vehicles do not have easy access to Power of the Machine Spirit. **''Dirty Trick vs Tau:'' This is the cheapest source of Lascannons your army gets. If you're going heavy on Psychic support and can get good cover (either from fortifications or using your own Rhinos as glorified wrecks), Say your opponent runs Broadsides or so. AV 13 makes the Predator immune to Smart Missiles, while S9 AP 2 instant-deaths their battlesuits. Run a Geomortis Sorcerer with one of these models, and this thing now ignores cover and can now shoot through walls/line-of-sight blocking terrain. You now have the opportunity to beat Tau at their own game. If you're feeling cheeky, you could take a Havoc Launcher and reroll "hits" to hope it scatters onto a nearby Pathfinder unit, but that's not particularly recommended. *'''Chaos Infernal Relic Predator (Forge World):''' Your standard Predator, only with huge variety of weapons available. In addition to all toys of a standard Predator, it have an option to get a set of sponson heavy flamers (which you probably don't wont, but they're there anyways just in case), and one of the five new turret weapons: **''Flamestorm Cannon'', the default weapon; it sucks socks, since you cannot come close enough fast enough to use it to its full potential. *** Thanks to the new psychic powers it's now possible to fling this baby right into the heart of the enemy. And if you go the extra mile you can even use PotMS to burn two different units. [[Awesome|Let the galaxy burn!]] **''Autocannon with Inferno Bolts'', which is an autocannon with AP3, and thus OK (especially with malefic ammo). **''Magna-Melta'', which is OK on it's own, if a bit overpriced, but rises a question why didn't you just take a Vindicator instead. **''Plasma Destroyer'', which is an awesome MEQ/TEQ killer gun. **''Heavy Conversion Beamer'', which is more difficult to use, and certainly useless on BLoS-heavy tables, but massively powerful on the long range. *'''Chaos Relic Sicaran Battle Tank (Forge World):''' Fast 13/12/12 Tank, armed with a monstrous Twin-Linked Heavy 6 Rending Jink-ignoring Autocannon and a hull Heavy Bolter, comes with Extra Armour stock. It is superior to Predator Destructor in every way imaginable, while being only slightly more expensive (point-wise anyway, the model itself is FW-priced). It really shines at dealing with enemy Skimmers, as it is the perfect counter to the Serpent-spam. Sicaran can even be made melta-immune or take sponson weapons like a Predator. It might upgrade all of its guns with Rending USR, but it's not really worth the 40 points cost. *'''Chaos [[Vindicator]]''' - No more Dozer Blade included or Siege Shield. Daemonic Possession helps and mounting a Havoc Launcher gives it a backup weapon. It mounts a Demolisher Cannon, which will basically win back its points the second it fires. Heavy front armor and intense firepower means that this thing will draw huge amounts of abuse. If you throw Daemonic Possession on this thing, you will have a field day watching players [[DISTRACTION CARNIFEX|go to obscene lengths to kill/get away from it]]. Mounting a couple extra guns will help keep the odds of losing your demolisher cannon early on low. ** '''New Supplement!''' We can now take these in squadrons of three. While all three are alive and can fire their cannon, you can designate one to fire an apocalypse blast instead of the vindicators firing normally. It also ignores cover. *'''Chaos Deimos Pattern Vindicator Tank Destroyer (Forge World)''' - While Guard invented their wannabe Vindicators by replacing Rapier destroyers on their tank hunters with Demolishers, marines did the exact opposite, and this what they got as a result. This is a walking twin-linked ordnance AP1 lascannon (meaning you can re-roll both to-hit and to-pen, and blow up things on 5+). More so, it fires THREE times per turn if stationary with a chance to overheat. This thing eats tanks and may even threaten super-heavies by it's own. You can be a pussy and downgrade it to only two safe shots, but you're playing Chaos, for [[Chaos Gods|Gods']] sake - be a man and take that risk, it's only one HP with 1/6 chance anyway. Oh, and it costs less than three artillery-type Rapiers while still capable to move and shoot (if only once). If there wasn't enough reasons to never take las-Predators in a Chaos army, here's another one, because it's flat 10 point's cheaper than tri-las Predator while being all-around better. *'''Forgefiend:''' [[Phil Kelly|Whoever]] decided that CSM needed Daemon Dino-bots - well, thanks! Forge Fiends come with a pair of Hades Autocannons, which throw out an absurd amount of [[dakka]] (that's 8 S8 AP4 pinning shots a turn, making Psyflmen Dreadnoughts blush). Furthermore, they can trade their Hades Autocannons for 2 S8 plasma