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==Specialist Detachments== Specialist Detachments are unique Detachments custom made for specific sub-factions and units which grant them access to additional Stratagems, Warlord Traits, and Artifacts. Converting a detachment into a Specialist Detachment costs 1 CP per Specialist Detachment. '''Field Commander (1 CP):''' This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can't be used on named characters or to give your warlord a second warlord trait. Usefulness may vary. Extremely handy for combat/buff characters that are likely to get focused but you don't want your opponent scoring "Slay the Warlord", such as Host Raptorial HQ's and Soulforged Lord Discordants. ===[[World of Warcraft|Cult of the Damned]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Want a specialized detachment for cultist uprisings? Gather your units with the {{W40kKeyword|Dark Apostle, Dark Disciple,}} and {{W40kKeyword|Chaos Cultist}} keywords. <div class="mw-collapsible-content"> *'''Warlord Trait: ''Exultant Preacher'':''' Re-roll charge rolls for friendly {{W40kKeyword|Cult of the Damned}} units while they are within 6" of your warlord. *'''Stratagems: **'''''Ritual Offerings (1 CP)'':''' Use this stratagem when an enemy model is destroyed by a {{W40kKeyword|Cult of the Damned Chaos Cultist}} unit in the fight phase. That cultist unit automatically passes morale tests '''''FOR THE REST OF THE BATTLE.''''' Even if it's something as small as 1 grot, if a cultist blob beats ANY model to death in combat they immediately grow balls of steel. **'''''Chorus of the True Faith (1 CP)'':''' Add +1 to your {{W40kKeyword|Cult of the Damned Dark Apostle}}'s prayer rolls for every {{W40kKeyword|Cult of the Damned Chaos Cultist}} unit within 6". While this is almost useless in bolstering your human hordes, it might give any marine units behind them a chance to be of use. You can pay the points for Dark Disciples and save yourself the CP, although this ability stacks with both them and itself - with 1 unit of cultists, 1 unit of cultists or dark disciples, and 1 CP, all Apostles within 6" of both units will automatically succeed on prayers. *'''Relic: ''The Inferno Tome'':''' Gain a ranged weapon in the form of a flaming book, 8" Assault 1d6 S5 AP-1 D1d3, automatically hits. (Yes, it is in addition..!!) </div></div> ===Daemonkin Ritualists=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Affects {{W40kKeyword|Dark Apostles, Dark Disciples, Masters of Possession, Possessed & greater possessed}} This detachment revolves around most daemon related units that Chaos space marines have access to. <div class="mw-collapsible-content"> *'''Warlord Trait: ''Shepherd of the True Faith'':''' Each time you make an unmodified wound roll of 6 for an attack made with a melee weapon by a friendly {{W40kKeyword|Daemonkin Ritualists}} unit within 6" of your warlord, that attack inflicts a mortal wound on the target in addition to the normal damage. This could have been a decent trait, but because the wound rolls must be unmodified 6's you can't use stratagems like VotLW to increase you chances of getting mortal wounds. This has fun potential if you have the CP. Run a Black Mace Apostle with Voice of Lorgar, and follow-up with a MoP with this trait and the Hot Thick Rod Relic. Both have a nasty melee weapon that will cause mortal Wounds on 6's But again, this will cost 3 CP (Detachment, Field Commander, +1 Relic) so...arguably not worth it unless you have the CP or can farm it back. **This IS a decent trait if you play to the detachments strengths, and take plenty of possessed. Having them being buffed by a greater possessed and/or a MoP will make them ludicrous, especially if you use Vessels for the Neverborn on them as well. *'''Stratagems: **'''''Vessels for the Neverborn (1 CP)'':''' At the start of the fight phase pick a {{W40kKeyword|Daemonkin Ritualists Daemon}} unit from your army that is within 6" of a friendly {{W40kKeyword|Daemonkin Ritualists Master of Possession}} add 1 to the strength and attacks characteristics of the models in the unit you picked until the end of the phase. Don't forget to have a Greater Possessed nearby to jack that unit's strength up further. **'''''Souls of the Devoted (1 CP)'':''' use at the start of your movement phase. Pick a {{W40kKeyword|Daemonkin Ritualists Possessed}} unit from your army and a friendly {{W40kKeyword|Daemonkin Ritualists Character}} that is