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==Relics== We've got a great selection of relics for both killing and durability, as well as some decent utility ones. Unlike previous editions, as long as your army is battle-forged you now get a single free relic and can pay CP to get 1 or 2 more. You can't give them to any named characters (as usual) and {{W40kKeyword|<Cultists>}} can only take a limited selection of relics, but any unit Champion can take a relic from a certain pool using the Trophies of the Long War stratagem. These are marked with *** in the list below. God-specific Relics are restricted to characters with the appropriate <{{W40kKeyword|mark of chaos}}>. Daemon Weapons are a type of relic found in the codex that no longer replace a specific weapon but instead upgrades any existing weapon (except the legs on the helstalker). Each time the bearer fights, they must pass a Leadership test by rolling 2d6 and hoping to roll equal to or less than their Leadership. If they fail, you have to pick between either d3 mortal wounds or not using any Daemon Weapons for that phase to save your skin. <tabs> <tab name="Universal Relics"> *'''The Black Mace***:''' Replaces a power maul, accursed crozius, or accursed weapon. Melee weapon with S+2 AP-2 D3. A little weaker to wound, but any damage this mace makes always spills over to other models in that unit, making it an incredible horde clearer. The only way your Dark Apostle can get a properly killy melee weapon outside of being a Word Bearer or praying real hard. An amazing solution to all your T6 or less problems, this beauty can do it all, whether that's smashing terminators into tins of beans or clearing out a horde like you're Sauron. Limited AP lets it down, but khornate champions with icons can get an extra point, and characters have enough attacks so that they'll always be getting some damage through. *'''Black Rune of Damnation***:''' Usable by {{W40Kkeyword|cultists}}, but they shouldn't. This gives ''the entire unit'' a -1 to be wounded by attacks, an amazing durability buff that makes terminators or possessed downright unreasonably tough, and also has an 18" aura that forces enemy psykers to suffer perils when they roll any doubles on their psychic checks. Fantastic relic, pretty much an auto include on the champion of any unit that's intended to be durable. *'''Blade of the Relentless***:''' Replaces a power sword, daemon blade or accursed weapon. S+1 AP-4 D2 that gives an additional attack as well as a natural 6 to hit doing 2 flat mortals instead of continuing the attack sequence. Decent enough upgrade, not as good as the black mace at horde clearing or character killing but has amazing AP, boostable even higher with a khornate icon to make an AP-5 can opener. *'''Gorget of Eternal Hate:''' Makes Chaos Lords and MoEs into absolute units. +1 to armour saving throws, a 4++ invuln, and the ability to deal d3 mortal wounds on a 2+, or flat 3 on a 6+ to enemies within 3" upon death makes this a very tempting grab on anyone, especially since this can work on terminator lords and sorcerers to ignore shit like plasma guns that can get past even AoC. Put this on a lord discordant to make an incredibly tough monster that then smites everything in an area a mile wide when they finally do die. *'''The Inferno Tome<sup>{{W40kKeyword|Priest}} only</sup>:''' You know one more prayer and every time you successfully make a prayer, the closest visible enemy within 18" takes d3 mortal wounds, letting you deal some off-turn damage while supporting your forces. Decent, but with no way to cast more than once if you're taking this it's somewhat mediocre. *'''Liber Hereticus<sup>{{W40kKeyword|Psyker}} only</sup>:'''The bearer can cast one additional power per turn and improves the range of their powers by 6". Amazingly, there are no restrictions on this, so feel free to blast an 18" Death Hex on pesky Custodes, or sit in the backline and spam Smite safely. An incredible relic, letting you pop both your known spells and your god one each turn. *'''Mantle of Traitors:''' A support-based relic, providing re-rolls to hit in melee and a single-use ability to use an Epic Deed strat without spending RP. Its biggest buff is its ability to use the Lord of Chaos, Aspire to Glory, or Demagogue (Chaos Lord/Aspiring Champion re-rolls and the Apostle's leadership buff) abilities on any {{W40kKeyword|<Legion> Core}} unit on the board instead of relying on range. Somewhat situational. Note that the only relevant epic deeds in the