cannons for free, and take a third one for +25 pts [[Awesome|replacing the damn thing's face]]! (Most) Deepstriking terminators will piss themselves, especially Draigo's shiny dozen when faced with 3 instant-death plasma blasts a turn. On top of this, like all other daemon engines it has a 5++, fear, IWND and Daemon Forge, which comes in very handy with this guy. **'''Alternative Opinion:''' Opponent fielding fliers? Pop a Forgefiend down with a pair of Hades Autocannons. Eight shots give it excellent odds of hitting - even if it's only on sixes - and it's Strength of 8 will cut though almost any flier (including the Stormraven) as if it were made of paper mache. This machine can be incredibly versatile over it's cousin with the right setup. Allying with Chaos Daemons for a cheap Tzeentch Divination psyker turns this bad boys into monsters. Rerolling to hit is HUGE at BS 3, and against enemy fliers. Pop Daemon forge that turn and watch the enemy cry as its fliers implode. *'''Maulerfiend:''' The other Daemon Dino-bot. Comes with a pair of power fists and magma cutters, which deal a meltabomb auto-hit that can strike non-vehicle units, too! This big beastie can also move at 12", ignore difficult terrain and has Fleet on top of that! Lasher tendrils reduce Dreadknights/Terminators to A1 and dreads to A2. You use this monster to run down other vehicles, charge isolated infiltrator squads, bust open fortifications and close combat backup should things not go [[just as planned]]. Also has all the Daemon Engine tricks of 5++, Fear, IWND and Daemon Forge. Maulerfiends are not designed to hunt infantry. Lasher tendrils are awesome against charging terminators, but you can't really rely on them to keep the beast alive forever, and the magma cutters aren't great against anything other than vehicles. An interesting point worth mentioning is that a maulerfiend is surprisingly good at is mushing otherwise tough models that have multiple wounds, 5 toughness, but preferably - no invul save. Looking at you, centurions and cataphrons. What maulers lack in versatility and killyness against most units, they more than make up for with sheer speed. They happily dash across the board, smashing into units you don't want shooting at your other stuff - and can keep said units preoccupied for quite a while, and even do some damage. Additionally - two maulers - one with cutters, the other one with tendrils, on the charge, should be enough to dismember a knight (especially a ranged weapons one) - which is a big deal, since knights are becoming more and more popular. Another point worth noting is that this thing is actually a daemon - which means that Cursed Earth bumps its invulnerable save to 4++ - and that, in combination with its 12/12/10 AV is nothing to sneer at. The prevalent opinion about maulers is that they're OK on their own, but in order to really shine they need to be taken in pairs. Although there are better options that could fill your heavy suppoert slots in a CAD, few are more menacing than two dinobots. Another (arguably better) way to field them is in a Helforged Warpack. See the formation's entry below for more information. *'''Plague Hulk (Forge World):''' Essentially a budget Soul Grinder of Nurgle that you can take without paying the ally tax. Carries a poisoned 3+ S5 AP3 flamer and a rending, 36" range S6 battle cannon.. Like all Daemons of Nurgle it now has Shrouded. It is only 150 pts, and with the rules from IA13 no longer requires a squad of plague marines to field; that said, it's about as tough to bounce as a regular Soul Grinder of Nurgle. *'''Blood Slaughterer (Forge World):''' Don't be fooled by the name, these are goddamn rape-blenders! Rage, Rampage, Daemon (of Khorne, granting furious charge should you lose your DCW), Daemonic Resilience, Deepstrike, Fleet, WS5, FA13, comes with a DCW, gain D3 attack on Charge (in addition to ANOTHER d3 from the Rampage) and can be taken in squads of 3: [[Emperor|good god]], things are gonna die! Each also gets the option to take a ranged weapon called an impaler which always hits on 4+ regardless of BS, CANNOT ever be snap fired and allows you to drag vehicles and monstrous creatures towards you, DRAGGING THEM INTO CLOSE COMBAT if they happen to move in BtB contact with the Slaughterer, which means it is the only model in the game that can (kind of) charge right from Deep Strike. They can be taken in vehicle squadrons of 3, cost a scant 130 points but do require a squad of Berserkers to field. The "downside" is that it has shitty 5E Rage (it must charge at/move towards the closest thing it sees); chances are you were probably going to do that anyway, and with the combination of fleet, an impaler and a shedload of S10 AP2 attacks there is damn near '''NOTHING''' that can survive a pack