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===Crimson Slaughter=== *'''Requirements:''' No Veterans of the Long War. Previously, this rule simply said that you could not ''buy'' the VotLW upgrade -- anything that had it stick (like Kharn) got to keep it. Now it says that no unit in the CS army can HAVE VotLW. The wording isn't clear; it can either mean that your units lose that rule if they happen to have it, or, more likely, that you can't buy those units to begin with. This means no Special Characters, no Rubricae, and, worst of all, no Daemon Princes - and [[Derp|no Vrosh Tattersoul]]. Anyway, Noise Marines, Berzerkers, and Plague Marines are excluded from this rule. **'''Alternate View''': The Daemonheart still says it can't be taken on Daemon Princes, which would only be possible if they could be taken as units in the first place. An FAQ is needed, but RAI would seem to indicate that it was meant to use the old rules. *'''Benefits:''' **'''Harbingers of the Tormented''': ''All models'' in the detachment have Fear. Yes, that includes vehicles. And cultists. **'''Slaves to the Voices''': Possessed are troops instead of elites, and they roll on a different mutations table from the one in the Codex, gaining either Shrouded (includes their vehicle if they're in one), Beasts, or a 3+ invul save and Rending. The new mutations table is flat out better than the old one, and having Objective Secured makes them seriously worth considering. (This makes the Favoured of Chaos formation very interesting; on the one hand, if Daemon Princes are allowed, it becomes akin to god mode, while if not, it is a toy they never get to use ====Warlord Traits==== *'''1: Murderous Hate''': Warlord and his unit have Hatred, and get to re-roll misses in CC against Dark Angels units (because Dark Angels needed more help dying). *'''2: Maelstrom of Torment''': All enemy units within 12" of the Warlord suffer a -1 Ld penalty, and a -2 Ld penalty to any Fear tests they take. Anything vulnerable to Fear left in this game is going to fail those tests anyway, but whatever. MoS will destroy those cheesy Eldar. *'''3: Maddened Rage''': Rage and Furious Charge. If there's an enemy unit within 12" in the beginning of a shooting phase, you don't get to shoot and must charge them the following Assault phase, if possible. Unfortunate if your Warlord is shooty, pretty sweet otherwise. *'''4: Merciless Slaughterer''': Warlord and his unit have Crusader. *'''5: Spectral Assailants''': Enemy models in base contact take D6 S3 AP hits at Initiative step 10 of each Assault phase. (note that EACH enemy model will take D6 hits, which can be quite a few additional dice.) *'''6: Pall of Mists''': Warlord gets Shrouded. Pretty good if you're not already getting it from a Mutation roll (see below) ====Relics==== *'''Crozius of the Dark Covenant''': A replacement power maul for the Dark Apostles. All friendly Crimson Slaughter units within 6" of the bearer get the Zealot rule. Cute if you want your Zealot to hang in the back and ensure your Havocs stay put, or you could use it for "Go to Ground/Get Back Into The Fight" shenanigans. *'''Blade of the Relentless''': Basically a power sword that makes its bearer stronger as he kills shit. 1 kill grants +1 Str, 3 kills grants AP2, 5 kills grants another +1 Str, and 10 kills grants Instant Death. Have a Sergeant take the challenge for at turn so you can kill off some grunts then take over when he dies or 'glorious intervention' into his place with a AP2 +1 strength sword. The wording of the relic says that models removed as a direct result of the bearer's close combat attacks. This means that attacks with other weapons or other sources belonging to the model that count as close combat will also count towards charging the sword. Powerfist/claw combo, icy aura boon, Spectral Assailants warlord trait, hammer of wrath, and combat familiars all count towards the total. And with the way wound allocation works with challenges now in 7th, you no longer have to worry about only getting a single "kill charge" from winning a challenge. *'''The Slaughterer's Horns''': Furious Charge, Rage and Hammer of Wrath for 15 points. Very good for non-khorne HQs, but largely wasted on anything with MoK and icon of wrath. However, in a dual god themed army this presents a great way to have multiple gods/marks represented on a single character. *'''The Balestar of Mannon''': Sorcerers only. Allows the bearer to roll on Divination and re-rolls on failed Psych tests. However, he doesn't get any modifiers to Deny the Witch rolls for being a Psyker. in the current edition this becomes a really interesting tool and effectively replaces the spell familiar since you can only