within 6" of that unit and roll a D3. the Possessed unit suffers a number of mortal wounds equal to the result and the Character regains a number of wounds equal to the result. Not exactly ideal to zap your expensive possessed units just to slightly heal a master of possessions, dark apostle, or greater possessed. *'''Relic: ''The Burning Rod'':''' Replaces a force stave. Str +3, AP -1, d3 damage. At the end of the fight phase, pick an enemy unit within 1" of the bearer. They take a mortal wound. Who let Slaanesh name this relic? </div></div> ===Devastation Battery=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Affects {{W40kKeyword|Chaos Lords, Warpsmiths, Havocs & Obliterators}}. This detachment is all about pure shooting power with a special focus in destroying vehicles and fortifications. Some have called this an anti-knight detachment due to its emphasis on destroying vehicles, Very similar to the Imperial fists Siegebreaker Cohort, but all around worse than it. *Ironically, despite being fluffy as fuck for [[Iron Warriors|bitter bois]], it's also almost useless for them. <div class="mw-collapsible-content"> *'''Warlord Trait: ''Armour Bane'':''' All {{W40kKeyword|DEVASTATION BATTERY}} units within 6" of the Warlord re-roll 1s to wound when targeting {{W40kKeyword|VEHICLES}}. *'''Stratagem: **'''''Wall-Breakers (1 CP)'':''' Use at the start of your shooting phase, pick a {{W40kKeyword|DEVASTATION BATTERY}} unit in your army and you can re-roll damage rolls for attacks made against {{W40kKeyword|BUILDINGS}} until the end of the phase. Very similar to the Iron Warriors trait, but arguably even more garbage. **'''''Punishing Volley (1 CP)'':''': Use at the end of your opponents first movement phase if you did not go first. Pick a {{W40kKeyword|DEVASTATION BATTERY}} unit from your army. That unit may shoot as if it were the shooting phase. Functionally, this gives you some ability to overcome the disadvantage of not going first, and can be used to squeeze out an extra bit of shooting against a crucial target advancing on your lines. *'''Relic: ''The Daemon's Eye'':''' pick a friendly {{W40kKeyword|DEVASTATION BATTERY}} unit within 6" of the bearer, enemies do not gain the benefit of cover against them. Useless for the Iron Warriors. </div></div> ===Fallen Angels=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> An oddball detachment that allows stock csm Sorcerers and Chaos Rhinos that share a Vanguard Detachment with only Fallen Angel units to swap out their normal keywords for the {{Template:W40kKeyword|IMPERIUM}} and {{Template:W40kKeyword|FALLEN}} keywords; the Sorcerers also replace Death to the False Emperor with the Fallen Angels ability from their datasheet. This fixes the Fallen's problem with transports nicely, and gives them some psyker support too. <div class="mw-collapsible-content"> *'''Warlord Trait: ''Agent of Discord'':''' Technically this is exclusive to Cypher (and subsequently isn't actually a WT), but boy, it's a doozy. Enemies within 12" of Cypher can't benefit from ''any'' abilities that would allow them to gain, recycle, or refund CP. No WTs, no special rules, nothing at all. As an added bonus, having 10 or more friendly {{Template:W40kKeyword|FALLEN ANGELS}} nearby boosts the aura's range to 18", which jumps to 24" if there's more than 20 of them so you can maximize the impact of your "no CP for you!" aura. This is guaranteed to give any army that bases its strategy on CP regeneration (especially the IG) a migraine. *'''Stratagems: **'''''Without a Trace (1 CP)'':''' At the start of the enemy shooting phase, a {{Template:W40kKeyword|FALLEN ANGEL}} unit entirely within or on a terrain feature subtracts 1 to hit from all shooting rolls targeting them. **'''''Ancient Enmity (1 CP)'':''' When selecting a {{Template:W40kKeyword|FALLEN ANGELS}} unit to fight, re-roll wounds against Dark Angels. *'''Relic: ''Caliban Steel Blade'':''' Replaces a Force Sword. If the user makes a wound roll of 6+, it does d6 damage instead of d3 damage. This is crap, possibly the worst relic in the CSM codex, but you're still going to take it because due your sorcerer losing his mark and legion, and all of the universal chaos relics replacing weapons sorcerers can't have, this is the only relic Fallen sorcerers can take. Plus a sorcerer with this and diabolic strength is a pretty good combo, not the best but still fun to take. In addition this sword happens to combo well with the "Daemon-Bound Power" warlord