of Slaughterer. *'''Fire Raptor Gunship (Attack Flyer, Pursuit 3, Agility 3, Forge World):''' Comes naked with TL Avenger Bolt Cannon, 4 Hellstrike Missiles and two Independent-Turret Quad Heavy Bolters; the latter which aside from firing at their own targets as rumoured, don't count towards the number of weapons fired! A Legion or CSM army can swap the quad bolters for a Reaper Battery for 10 pts each, 40K Marines get a TL Autocannon for free. With all the twin-linked goodness, Strafing Run and PotMS/Independent-turrets; this bastard can dump its entire payload in a single turn and hit almost every time and it's only 260 pts altogether for the ceramite armor and reaper battery upgrades. ** 20 pts cheaper due to the loss of PotMS but can buy Daemon Possession for the same price. Since there's no worries about passengers getting NOM'ed, TL/Strafing Run counteracts BS3 well enough and the way the turret works you don't need PotMS altogether make the Chaos Fire Raptor ''much'' nicer then it's Loyalist counterpart; which is rare. And to make it even better, it gain assess to malefic ammunition, because Rending on something with so much dakka is insane. ** There is something to be said for adding warpflame gargoyles on these. On a single platform, for a mere 5 points, you can potentially light up 3 units a turn (or more if you clip multiple units with Balefire missiles). *'''Kharybdis Assault Claw (Air Leviathan, Pursuit 1, Agility 1, Forge World):''' Land Raider size Drop pod. At cost of Land Raider+ it gives you HP: 5, 20 cap/Drednought/Helbrute, special attack (with 2 versions, deep strike is S6 AP5 D3+3" ignore cover nova (at this size even 4" covers nice area), and fire sweep is flame trial with same strength and ap (ANY model under its path takes hit so be carefull), rule that allows you to ram (not when arrive from reserves, using its special attack or disembark troops) and pinning (like chaos have not enough pinnings attacks) TL stormbolter AND all drop pod rules that we love. Drop pod assault + guidance system + 20 cap + Berzerkers/muliators/helbrute with multi-melta = RAGE <i>(also enjoy a 1/6 chance of your Possessed Transport munching the dread it was deepstriking and arriving empty, making your enemy laugh himself silly, although, if you are transporting the Warpsmith/Sorcerer/Abbs necessary to take more than one, it's not an issue)</i>. Remember that you can't charge on turn 1 though so land somewhere safe then flat-out towards the target. Jink to avoid the inevitable storm of hate that will head your way, move again, deploy, and assault. For the mathematically inclined that's 6+6+2d6 = 18" - 24" charge range. Take these to support a glorious chaos drop pod assault and safely deploy your Mutilators/Terminators/Cult Marines/Chaos Marines/possessed right in the middle of the enemy deployment zone. **Forgeworld has finally released an update that brings all of its Flyers up to date with Death from the Skies. What's weird is that Dreadclaws and Kharybdis are included in this document, as a rare case of "technically a flyer but." While all but worthless in a Dogfight and as maneuverable as a rock, Kharybdis pods have some new tricks. Arguably, wings are a nonstarter with the Kharybdis, due to being Infernal Relics, so no Air Superiority Detachment shenanigans to make your list outperform DA in combat drops. But on the plus side, '''ALL''' of your Kharybdis Storm Launchers can be fired with Skyfire while Zooming, without counting against your allowed weapons, as long as you don't suffer a Crew Stunned (HAHAHAHAHA). You also can shoot them all during a Dogfight as long as you aren't doing a Head-On Pass. Nothing says "FUCK OFF," like 10 Strength 6, AP 5, Twin-linked shots. Additionally, normal Crew Stunned does nothing but turn off this ability to Skyfire everything (again, if they ever manage to get it to stick). ===Fortifications=== Here are the general tactics for fortifications http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications *'''Aegis Defense Lines:''' These are popularly used for Cultists, and with good reason. They're 50 points, they can be upgraded with a Skyfire weapon (no longer do you have to rely on Heldrakes!), and you can add a cheap little comms relay to mess with Reserves (pretty much the only way to do so with the CSM). You can also park your Autocannon Havocs here — let the Champion man the Quad Gun while his squadmates spam S7 shots from cover/eat bullets for him. *'''Skyshield Landing Pad:''' Pretty respectable in a small number of cases, almost worthless in most others. It has some strange special rules, but the provided advantages boil down to a decent defensive structure and an ability to deep-strike without fail. Potentially useful, but if you can't immediately see an opening for it in