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Warhammer 40,000/7th Edition Tactics/Chaos Space Marines
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===Warzone Pandorax=== *'''The Chosen of Abaddon (Apocalypse)''' - 3-5 Chaos Lords or Sorcerers all get to take permanent retinues of Chosen or Termies, all without champions. The Lords all get a bonus boon by just forming up, and when within 12" of Lord Topknot, they get Fearless, making them a bigger shield for big A. Combo with Bringers of Despair, and get your Black Legion first company rolling. *'''Daemon Engine Pack (Apocalypse)''' - 3-5 Forgefiends or Maulerfiends. They get Preferred Enemy against one chosen enemy and when they kill it, they get a 1 VP. They can also choose a Warpsmith to be their owner and any engines within 12" of the smith get to use his WS and BS(BS5 Forgefiends? Yes, please!), making the Daemon Engine army more useful. They also get to charge after running, which is very awesome. *'''The Hounds of Huron (Apocalypse)''' - A Biker Lord gets to lead 5+ Biker packs. In a move that could make Marine biker armies take note, the formation gets Acute Senses and Outflank, and bikers within 12" of the Lord get to charge after Turbo-Boosting, which is definitely some good speed. *'''Maelstrom of Gore (Apocalypse)''' - Kharn (or a Khornate Lord) has to take 8 8-man Berzerker packs for blood and skulls. Anyone within 18" of the Lord/Kharn get Fleet, Move Through Cover, and +3" Charge Range, making this a better way to deliver the forces of blood. However, they're still not gonna be able to hit any better. *'''Trinity of Blood (Apocalypse)''' - A squad made of 3 Lords of Skulls. The first kinda meh rule is the ability to grant Rage to absolutely everything that is not a vehicle within 12" of a member here, which would only be useful in certain situations (Orks, Nids, Guardsmen) and otherwise useless unless you took Cultist Blobs, which then give you a problem. The other less problematic rule is the ability to force all enemies within 24" of them to take Dangerous Terrain tests before moving unless they can fly.
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