trait, so there is that too. </div></div> ===Host Raptorial=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Affects anyone wearing a {{W40kKeyword|JUMP PACK}}. When combined together, this allows you to create a raptor/warp talon bomb. Works well with lords as well as sorcerers. <div class="mw-collapsible-content"> *'''Warlord Trait: ''The Tip of the Claw'':''' Add 2 to charge rolls made for friendly {{W40kKeyword|Host Raptorial}} units while they are within 6" of your warlord. This is EXACTLY what {{W40kKeyword|Host Raptorial}} units need to increase the odds of successfully charging your opponent and make units like Warp Talons seem much more reliable. *'''Stratagems: **'''''Terror Strike (1 CP)'':''' When an enemy unit is destroyed by a {{W40kKeyword|Host Raptorial}} unit, all other enemy units within 6" of any {{W40kKeyword|Host Raptorial}} unit take a -1 penalty to Ld until the end of the turn. In a Night Lords detachment with Haarken Worldclaimer allied in and a few Icons of Despair, this can stack up to a staggering ''-6 Ld'' penalty even before you begin factoring in other means of debuffing Ld. Looks good in isolation, but Chaos has so many sources of Leadership reduction that this is pretty much redundant. It shines better in smaller games where you can only have so many units to debuff the enemy with. **'''''Vicious Descent (1 CP)'':''' When a {{W40kKeyword|Host Raptorial}} unit is set up via deep striking, it re-rolls all its attacks for that turn. Incredibly flimsy without access to The Tip of Claw warlord trait, and even then, you still need to pull off that charge after you land to benefit. But if you use Raptors for special weapon dakka you *can* make them reroll their shooting attacks. Mostly safe overcharging plasma, anyone? Season to taste with shooting twice. Black Legion can use this alongside their other reroll strategem for twin overcharging plas-raptor squads. *'''Relic: ''Chiropteran Wings'':''' Roll a d6 for each enemy unit the bearer moves over during the movement or charge phase. on a 4+, the unit takes d3 mortal wounds. Put that boosted movement to good use. **I know what you're thinking. "OMG, these would be perfect with warptime". Except warptime happens in the psychic phase, and this relic only works in the movement and charge phases. Note that if you fall back with these wings, nothing stops you from flying over the unit to fall back from it. </div></div> ===Soulforged Pack=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Your Daemonforge detachment, though all you select are {{W40kKeyword|Warpsmith}} (which includes Lords Discordant and Hellwrights) and {{W40kKeyword|Daemon Engine}} units. <div class="mw-collapsible-content"> *'''Warlord Trait: ''Master of the Soulforge'':''' Your Daemon Engines gain +2" of movement when within 6" of your warlord, which sadly means that you'll be needing either a Lord Discordant or Hellwright on Dark Abeyant to keep up. Forgefiends might feel a bit left out here with nothing to support their guns. *'''Stratagems: **'''''Daemonforge Overdrive (1 CP)'':''' Use at the start of the fight phase, pick a {{W40kKeyword|Soulforged Pack Daemon Engine}} from your army. Double the number of wounds that model has remaining for the purposes of determining what its characteristics are in relation to its damage table until the end of the phase or until the model is reduced to 0 wounds. Cheap, and excellent to bring out that last bit of use from a Daemon Engine that's nearly dead. HOWEVER because it specifies that you use this at the start of the fight phase, this sadly does nothing to improve forgefiends and only really benefits the melee focused daemon engines. **'''''Infernal Engines (1 CP)'':''' At the start of your charge phase pick a {{W40kKeyword|Soulforged Pack Daemon Engine}} from your army. That model can charge even if it advanced earlier in the turn. Really good but it only targets one Daemon Engine, so choose wisely. This gets alot more mileage if used on a Super Heavy like a Kytan Ravager or Lord of Skulls, when combined with warp time this practically guarantees a first turn change for any daemon engine. *'''Relic: ''Mechaserpents'':''' Replaces Mechatendrils. Str +1, AP -1, 2 damage. Each time the bearer fights, they may make 1 additional attack with this weapon for each enemy MODEL within 1β of the bearer. Obscene considering the large base of a Lord Discordant. </div></div>
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