your army there probably isn't one. **Note that MoT grants +1 to invulnerable saves. MoT Las-Havocs or Oblits with a 3++ sound particularly useful. If you play the Thousand Sons Traitor Legion and add a Blessing it becomes 2++. No it doesn't the limit on MoT still applies and stops sacking beyond 3++. **This thing can now be used to create a flying daemon fortress, take one of the warpsmith formations, sit the smith and his daemon engines down on top, and have some Geomortis sorcerers fly them around the board blasting everything to bits while hiding under a decent invuln save. Fun to try at least once, and decently fluffy in an Iron Warriors list. *'''Imperial Bastion:''' Surprisingly potent. An Imperial Bastion provides a useful anti-air, a place to hide a Cultist or 5-man Chaos Marine squad, and a good place to plonk a squad of Havocs to allow them to blow the shit out of everything while benefiting from 4+ cover and access to the quad-gun (which is good against flyers). The 4 free heavy bolters which can be legally placed all on one facing, gives your men the advantage of height and cover. This is especially good in a very defensively oriented army - and note that it unlocks all of those sweet extra things listed on the fortifications page, like a comms relay for reserves manipulation or tank traps to force people to disembark so you can shoot them for a turn befopre they reach your lines. *'''Void Shield Generator:''' Big ol' AV12 bubble to hide behind and shoot with impunity. 50pts. Want two more layers? 100pts. Excellent in a defensive army, but Void Shields do not prevent Deep Strikes. You could fill that 12" bubble with cannon fodder, either in the form of cultists, or better still, allied in Plague Zombies, for the points, because they actually keep Deep-striking Meltas out of Melta range, which would have to deploy at least 13" away from whatever you were bubble-wrapping, which nixes (Combi-) Meltas and hampers Multimeltas. Or you could focus on Havocs and Obliterators - who needs tanks? *'''Promethium Relay Pipes:''' Rubric Marines now have Flamethrowers, making this thing worth consideration. Take the big fortification with Void Shield Generators for a sorcerous fortress. *'''Wall of Martyrs Imperial Bunker:''' Cheap, tough with 14 armour, you can get inside, on top and it has holes for up to 8 dudes to fire out. And pretty safe to fit a squad in. Put inside someone like Noise Marines, or Havocs, throw in an ammo pile inside for extra accuracy and you can bet no troops will wanna get close to your dakka box. *'''Wall of Martyrs Firestorm Redoubt:''' For a few points less than a Land Raider you get an Imperial Bunker but bigger and with anti air guns. ''(though you may change either of the Icarus Quad Cannons for different weapons if you own them)'' with four 96" range interceptor/skyfire lascannon shots. While being forced to fire at BS2 seems like a pain, being twin linked means that you hit approximately 55% of the time, but you can upgrade it to BS3 if you want to pay more points on the machine spirit, but then any enemy aircraft on (or coming on to) the table has to worry about the incredible amount of dakka heading its way since massed S9 AP2 skyfire is extremely rare. Sadly, only six models can fire from the inside, so it's more suited for heavy weapon teams. *'''Plasma Obliterator:''' Oh my...a simple building at AV14 all around you can get inside it has fire holes and has a Plasma Obliterator which fires a 7" Massive Blast at S7 AP2. Want to obliterate its point cost in heavy infantry? Look no further. However, it still gets hot (luckily since it's a fortification it gets a 4+ save against it), and it has a new rule called '''Plasma Overheat''' which means if it takes a glancing hit due to Gets Hot! a unit embarked takes D3 randomly allocated wounds (just as with classic gets hot! allow saves). You'd think a building the size of a Bastion would have an external cooling system to prevent this fucking rule...still, at land raider cost it's quite an expensive Fortification, but oh man will this thing melt hordes, regardless of how good their save is. *'''Wall of Martyrs Vengeance weapon battery''' You can't get in or on top but it is cheap, you can fit two in a single slot and fires classic battle cannon or punisher cannon shots. *'''[[Fortress of Redemption]]:''' Expensive both in points and actual cost, this huge model doesn't exactly bristle with guns as you would expect. But now, you are able to dominate everything on the table - tanks will be sniped with the '96 lasgun, fliers will be decimated by AA guns. *'''Macro-Cannon Aquila Strongpoint:''' Str D large blast or apocalyptic mega blast a weapon on a large imperial Bunker with AV15. It is even more expensive then the fortress of redemption *'''Vortex