Editing
Warhammer 40,000/8th Edition Tactics/Chaos Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Psyker Only=== Per Codex: Daemonkin, these Warlord Traits can be taken if your warlord is a psyker (i.e. a Sorcerer of any type, non-Khornate Daemon Prince, or Master of Possession). *'''''Arch-Sorcerer''''': The Warlord knows one additional psychic power from ''any'' discipline on their character sheet. Unfortunately, all of your legal carriers of this only have access to one discipline, ''and'' all of them already know more powers than they can cast. Least bad on a Daemon Prince, where it doubles the non-''Smite'' powers to choose from (typically Warptime and Diabolic Strength are your best bets). *'''''Demon-Bound power''''': +1 to your warlord's strength characteristic. In addition, you can re-roll damage rolls for your warlord's force weapon, if he has one - remember, Daemon Princes do not. Useless on Sorcerers because Chaos Lords fight better anyway, but it does make Daemon Princes of Nurgle, Slaanesh or Tzeentch Str 8 - letting them fight anything except knights and still do well. Combined with Diabolic Strength, it makes DP's S10 which is enough to wound nearly all heavy Infantry on 2's. *'''''Devourer of Magic''''': The Warlord can deny one more power, and regains a wound for each power he denies successfully. Useful for a blitzing Daemon Prince against Psyker-heavy armies, as he can stop a smite or two and heal up in the process. *'''''Infernal Gaze''''': +6 to the range of your warlord's smite power. Feel like a Thousand Son for a game, or better still, take Thousand Sons instead. *'''''Reader of Fate''''': Once per battle, you can re-roll one psychic test or deny attempt. In addition, if your army is battle forged, each time your warlord casts a psychic power, roll 1d6. On a 6, gain a command point. One of the other Warlord Traits that lets you regenerate CP, but worse overall, because you need to cast a power to get a 1/6 chance of doing so. *'''''Warp Lord''''': When taking Psychic Tests, the Warlord may re-roll 1s. Perhaps one of the best options to stick on a Terminator Sorcerer or Master of Possession in a Council of Traitors detachment. Virtually eliminates double 1 perils, and will come in clutch in the late game where preserving command points is more of a concern. Can also be used to boost the difficulty of your opponent's Deny attempts, or in rare cases, you can gamble to push a regular smite into super smite. A good trait if you don't know what kind of army you'll be up against, *cough* *cough* tournaments *cough* *cough*.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information