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===HQ=== *'''[[Chaos Lord]]''': Your vanilla leader. Lots of customization and a solid statline. Can be very cheap & effective considering what he can do, but is somewhat outclassed due to being unspecialised outside of being a beatstick. This guy is useful as a secondary HQ for his aura, which lets you re-roll every 1 to hit in a 6" bubble for friendly {{Template:W40kKeyword|<LEGION> CORE}} units. You can keep this guy around Chosen/Havocs or even Helbrutes to make use of his aura. Also a fantastic beatstick, with a whopping 6 attacks, the most on a standard character in the whole game, and a selection of excellent melee weapons and relics. <tabs> <tab name="Chaos Lord"> Honestly, kinda obsolete compared to his terminator brothers. At the very least, you get to pick up some different weapons. By default, you get a Thunder hammer, the only one in the damn book, for some serious smashing power, but this makes him cost as much as his termie brother. They only get their stock Plasma pistol or a Bolt pistol for guns. Can dual wield Power fists if you want to make a silly beatstick with the Slaanesh Daemon weapon; is otherwise only really useful if kept super cheap because you can't afford termie armour. All his gear with the exception of the Thunder Hammer is free now. *'''Legends''' not only allows you to reclaim your combi-weapon, but also restores access to your Jump pack. This kinda bites because not everyone will accept Legends, crippling your availability. </tab> <tab name="Chaos Terminator Lord"> This is your heavy-duty Chaos Lord, the one you will want if you're bringing a lord. 7W and a 2+/4++ makes him tanky, but pick your targets. For weapon upgrades you get your choice of Combi-gun (or a Lightning claw), and in the other hand a Power weapon, fist, claw or stock Exalted (D2) Power axe. He is the only dude in the book who still kept his Lightning claws, if you're a fan of those. Take a Combi-melta for big game, and whatever relic melee weapon of your choice. </tab> <tab name="Chaos Lord on Bike (Legends)"> Tough and fast. The extra wound and toughness are nice, and the Sigil grants him decent protection. Throw him alongside some fellow bikers if you really want to make it hurt. </tab> <tab name="Chaos Lord on Daemonic Mounts (Legends)"> Before we get into these, '''all of these options are Legends, and are thus unsupported by new codices'''. Though they all have the DAEMON keyword, they lack the new DAEMONKIN keyword that the new CSM buffs rely on. It also means that when the Daemon codex comes out, they're likely ''not'' going to have the cross-faction synergy that they got you in 8E. **'''Chaos Lord on Juggernaut (Legends)''': Slow for a mounted Chaos Lord, with only 8" movement, but you're trading off speed for punch. Has the same stats as the Chaos Lord on Bike but with S5, and the Juggernaut itself has 3 attacks at S5 (+2 on the charge) and AP-1 with its bladed horn. Solidly killy and one of the best to go for if you plan an assault-heavy army, after all, S5 means S10 powerfist swings. He can also do decent damage with dual claws, and Flames of Spite. Re-rolls to hit and wound while getting extra mortal wounds on UMWR of 6, even for the 3 mount attacks. Statistically, he kills most HQs in a single activation. They can no longer take Thunder Hammers per the newest BIG FAQ (AKA BIG FAQYOU). **'''Chaos Lord on Disc (Legends)''': The only mount that does not boost the statline of the Chaos Lord, instead you get 12" movement and the {{W40kKeyword|fly}} keyword, as well as a weak single attack from the mount itself. There's nothing he can do that a Chaos Lord with a Jump Pack can't, aside from [[FAIL|getting killed easier by Grey Knights]]. **'''Chaos Lord on Palanquin (Legends)''': The slowest of the Chaos Lords. You'll go at par with the Terminator Lords, with the big difference being you can't teleport onto the field. T5 and 6 wounds, like the Bike Lord, and some negligible extra attacks from the Nurglings. Fairly cheap, which makes him a decently tough lynchpin for a gunline, as he can buff the Plague Marines while intercepting any melee threats. **'''Chaos Lord on Steed of Slaanesh (Legends)''': The (in)famous Chaos Lord on Steed of Slaanesh has lost all his tactical advantages in the new edition, but he's still pretty good. 12" movement and he can re-roll to charge. He gets the extra wound of the bike but not the Toughness improvement; he gets an extra attack instead. Consider giving this guy a Combi-Flamer, so he can advance and shoot without penalties. Give him some brutal melee weapons to take advantage of the extra attack. </tab> </tabs> *'''[[Dark Apostle]]''': The generic buffer of choice. Although his stats and gear are nothing to write home about, he has a variety of abilities that are a great force multiplier. Demagogue helps with the Ld issues cultists have to worry about, while Prayers can offer significant buffs, but only to {{W40kKeyword|cores}} and {{W40kKeyword|characters}}. His God-Prayers now affect others instead of only himself. Nowadays, he's best used as a lynchpin for a Core squad of objective-holders defensively or even footslog with them across the board. If you're playing Word Bearers he can do both with a relic. **He is now hoisted with his two cultist caddies by default, which cements him as a defensive anchor - you can't just shove him in a transport with your assault squad anymore. And he has no delivery vectors on his own, unlike loyalist Chaplains. *'''[[Dark Commune]]:''' The new Cultist HQ, here to <s>cosplay as [[Nazgûl]]</s> act as a “utility” HQ. While remaining just as squishy as cultists and with lacking strength, their main use is being a consolidated Priest, Psyker and buffer, with a 6" bubble that not only gives cultists a crappy Leadership buff but also a re-roll on 1s to hit. Absolutely costly for such flimsy heroes? Fuck Yes. It's also able to carry