Missile Aquila Strongpoint:''' Its all in the name. It's the Aquila strongpoint except this version fires vortex missiles *'''Haemothrope Reactor:''' Boosts Void Shield Generators and plasma weapons (Plasma Obliterator included). Given that you have almost no infantry plasma cannons, it's not really worth the investment. ===Lord of War=== *'''[[Magnus the Red]], Daemon Primarch of Tzeentch:''' The biggest Character model GW ever made for 40k. 650 points for the big cheese of the Thousand Sons himself. Rules wise, he's a beast. He's a Flying Monstrous Creature, Fearless, Eternal Warrior, Deep Strike, Fleet, It Will Not Die, VotLW, and is the highest Mastery Level in the game at ML5. His high Mastery level is somewhat hamstrung by the fact that all 15 of his powers are from the updated Tzeentch discipline, the Chaos Daemons Change discipline and force. Mind you this means he knows 2 Destroyer powers. What he lacks in variety he makes up for in sheer Psychic rape. He always harnesses warp charges on 2+, and thanks to his '''Omniscient Eye''' relic, Magnus has line of sight to every enemy model on the table during the Psychic phase. Nobody is safe from being smacked by D-weapons. His wargear is also amazing. His Crimson Crown gives him a 4++, which re-rolls 1s since Daemon of Tzeentch obviously, and he never suffers Perils of the Warp. His Blade of Magnus is a S:User (so S8) AP:2 Force weapon with Soul Blaze and Transmorgify (slain opponents become those [[Chaos Spawn|unnameable beasts]]). Comes with an expected beastly statline at WS/BS7 S8 T7 I7 W7 A6 Ld10 and a 4+ Armor save (not moot since it's there to determine grav-weaponry's effectiveness). In all, what else did you expect? **'''Using Magnus:''' If you do take Magnus, chances are you're taking more Psykers alongside him. As a rule, he's going to want to stay in the middle to anchor the rest of your army, though beware of Poison as he's not a GMC. Ideally, you want to start your Psyker Phase with him casting Spell Syphon, your other casters breaking out a few Witchfires (Shriek versus MCs/infantry, Heretek powers versus vehicles), then using the extra Warp Charge for Magnus to finish things off with a bang. Do you like Burning Chariots? Boon of Flame makes it incredibly easy to conjure up 100 points each turn for popping tanks or finishing off Marines with a solid Torrent of Pink Fire. **Another Take: He might be awesome though don't forget he's not a Gargantuan so that time when a D attack hits him and your opponent rolls that 6, that's 650 points gone in the blink of an eye. However if a D weapon rolls a 6 against anything, chances are high it will die regardless of what it is unless its a Warlord titan. What you should REALLY fear from this is Poison and Sniper weapons, which GMC's are immune to but Magnus is not! ** This editor has found another but very risky way to counter him, used by his very own Legion: Athenaean Scrolls. Pray Tzeentch to rolle Warp Lure on Sinistrum table and add a couple more dice to your Psychic test for higher chances of success and guaranteed roll of double. Laugh at your opponent's face (and watch for your own) as the most powerful servant of Architect of Fate struggles to cast the simplest spell. Just as planned, hehehe... Except Magnus is still likely to win the roll-off due to very high mastery level and you will mostly hope to roll the draw. Forcing him to forget a power is almost impossible and he has so many anyway that most can substitute each other for anti-tank or anti-infantry power while some are stil not very useful "cough" Tzeentch's Firestorm "cough". Bring the allied detachment/unbound Kairos for better rolls. But the biggest problem is: The Athenaean Scrolls wielder will become a huge fire magnet once the opponent guesses that you are planning to do. The Warp Lure also requires to approach Magnus within 24", and he would be surrounded by dozens of Rubricas and their angry masters. Even without his bodyguards and magicka, you still have to think about how to kill him and he is gonna be within a charge range to give you the ass-whooping then turn you into the Chaos Sp... well, you get it. ** <s>According to the faq, Magnus can generate powers from malefic daemonology tree.