core stratagems are the apostle's auto-passing out of phase and tzeentch psykers casting another/actioning and casting, so look at your legion and judge accordingly. *'''The Warp's Malice***:''' Replaces a bolt pistol. This is a super pistol bar none, with Pistol 2 (Pistol 4 if in Wanton Massacre or Wanton Slaughter) S5 AP-2 D2 with natural 6s to hit making those hits into 2 mortal wounds, as well as an extra 6" range. This makes your hero into a super-dakka marine, capable of gunning down quite a lot. Possibly the only good bolt pistol replacement in the whole game, and ironically still not good compared to the alternatives. </tab> <tab name="Chaos Undivided"> *'''Ul’o’cca, The Black<sup>Daemon Weapon</sup>:''' Any successful wound roll also causes 1 mortal wound in addition to any other damage. Since this can work on anything, this becomes a lot less of a liability because that 1 MW can be pretty easily scored, especially on a power fist or hammer. Pretty decent, essentially a better version of mastercrafting a weapon. </tab> <tab name="Khorne"> *'''Talisman of Burning Blood:''' +1 Attack, scoring another attack each time the bearer kills a unit. ANY KILLS. PERMANENTLY. Feed this guy some MSU and then chuck him at a tank with all those extra attacks to bring that fucker down! **Oh, and there's an expanded 6" heroic intervention range. Cool if you bother with that. *'''Zaall, the Wrathful<sup>Daemon Weapon</sup>:''' Adds +d3 damage to any existing damage, which can be pretty devastating on the right weapon. Slap this on a Khornate Executions Master's axe and you can pretty easily murder any characters. Good on pretty much anything, but you particularly want it on a weapon with good chances to actually wound and penetrate. Daemon princes with d3+3 swords anyone? </tab> <tab name="Nurgle"> *'''Orb of Unlife:''' A single use acid grenade. On a hit, the unit takes d3 mortal wounds which improves to d3+3 mortal wounds when hitting a unit of 11+ models or under Wanton Destruction. Even better is that the survivors of this attack take a permanent -1 to Toughness for the rest of the game, leaving them exposed to a band of legionaries or cultists that'll shoot next. Pretty situational due to being a grenade, but good against giant tanks like knights or daemon primarchs. *'''G'holl'ax, the Decayed<sup>Daemon Weapon</sup>:''' Upgrades a weapon to auto-wound on any hit, and ignore any feel no pains or per phase wound locks. Extremely funny to wound titans with a chainsword. While saves are still an issue, you can use this to eliminate any issues with Strength, so power swords or anything with high ap is your friend. Also fantastic against transhuman. The best Daemon Weapon. </tab> <tab name="Slaanesh"> *'''Intoxicating Elixir:''' Once per game, the bearer can drink this during the fight phase so they can gain +d3 attacks and limits them to only losing a maximum of 3 wounds in that phase. AKA Suicide Juice. Do something silly like get charged by a knight, drink your kool aid and laugh as they bounce off you, then hit them back. Because you're Slaanesh you also fight first on your turn, so you can get two rounds of combat in a row if you get charged. *'''Thaa’ris and Rhi’ol, The Rapacious<sup>Daemon Weapon</sup>:''' Upgrades 2 melee weapons of your choice. Each weapon gains +d3 attacks whenever they fight. If you want a light infantry shredding character then these aren't the worst choice around. The downside is that using two weapons means that you've gotta take your lumps if they bitch at you. Also has limited use on a Daemon Prince as it competes with the Intoxicating Elixir, and malefic talons (for the second weapon) aren't that good. Put these on a lord with two power fists and beat someone up. </tab> <tab name="Tzeentch"> *'''Eye of Tzeentch:''' {{W40kKeyword|Psyker}} only. Add +1 to all psychic tests. In addition, rolling an unmodified 9+ for a cast makes it impossible to deny. Expanding the boost to all powers makes this a lot more conducive to pick, especially if you're planning on spamming powers out the ass. Compared to the Liber Hereticus, this is better for getting specific powers off but lets you cast less overall. *'''Q'd'ak, the Boundless<sup>Daemon Weapon</sup>:''' Upgrades a weapon to negate any invulnerable saves against it. Decent, but a lot of our melee weapons lack AP anyway, so chances are you're only really reducing saves by 1 more than you normally would. Makes Clowns cry, though. </tab> </tabs>
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