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====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.
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