</s> Magnus cannot use daemonology with this FAQ update as he starts the game knowing all the Tzeentch and Change powers, but DOES NOT generate powers. * '''Khorne Lord of Skulls:''' Khorne's big badass close combat death machine. It starts with only 4 attacks, but gets more (up to ten) for each hull point it loses - even if it recovers those lost hull points later! This is made better by it having It Will Not Die and a 5+ Invulnerable save and the fact that his CC weapon is Strength D! This thing also has two ranged weapons. His arm weapon is a 48" Heavy 12 gatling gun with Pinning but can be replaced with a 60" S9 AP3 Apocalyptic blast that forces successful saves to be re-rolled. His belly gun is an MEQ killing Hellstorm Template that can be replaced with either a 48" S7 AP2 Large blast gun or an even deadlier Hellstorm Template that has Gets Hot but also has Instant Death. Well worth considering, that is, if it wasn't for it's pants-on-head retarded point cost of 888. Really, the only use you'll get out of this is buying one to convert into a Kytan. =====Forgeworld===== * '''Chaos Typhon Heavy Siege Tank (Forge World):''' Courtesy of [[Perturabo]]'s fondness for [[Rape|superior firepower]], this tank is basically a super-Vindicator. Larger than a Land Raider it boasts an all around AV 14 and 6 HPs. Equipped with a Dreadhammer Siege Cannon this thing is the ultimate bane of anything that is T5 or below and/or has only one Wound. I mean, the cannon fires a S10 AP1 Primary Weapon 1 Massive Blast (7") which, wait for it, '''Ignores Cover'''. Wanna save your sorry asses with cover saves or Jink? Well, tough luck. The Typhon can also be armed with Predator-esque sponsons and a pintle-mounted weapon up to and including a Multi-Melta. It has the option to take Armoured Ceramite in order to become nigh indestructible. May take Chaos Vehicle upgrades from the CSM Codex too. Combined with its reasonable 350 pts. stock cost it might serve as a nifty Lord of War choice in a standard-sized game. * '''Chaos Fellblade Super-Heavy Tank (Forge World):''' The Space Marine-grade equivalent to the [[Baneblade]], the Chaos Fellblade packs some serious firepower on a durable platform. With AV 14/13/12, 12 HPs and the ability to take Armoured Ceramite it's not going to blow up anytime soon. As such, it has plenty of time to bring all of its guns to bear. The default arsenal includes two Quad Lascannon sponsons (4 TL Lascannon shots total), Demolisher Siege Cannon, Heavy Bolter and finally the main weapon the size of which would make Slaanesh giggle: Fellblade Accelerator Cannon. This oversized double-barreled beauty has an astounding range of 100" and two profiles: S8 AP3 Ordnance 1 Massive Blast (7") or S9 AP2 Heavy 1 Armourbane Small Blast. All of this for 540 pts. stock. Like the Chaos Typhon, the Fellblade can rake a pintle-mounted weapon and Chaos Vehicle upgrades from the CSM Codex as well. Even though it lacks Destroyer weapons of the Titans this Super-Heavy Tank still boasts considerable firepower and is arguably better balanced as far as standard-sized games are concerned. *'''Chaos Thunderhawk Gunship (Forge World):''' Good ol' Super-Heavy Flier which has grown some spikes. For 685 pts. it has mediocre AV 12/12/10, but at the same time it's got 9 HPs and in-built Armoured Ceramite that compensate for this. With a large transport capacity of 30 it is also explicitly permitted to transport Jump Infantry and Bikes, and boasts Assault Vehicle to go with this. Regarding the armament it has a MEQ-killing Thunderhawk cannon which might be upgraded to Everything-killing Turbo-laser destructor with Strength D, four TL Heavy Bolters (because ne'er enuff dakka), two Lascannons and 6 Hellstrike missiles. For 50 pts. it might become a Daemon with 5++ save, though the price for this is that you must roll a D6 each time a unit embarks or disembarks from the transport. If you happen to roll [[Tzeentch|1]], D3 models are nommed by the Daemon Thunderhawk and restore an equivalent amount of lost HPs. * '''Renegade Knight (Renegade):''' Another use for an upcoming board game is to use the knight packaged as your LoW. Though it lacks any Marks like the FW Knight, it compensates by being far more customizable. It can be made to imitate any of the Loyalist Knights (With its stock build being a Gallant), but the bigger bonus is the ability to mount two of the same gun, meaning double gatlings for all the dakka goodness. It should also be noted that since this is technically CSM, Orks can finally ally with a Knight and not be uber-fucked. They...just can't repair it if it gets hurt. *'''Kytan Daemon Engine of Khorne (Forge World):''' Wow. And those [[Imperium|poor bastards]] thought they had you cornered with their Knight bullshit. Right, so it's better armoured, has a better invulnerable save, better WS and an impressive gun. For 525 pts. [https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Kytan_Daemon_Engine_of_Khorne.pdf Rules here.] Not a perfect weapon but it can handily outclass most, if not ''all'' Knight variants and take on damn near anything on the battlefield up to Warhound titans. Also has a handy rule where if you wipe out something with its gun, you can charge something else in the assault phase so be sure to coordinate your fire to take down that squad of MEQs and then charge that superheavy or