re-roll dice once. ** RAW: He does not get the modifier for ''being a psyker'', but does he get the modifier for being at a higher Mastery Level than the other Psyker? *'''Daemonheart''': 2+ Armor Save and It Will Not Die. Can't be taken by a Daemon Prince, which limits its usefulness somewhat. Terminator armour comes with a 5++ invulnerable save, a power weapon and combi bolter for only 10 more points, but remember it strips you from grenades and the ability to perform Sweeping Advances. Take this with a Nurgle Lord on a Palanquin or bike and watch the fat fuck soak up rounds like nobody's business, and then just regain a wound next turn. **'''Final Consensus''': Any self respecting chaos lord will have at least a 4++, and a Chaos Lord's one advantage over a Space Marine captain is that you can load up on weapons and relics. Thus, the Daemonheart IS BETTER THAN TERMINATOR ARMOUR in every way that matters, unless you really, really want that relentless (get a bike) or a chainfist. Everything else can be replaced with equal or better equivalents anyway. Just, TAKE IT!!! *'''Prophet of the Voices''': Makes your IC a Possessed, basically. He gets Daemon, Fearless and Fleet, plus rolls on the new mutations table mentioned previously. Can only join units of Possessed of the Crimson Slaughter. Allows for some really rapetastic combos, especially if you roll lucky on the Warlord Traits and Mutations tables, though the choice between going solo and having a posse of Possessed is pretty limiting. **Note: Having the Daemon rule means you can benefit from Cursed Earth, giving your sorcerer/lord a 3++ with a sigil. ====Crimson Slaughter Formations==== *'''The Ravagers -''' One unit of Possessed plus one unit of Chosen makes the Ravagers, granting them Sight of the Third Eye. So long as the Chosen Champion is alive, one of these units gets re-rolls to hit for the duration of your turn. Sadly, this means no re-rolls in the enemy combat phase. *'''Disciples of Mannon -''' One Sorcerer and a unit of Possessed that hope the Stars are Right! Roll a pair of dice at the start of the game; they are your portents of DOOOOM. Anytime your opponent rolls EXACTLY two dice (example: a Leadership check, for example) check to see if it matches your portents. If there's a match, FUN happens! You roll a further d6, and on a 1-3 you get 10 Horrors, 4-5 3 Screamers or Flamers, and a 6 gets you a Herald (BAD) or a Lord of Change (GOOD). They immediately pop up within 18 of the Sorcerer. If he bites a bullet, no Tzeentchian fun for you. *'''Brethren of the Dark Covenant -''' A Dark Apostle, a unit of Possessed (notice a theme here?) and 1-3 units of marines make up this mean bunch. The Dark Apostle can elect not to shoot in the shooting phase, and can instead RAEG. This inspires the formation within 12 of him, granting those within the bubble Zealot and Feel no Pain. Add this to Nurgle Chaos marines and congratulations you have Plague marines on the cheap. *'''Cult of Slaughter -''' Another formation lead by a Dark Apostle. This time he drags along 2-8 mobs of Cultists to be glorious meatshields. If the cultists are within 9 of the Apostle, they get leadership 10. The real treat is that in your movement phase, d6 cultists are restored to each mob within 18 of the Apostle, up to their original starting number. They bring back any marks or heavy weapons lost as well. Not too shabby. *'''Lords of Slaughter -''' A Chaos Lord, a unit of Termies, yet another unit of Possessed, and 1-3 Marine squads make up this formation. A simple but powerful formation, the Lord becomes a Mastery 1 Psyker with the Prescience divination power. Additionally, when targeting members of this formation, the power has infinite range. *'''Kranon's Helguard -''' Basically the Dark Vengeance and Expansion army. A Lord, 1 unit of Chosen, 1 unit of Termies, 2 units of Cultists, 1 unit of Raptors, a Helbrute and a Land Raider. Everyone gets Stubborn, and any enemy within 12 of a unit from the formation gets -1 Leadership. If they are within 12 of two or more units, they suffer -1 Ballistic Skill as well! *'''The Red Onslaught -''' A formation of formations. Bring all of the above! Each formation keeps its own rules, but two universal rules come into play. The Maddening Horde gives a -1 Leadership to all enemies on the battlefield, so long as 1 model is still standing. Easier said than done; remember all those possessed? At the start of each of your turns, roll a d6. On a 4+, any and every unit of Possessed that was destroyed from this formation Deep Strikes back onto the field. If they are destroyed again, they can come back again, and again! The train has no brakes!
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