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==Special Rules== * '''Legions of Chaos''' - As of Traitor Legions, you now have the option to run your Spikey Marines as veterans from one of the original 9 Traitor Legions! Whether you want your army to evoke battlecries of [[World_Eaters|"BLOOD FOR THE BLOOD GOD!"]], [[Iron_Warriors|"IRON WITHIN! IRON WITHOUT!"]], or any of the other ones, this is now an option for you, the aspiring Chaos Warmaster! The individual Legion entries are detailed near the end, with each Legion having certain restrictions in exchange for certain bonuses. Note that any '''detachment''' may be a Legion detachment if it adheres to the restrictions of said Legion and detachment in question. For example, you could run a Chaos Warband as a Black Legion Detachment despite the Black Legion Speartip not having the Chaos Warband as a core, as long as you didn't have any Special Characters besides Abaddon. However, you could not run a Black Legion Warband as a Death Guard Detachment, for that formation has the restriction "This is a Black Legion Detachment." **'''Note''' - Unlike Codex: Space Marines, the Legion rules are strictly optional. You don't '''have''' to field a Chaos Space Marine Detachment as a Legion, and in fact, you cannot field it as one should you wish to take certain Special Characters including Bela'kor, Cypher, Fabius Bile or Huron. That said, the bonuses offered by adhering to a Legion generally outweigh the restrictions by a considerable margin, while free Veterans of the Long War adds up! * '''Champion of Chaos''' - Barring the Daemon Prince or any "vehicle characters" (which only show up in certain formations), all your Characters have this rule. The downside is that in any assault where at least one character with this rule is <u>engaged</u>, at least one of your Champion of Chaos characters must issue a challenge, while if your opponent can issue a challenge and at least one of your characters with this rule is eligible to accept, one of those characters <u>must</u> accept. 7th Edition helped in that wounds from a challenge may now "spill over" to the rest of an enemy unit, but this effectively means that if you want to tool out a squad for close combat, you better give at least one of your characters some decent protection, for you won't have access to Look Out Sir. In exchange, should your character kill an enemy character for ANY reason except Sweeping Advance, that character can roll for a Chaos Boon. **Champion of Chaos is a double-edged sword like many aspects of Chaos. The good news is that Chaos Boons give you the option to buff your Sergeants into mini-captains while they can buff your HQs into budget Smashfuckers. Remember that shooting or Witchfires can trigger rolls, which can be awkward when you accidentally replace your Baleflamer Sorcerer with that-which-must-not-be-named. * '''Chaos Boons''' - Listed as part of the Champion of Chaos rule, Chaos Boons are a power lottery with the potential to buff your heroes to epic proportions or to backfire horribly and turn them into things which must not be named. The most common way to trigger rolls on this table is through the Champion of Chaos special rule (covered above), but it can also be triggered through the Boon of Mutation psyker power, the Gift of Mutation upgrade, or through the Path to Glory effect from the Black Crusade detachment. Note that you cannot gain the same Boon multiple times; treat all such subsequent rolls as "Nothing." Unfortunately you can't choose any of these, but dark apostles let you re-roll and warlord traits let you re-roll or shift the result if you're not happy with the first roll. {| border=1 cellspacing=0 cellpadding=4 align=left style="text-align:center;" class="wikitable sortable" |+Chaos Boon Chart''' |- ! || 1 || 2 || 3 || 4 || 5 || 6 |- ! 10 || colspan=6 | Nothing |- ! 20 || colspan=2 | Spawndom || +1 Attack || Eternal Warrior || +1 Strength || +1 BS |- ! 30 || +1 Initiative || Recover Wounds or +1 Wound || +1 Toughness || Shrouded || +1 Armor Save || Fleshbane for a Melee Weapon |- ! 40 || Witch Eater || Reroll Failed Armor Saves || Poison(4+) || Crusader || Hammer of Wrath || Icy Aura |- ! 50 || Adamantium Will || +1 Strength for a weapon || Hatred || Shred || Instant Death || +1 WS |- ! 60 || Stubborn || Fleet || Feel No Pain || D3+1 more blessings (ignore Spawndom/Apotheosis) || colspan=2 | Dark Apotheosis |} <div class=" mw-collapsible mw-collapsed"> :*11-16 - Nothing. <div class="mw-collapsible-content"> ::The anticlimax is real. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*21-22 - Replace model with Chaos Spa-'''ARRGHNNNGNHWNHBLENNLNHELH.''' <div class="mw-collapsible-content"> ::You don't want this to happen to any tooled-up HQ you have, though it's not necessarily the end of the world if it happens to a rank-and-file Champion for some reason. Note that a Champion that becomes one of...those things retains its Mark, despite losing everything else. ::*'''Important Note''' - On Pg. 29, going by RAW: a Champion that turns into a Chaos Spa-'''SKRAAFSDHFKBLEGH''' or Daemon Prince is considered a separate, ''non-scoring'' unit. Let me repeat that. Non. Scoring. Now that 7th edition allows any units to score objectives, this can be a detrimental flaw. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*23 - +1 Attack. <div class="mw-collapsible-content"> ::Pretty straight forward and never a bad choice. You could risk a re-roll for a more immediate benefit on something like say a poop bucket prince, but you will probably end up in melee eventually with CSM regardless of what rolls this and there's a good chance you'll end up with something worse. For any CC oriented characters this is a keeper. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*24 - Eternal Warrior. <div class="mw-collapsible-content"> ::Nice on an HQ, pointless on single-wound models. Even then you might already have EW from a warlord trait or relic, plus most of our HQs only have 2 where having EW is only a marginal improvement. So consider re-rolling this unless whatever rolled this has 3+ wounds. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*25 - +1 Strength. <div class="mw-collapsible-content"> ::Enjoy your S10 powerfist. This is pretty universally good too. Some khorne characters might not get much out of this on the charge due to already wounding on 2s on the charge, but even they benefit from this after the first round of combat. So if it helps you wound better just roll with it. Bonus points for nurgle/Blades of Putrifaction as this helps you gain re-rolls to wound from poisoned attacks. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*26 - +1 BS. <div class="mw-collapsible-content"> ::More often than not you will want to re-roll this if you can. However there are some less obvious characters that benefit from this, psykers still need to hit with some witchfires and our sorcerer is only BS 4. Then there is also the chosen champion which can make use of this. On the other hand, BS 6 doesn't unlock re-rolls for blast weapons. Also, while this looks interesting for a forgefiend or defiler, possession actually is a fixed modifier to 3 BS, so this won't actually help them shoot better. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*31 - +1 Initiative. <div class="mw-collapsible-content"> ::Can be nice on HQs to hit before the enemy head honcho, but generally more useful for our grunts who can now kill other sergeants before they can retaliate. Or for Death Guard to counter the initiative hit. Luckily you get to check what your opponent brought to decide on whether or not you think this could be useful for you. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*32 - Return to full wounds, or gain +1 Wound if unwounded. <div class="mw-collapsible-content"> ::Unless the character happens to be a walker, you're going to want to keep this. It's amazing. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*33 - +1 Toughness. <div class="mw-collapsible-content"> ::Almost as good as 32(+1W/refill). You really can't go wrong with this, although it's pretty much only for CC as majority toughness will cancel this out. Also, do check what this character is likely to face in CC. If you're going up against thunderhammers or fists, you're probably not going to get any use out of this. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*34 - Shrouded. <div class="mw-collapsible-content"> ::One of the few boons that spreads to the unit. Roll this up on a biker champion and watch Dark Angels players eat their hearts out. Especially good on DG (decurion) and NL as this can give entire units a 4+ cover save in the open. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*35 - Armour Save improves by 1 to a maximum of 2+. <div class="mw-collapsible-content"> ::YES! Especially as Chaos doesn't get non-relic artificer armor. Big boon for a prince, but still good for anything really. And unlike +1T, this works despite being part of a unit so this can be used to tank hits for the rest of the unit. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*36 - Melee weapon has Fleshbane. <div class="mw-collapsible-content"> ::Pretty good, especially if you put it on a lightning claw. But don't forget that this is part of a weapon as opposed to a rule the character gains. It won't affect stuff like infernal claws or the talons of the night terror. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*41 - Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit. <div class="mw-collapsible-content"> ::VERY situational, but not bad. The champ/unit has to pass the deny test, so it doesn't work against blessings. However, it's a nice deterrent vs shrieks for a prince. Anybody else should probably opt for a re-roll when possible. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*42 - Re-roll failed armor saves. <div class="mw-collapsible-content"> ::Roll this on a DG TAF lord and ask your opponent again how that mass fire is working for them. Anything with a 2+ save will want this. It's still good with a 3+ save but not a must have unless the character is running solo. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*43 - Melee attacks are Poisoned (4+). <div class="mw-collapsible-content"> ::Good when fighting low toughness armies or for khorny stuff since it's effectively shred on high strength models. Pretty nice vs non non marine armies, especially nids. Against marines you're probably wounding on 4s anyway so try for something else. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*44 - Crusader. <div class="mw-collapsible-content"> ::The other boon that spreads to the unit. Since this is random, you'll probably not care too much about the run bonus, but it's a pretty decent bonus to sweeping attacks. Of course that means you're more likely to overrun a unit, which you might not want, but it works when being charged too. Even if you loose combat, it will make beating that unit in a sweeping advance pretty hard, making this quite nice for non fearless tarpits. It also combos very nicely with a spawn escort if you already have fleet. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*45 - Hammer of Wrath. <div class="mw-collapsible-content"> ::You more than likely don't want this. It's almost always one measly S4 wound and even on a prince or walker, it's still AP-. The only time you might want to hold on to this is when the character has infernal claws. In that case you gain 3 additional hits at the initiative 10 step. And unlike the HoW hit, those additional hits can benefit from smash </div> </div> <div class=" mw-collapsible mw-collapsed"> :*46 - Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1) <div class="mw-collapsible-content"> ::This isn't as good as you might think at the first glance. The character needs to be in base contact and typically you don't have that character at the front. If the opponent doesn't accept the challenge, you end up being able to fight but not in base contact with anybody. Even when you do though, you're not likely to be in contact with more than 2, if that. It's ok for something with a large base like a juggerlord, but you could probably do better than this. Infernal claws on the other hand, can make this a crowd clearer. You'll still want a large base/go solo but when you do, this thing will easily generate 3 hits, which add another 6 for 9 total. Good luck tarpitting a prince with this and infernal claws. It ends up being like rampage on steroids. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*51 - Adamantium Will. <div class="mw-collapsible-content"> ::Same advice as for 41. Only really useful on a prince to not get shredded by shrieks as much. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*52 - A ranged weapon has +1 Strength. <div class="mw-collapsible-content"> ::Nice if your Warlord has a Burning Brand or another cool ranged weapon, but pointless otherwise. A chosen champion with plasma gun can also make good use of this. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*53 - Hatred ([[Angry Marines|EVERYTHING! ALL THE TIME!]]). <div class="mw-collapsible-content"> ::Like +1 attack this is never a bad choice. Unless you already have hatred of course. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*54 - Shred. <div class="mw-collapsible-content"> ::This is gained on the character level, which means that this allows you to re-roll ALL to wound rolls in CC, not just those of you're weapon. Infernal claws raises it's head again. So unless you only brought a lightning claw, you probably want to hold onto this. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*55 - Melee attacks have instant death. <div class="mw-collapsible-content"> ::I don't care if you roll this on a cultist champion, you're keeping this. Hell, keep this even when you already ID on 6s. Debatable whether or not this applies to infernal claws or icy aura. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*56 - +1 WS. <div class="mw-collapsible-content"> ::If you're using the axe of blind fury, keep it. Everybody else wants to re-roll this, with the exception of non HQ's as those go from a to hit roll of 4+ to 3+ as opposed to remaining on a 3+. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*61 - Stubborn. <div class="mw-collapsible-content"> ::This also spreads, but you don't care seeing as how most of your dueling HQs have FEARLESS, half of legions from supplements are Fearless by default and cultists are usually joined by Dark Apostles. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*62 - Fleet. <div class="mw-collapsible-content"> ::Won't benefit anyone in the champion's squad, re-roll whenever possible. Tiny bit better in BL and WB armies with crusader, but fuck it. Try to re-roll to something better. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*63 - Feel No Pain <div class="mw-collapsible-content"> ::It's feel no pain. You want it. Same constraints as 33(+1T) though in that it only really helps in CC. Also doesn't work with walkers as it only triggers on unsaved wounds. </div> </div> <div class=" mw-collapsible mw-collapsed"> :*64 - Roll another d3+1 on this table (re-rolling Spawnhood and Dark Apotheosis results) <div class="mw-collapsible-content"> ::Yay! </div> </div> <div class=" mw-collapsible mw-collapsed"> :*65-66 - Replace this model with a Daemon Prince with Power Armor. If the model was Marked, it becomes the Daemon Prince of the same Chaos God. If not, choose which one of Big Four is its new patron. <div class="mw-collapsible-content"> ::Avoid this like the plague on your tooled HQ's, but other stuff tends to be improved. ::*'''Important Note''' - On Pg. 29, going by RAW: a Champion that turns into a Chaos Spa-'''SKRAAFSDHFKBLEGH''' or Daemon Prince is considered a separate, ''non-scoring'' unit. Let me repeat that. Non. Scoring. Now that 7th edition allows any units to score objectives, this can be a detrimental flaw. </div> </div> *'''Veterans of the Long War''' - Units with this rule gain +1Ld and Hatred (Space Marines) - this includes ALL units from ALL the different Space Marines codices, including the Grey Knights & Deathwatch. This upgrade is pricey however, and when you do take it, you end up costing the same as your Loyalist brethren, while lacking a lot of the benefits they get for the cost. However, taken on critical units (these will be noted accordingly), this is a lifesaver. Note too, that even though at the end of the day nothing can have a leadership of more than 10, all modifiers are still cumulative. This means that the leadership bonus can cancel out penalties imposed on your Ld10 HQs. [[Cypher]] is the most obvious mention here, but there are any number of attacks on leadership that having an effective leadership 11 will protect you from. *'''Traitor Legions:''' As of the Traitor Legions supplement, declaring your force a Legion detachment provides you with the above rule for free. WO HOOO - Ld10 Aspiring Champions! *'''Daemonforge''' - Once per game, a vehicle with this rule may re-roll armor penetration and to-wound results. However, the owner must in the end of that phase roll a D6 and on a 1, the vehicle loses a hull point with no saves. Defilers, Forgefiends, Heldrakes and Maulerfiends have this. Oh, and the Lord of Skulls but you aren't using it except for shits and giggles. *'''Infernal Relic (Forge World)''' - You cannot have more than one of vehicles with this rule in your primary detachment (or any in allied), unless you have a Technomancer in that detachment. Any Warpsmith, Sorcerer with a Malefic power or Abaddon himself can be made a Technomancer for free, and as a nice bonus gain control over the Possession rule, choosing whom your transport eats (if anybody at all) if the Technomancer embarks with the unit. The rules aren't exactly clear if you can nominate a Technomancer for a single vehicle in a primary detachment or not though...
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