MC/GC and fuck its shit up! *'''Chaos Knight (Forge World):''' [http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Chaos_Knight.pdf Rules here.] The Chaotic answer to the Imperial Knight. Comes in Paladin and Errant forms. Click and paste of the normal Knight rules and weapons, but with fun Daemon upgrades and the ability to take Dirge Casters. As well as getting the Daemon Special Rule (which is ungodly since it now has an invuln save in close combat) each Deity dedication grants the Knight a special ability as follows: **Khorne: D3 extra attacks on the charge instead of 1, can re-roll the amount of stomp attacks it gets, and has Hatred (Slaanesh). A nice buy, to be sure. **Slaanesh: Opponents must make a Leadership test at -2 or become I1 for the fight sub-phase. Has Hatred (Khorne). You're purely relying on luck, but if it swings your way, bye-bye that unit the Slaanesh Knight charged. **Tzeentch: Heavy Stubbers gain the Soulblaze Special Rule, re-rolls 1 to-hit, and has Hatred (Nurgle). Stupid, the main weapons should have gotten Soulblaze for it to be even worthwhile, and the knight's best weapons are blasts. <s>Re-rolling 1s to hit is useless.</s> This works in close combat so it has potential with only 3 attacks. You're also allowed to reroll the scatter for blasts even if you can only reroll 1s. **Nurgle: Gain IWND and Hatred (Tzeentch). Incredibly powerful, and incredibly expensive. *'''Brass Scorpion of Khorne (Forge World):''' Hilarious amounts of super-heavy walker rape in a segmented can. For 700 points, you get a Baneblade-level armored big metal arachnid with a Demolisher Cannon for a face, Inferno Cannon-equivalents in both arms, a S6 AP3 <i>Heavy 10</i> splattergun on its tail, and close combat capability that will pretty much make anything that survives its ranged weaponry bombardment shit itself (though it's only WS3). Oh, and it makes enemy psykers explode and goes supernova when it finally gets taken down by the massive ordnance your enemy will inevitably deploy to kill the hell out of it before it does a berserk charge and tears his shiny [[Titan]] seven new assholes. What's not to like? Worth to say there is two models of Brass Scorpions - regular Defiler-like one you need to scratch-build yourself and buffed out Great Brass Scorpion, who's model is also one of the most bad-ass-looking thing Forge World ever made. Greater Brass Scorpions get +3 attacks, and +1 to SP and front armor for like 150 extra points (new Apocalypse book puts it at 300 more now. In exchange it's demolisher ignores cover, it gets more stomp attacks, gained It will not die and is a daemon.) - still totally worth it, considering awesomeness of FW model. *'''Chaos Warhound Titan (Forge World):''' The desecrated Scout Titan is a force to be reckoned with. Costs 730 pts. AV 14/13/12, 9 HPs and 2 Void Shields mean it's quite tough. The Agile special rule allows it to shoot all weapons, fire a single weapon after a Run move or Run twice instead. Has the Dirge Caster by default. The Chaos Warhound possesses two weapon slots and may pick any combination from the list of: Double-barreled turbo-laser destructor, Plasma blastgun, Inferno gun or Vulcan Megabolter. All weapons are powerful but the turbo-laser erases entire chunks of the enemy army with its delicious Strength D Large Blasts (2 from one weapon!). On the other hand the Megabolter is one of the rare Titan-grade weapons that might actually fire at a Flyer or Swooping FMC, and with S6 AP3 Heavy 15 it has a reasonable chance of downing one with a single salvo. What sets it apart from the loyalist version is the ability to dedicate it to a Chaos God. This is advisable for the Daemon 5++ save, the rest are mostly bonuses: **Khorne: The cheapest (along with Slaanesh) at 50 pts., gives Hatred (Slaanesh), lets you re-roll the number of Stomps you get, and gives +D3 attacks on the charge. Because you were going to charge instead of just shooting it with your guns anyways right? Meh upgrade really. **Nurgle: The most expensive at 100 pts., it gives Hatred (Tzeentch) and It Will Not Die. Despite the high cost this seems to be the best option, granting increased survivability to something that is already a huge fire magnet. **Tzeentch: 75 pts. granting Hatred (Nurgle), re-rolls for 1's To Hit, and gives the Inferno Cannon Soul Blaze. Despite Soul Blaze being kind of overkill and not really effective <s>the re-rolls make up for it. Another good option.