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===Psychic Powers=== Marked sorcerers and DP's can and actually MUST take some god-specific powers. Do note, that you cannot roll more than half of the powers from god's chart, so no all-Tzeentch dakka chart for your Arhiman or all-Slaanesh rape chart for level 3 [[Snowflame|cocaine sorcerer]]. ====Tzeentch==== Largely terrible, sadly and ironically, given Tzeentch is the god of magic. *'''Tzeentch's Firestorm:''' Far too random and [[Dwarf Fortress|FUN]] to rely on in any way, Tzeentch's Firestrom gives you a small blast with a randomized Strength ranging from two to seven. It also has the Inferno rule, so you get a few more S3 hits every time you kill a model. So, you can't rely on it to kill tanks, and, being AP-, it's not so great against [[MEQ]]. It has the potential to decimate squads of [[GEQ]], but that requires you to actually hit the small blast template. As a Primaris it's ''alright,'' but again, most certainly not something particularly good. *'''Boon of Mutation:''' Nope. Nope, nope, nope. Nopenopenope. This is in the running for the worst psychic power in the game. Seriously. A model within 2" of the caster (read: in the same unit) takes a S4, AP- hit, and, if he survives, he gets a roll on the Chaos Boon table. When doing so, he rerolls Dark Apotheosis, but ''not'' Spaw-- er, gribbly-tentacle-thing-dom. So, you must have two characters with completely different roles in the same unit, be willing to damage the recipient just for the "privilege" of the roll, be willing to risk getting a useless result (+1 BS on a Chaos Lord... yay...) or even Spa--er, gribbly-tentacle-thing-dom, ''and'' use up Warp Charges that you could have used for a force sword or other, more useful psychic power. It may be flavorful, but there is absolutely no reason, ever, that you would choose this over the Primaris, because that could actually ''damage'' the enemy. *'''DOOMBOLT:''' DOOMBOLT is what you're hoping for if you have a Thousand Sons Sorcerer forced to roll on this table. It's a S8, AP1, Beam that makes vehicle explosions even explodier. Yes, DOOMBOLT is awesome, and yes, you do most definitely want it. *'''Breath of Chaos:''' This is an AP2, 4+ Poisoned flamethrower that glances vehicles on a 4+. It's pretty neat all around, and particularly good at taking Terminators, except there's so much AP 2 in the game nowadays that it's absolutely redundant, especially with a Template range and 2 Warp Charge cost. It's alright, but it's not DOOMBOLT. ====Nurgle==== *'''Nurgle's Rot:''' Like with Tzeentch primaris, it's full of random and FUN. Every enemy unit in 6", except Nurgle-alligned marines/daemons would take random number of hits with 4+ poisoned and AP5. Depending on your rolls and number of nearby squads it could kill dozens of Guardsmen or Orks, or deal single wound on space marine, which would be armor saved. *'''Weapon Virus:''' Curse, that adds "Gets Hot" to all weapons in targeted unit. Guardsman, Shoota Boys, Kultist and Kroot blobs would hate your guts. MEQ's and TEQ's wouldn't even be bothered by this, however. *'''Gift of Contagion:''' The longest range curse in the game, it's even more random than Firestorm. At worst it could bless your opponent with Shrouded at the cost of -1A, at best it strips him of 1 toughness and strength, which is quite impressive. Not as good as similar Enfeeble from Biomancy though, but this is a price you pay for 48" range. *'''Plague Wind:''' Double warp-charge poisoned AP2 spell, now in form of large blast, rather than flamer template. It could kill more things than Breath, but it can scatter out of target, and even on your own squad. ====Slaanesh==== Considered the best of god-specific disciplines, with every power being pretty useful. Suddenly, the god of rape and cocaine delivers more majick power than the [[Tzeentch|god of magic]] himself. *'''Sensory Overload:''' Surprisingly non-random primaris, it's basically another stolen Dorn's Arrow, except with Concussive, Blind and Pinning. Your opponent would probably pass leadership and initiative tests, but if not, it's gonna be fun. The nice point is that non-walker vehicles fail Blind tests automatically (due to technically being I0) *'''Hysterical Frenzy:''' Neat buff to make some of your squads much more choppy. +1 to A, I or S is always nice for any close combat unit. *'''Symphony of Pain:''' Another great spell, it curses enemy squad with -1 BS an WS, but ''also'' increases the strength of all sonic weapon hits against them by one. [[Noise Marines|WE ARE AMPLIFIED!]] *'''Ecstatic Seizures:''' AKA "Tarpit killer" or "Long range [[Trazyn]]" Point at squad, cast, and watch as half of the models tear themselves apart. Two warp charges as well, but certainly worth it.
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