</s> Tzeentch is probably the worst dedication. Re-rolling 1s doesn't mean shit if all weapons except for one are blast weapons **Slaanesh: the other 50 pts. option, this one grants Hatred (Khorne) and in CC forces the enemy to take a LD test at a -2 or reduces their initiative to 1. If it wasn't for the fact that most CC threats are I1 anyways (other Walkers maybe?) this would be good. *'''Chaos Reaver Titan (Forge World):''' In fact, at 1,460 pts. this Battle Titan costs almost as much as a regular army. Anyway, the Chaos Reaver is extremely tough with AV 14/14/13 and '''18 Hull Points''' protected by '''4 Void Shields'''. It is further equipped with a Dirge Caster and must select one carapace weapon and two arm weapons. The carapace weapons are Warhound-grade whilst the arm slots have even stronger BFGs. The Laser blaster in particular is an enhanced version of the turbo-laser with Strength D AP2 Primary Weapon 3 shots per gun. You can totally equip the Reaver with two of those and a carapace turbo-laser to fire '''8''' Strength D Large Blasts each turn. Why? Because '''MAIM! KILL! BURN!''', that's why. Like the Chaos Warhound it may be dedicated to a Chaos God for the Daemon USR and certain other bonuses: **Khorne: The cheapest (along with Slaanesh) at 100 pts., gives Hatred (Slaanesh), lets you re-roll the number of Stomps you get, and gives +D3 attacks on the charge. Because you were going to charge instead of just shooting it with your guns anyways right? <s>Meh upgrade really.</s> People tend to forget how much this can save their bacon. A common tactic against Reavers is to tarpit them with blobs of cheap units so they can't shoot. Re-rolling stomps can really help you clear out tarpits. **Nurgle: The most expensive at 200 pts., it gives Hatred (Tzeentch) and It Will Not Die. Seriously, a Daemon Reaver Titan of Nurgle '''will not die'''. Despite the high cost this seems to be the best option, granting increased survivability to something that is already a huge fire magnet. **Tzeentch: 150 pts. granting Hatred (Nurgle), re-rolls for 1's To Hit, and gives the Inferno Cannon Soul Blaze. Despite Soul Blaze being kind of overkill and not really effective <s>the re-rolls make up for it. Another good option.</s> Tzeentch is probably the worst dedication. Re-rolling 1s doesn't mean shit if all weapons except for one are blast weapons (and why would you take the Vulcan Mega-Bolter over an Apocalypse Missile Launcher or a Laser Blaster?). **Slaanesh: the other 100 pts option, this one grants Hatred (Khorne) and in CC forces the enemy to take a LD test at a -2 or reduces their initiative to 1. If it wasn't for the fact that most CC threats are I1 anyways (other Walkers maybe?) this would be good. **'''Alternative Opinion:''' Dedicating your Reaver to Nurgle really isn't worth it. Dedicate it to Khorne and give it the "Veteran Of The Scouring" legacy of ruin. It's 20pts cheaper than Nurgle and still grants IWND and Daemon. Hatred (Space Marines) is also way better than Hatred (Tzeentch). If you want proof, compare the amount of Tzeentch players to the amount of Marine players... yeah. Not only this, but you also gain +D3 attacks on the charge (not that useful, to be fair) and re-rolls for the amount of stomps you get (excellent if your opponent is trying to tarpit you). If you really want to piss off your opponent, take the Reaver dedicated to Khorne with "Veteran Of The Scouring". Add in Daemon allies and take the Grimoire of true names and some Malefic Daemonology and pray to the dark gods for Cursed Earth. That gives you a 2++ Invuln, but wait, there's more!. Take Be'lakor as you're warlord and spam invisibility. You're left with a Reaver Titan with a 2++ Invuln that can only be hit on 6s. Watch the loyalists cry! *'''[[Warlord Battle Titan]]''' - Hoo boy, just when [[Imperium of Man|you]] thought you were safe. Forgeworld has noted that this beast can be taken in a CSM army [https://www.forgeworld.co.uk/en-GB/mars-pattern-warlord-titan-body]. This destroyer of wallets is also a destroyer of friendships, as it's rules are as ridiculous as you think. Making an appearance in HH:5, it brings the pain in oh-so many ways. Coming in at a whopping 2750 points it sports 6 void shields and '''30 RUINOUS-POWER-DAMNED HULL POINTS'''. Should you reach said hull points it has a 5++ save against hits to those hull points. It has a variety of go-fuck-yourself weapons (most of which are blasts) and rules, such as; the ability to fire Overwatch with some of its built-in weapons, immunity to being locked in combat as well as the Haywire rule and all non-Witchfire psychic attacks (and ceramite plating, fuck melta weapons), can only be hit in assault on a roll of 6 by infantry and MCs (or a 5+ by other superheavies and GCs), and all of its stomps use a Large Blast template. Oh, and should anyone actually manage to destroy it it explodes in a 12"/24"/36" blast with its own table, 1 is S D/8/4 AP 2/3/5, 2-3 is S D/10/6 AP 2/3/4, and 4-6 is S D all round and AP 1/2/2... Good luck finding someone who will play you with this, asshole.
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