out multiple roles at a higher cost than a Dark Apostle or Sorcerer without the usefulness. Their selection of prayers and spells is half of what a typical model has, and can’t be a Warlord if you have a single <Heretic Astartes> character. You’re better off getting an Apostle if you want to have any good prayers or Sorcerers for spellcasting. If you want prayers get an apostle, if you want spells get a balefire tome. *'''[[Daemon Prince]]''': The literal melee monster HQ. Will absolutely smash anything it gets into combat with. 8 wounds means he still benefits from "Look out, Sir!", so plan accordingly. It's almost always the correct choice to buy him wings, given he has no other delivery vectors, and a DP not in melee is 145 pts of relatively dead weight; you will also have to either get him a flying goon squad or Warptime. You have to shell out for a Mark of Chaos, which alters the DP's statblock - Khorne DPs gain +1 S and A, while the others become Psykers, giving them access to a big toolbox of pretty scary spells. Sadly, you only get to cast one spell per turn now, so make your choice count. **Note on Daemon Weapons: DPs with their D3 pokers are the best wielders of Daemon Weapons, so bear in mind that if you strap one onto your DP, each time you fight you have a 1/12 chance of the weapon getting uppity. You are a demon hitting people on the head with another demon. **Mark of Khorne: You become S8 base and S9 when charging/charged/intervening, as well as A7, which means you're just here to zip forward and smash things, so pack your wings and a sword to guarantee you can get into melee on your own terms. Khorne's Daemon Weapon is pretty damn ok on a Hellforged Sword, but look at the other gods before making a choice like that - Khorne's big thing is dealing a lot of damage, but the other gods have their own tempting options. **Mark of Tzeentch: Offers you limited protection against artillery, although you're not here to get shot with artillery. Your mandatory psychic power ups your own shitty melee invuln to 4++; or you can hand it out to your goonsquad, which is usually more value. And it is hard to cast too. Tzeentch Daemon Weapon does work very well on a Hellforged Sword given its AP, but you could just take and cast Death Hex instead. **Mark of Nurgle: Those rare S6 and S12+ weapons suffer -1 to wound you, which is meh, and your mandatory power is -1 to be hit, which is very nice provided the enemy isn't already suffering -1 to hit and isn't immune to modifiers (like when firing Overwatch). And then there's the gem, Nurgle's Daemon Weapon, which is the best in the codex, automatically wounding on hit and denying all wound denial, slapped on a guy rocking six attacks with AP-3 and D3. Take Death Hex, cast it, and enjoy ruining the day of those named assholes who thought they can't take more than X Wounds per phase. Wipe the floor with Nightbringer. Challenge Girlyman to a cage match. Tip over a Knight. Poke your head in a Bastion like it's The Shining. Daemonically humiliate any other HQ in the game. Have all the fun, take the cake and eat it too, just make sure you charge them first, or they will tear you seven new assholes. **Mark of Slaanesh: ASF, and your mandatory power is a 5+++, which you can also hand out to anyone nearby, and it is the easiest to cast. FnP is the most reliable of the mandatory powers and works on all sorts of things, like the MWs from a Daemon Weapon getting uppity. You can put Slaanesh's Daemon Weapon on a Sword DP for an acceptable, if largely wasted, blender (or just go Khorne, you know), or grab the Intoxicating Elixir and another relic weapon to be a denying asshole. *'''[[Exalted Champion]]''': Hey, remember that one guy who was an auto-pick for any melee list with his 'Shred Everything' aura and 'I Hate Characters' passive? Well, forget him, he's dead and gone now. In his boots is a gimped Marine Lieutenant with no options. And I mean ''none''. Ironically he's the only non-termie HQ who still has a Combi-melta (or any Combi-gun really), so there's that... He also packs a D2 Power Axe for all that's worth against Loyalists... Oh, and he costs like a Lord but has no Invuln nor options. Solid design, Robin. **The absolute worst part is that despite this gear limitation, [[FAIL|the model is no longer sold in their official stores; making the rule changes pointless.]] **Legends does implement all the missing combat options, including Lightning claws and Cypher-style twin-pistols. You are still crap though. *'''[[Lord Discordant]]''': Hands (and Mechatendrils) down the biggest rapetrain in the codex, the Disco lord is nothing but hype, and though they reigned in his (frankly absurd) amount of abilities and weapons from 8E, all of it was a net benefit to the Disco Lord. Also, even though he's a "Lord", you can take more than one Disco Lord in a detachment. **9W is a massive upgrade because he can now benefit from character protection. 6A base with his chain glaive S+2(6) ap3 D2 and +1 to wound on the charge, plus 4 more mount attacks S6 (not user, just flat six) AP2 D2, and finally his tentacles for 4 S4 AP0 D1 attacks. All of these attacks are improved by the Technovirus injector, which makes any melee attacks against Vehicles +1 Dam. Built right, he can fuck a Knight really badly, and some builds will let him survive the counterattack. **He's still got the Baleflamer, which you'll always take over the autocannon. He also still has the magmacutter, but you'll always want the injector. **In your Command phase, he can corrupt machine spirits within 9", and can do it twice if he's killed a vehicle in this game: ***If it corrupts an enemy model, roll a number of D6 equal to the Wounds characteristic of that model: for each 6, that model's unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). ***If it corrupts a friendly model, until the start of your next Command phase, each time that model makes a melee attack, add 1 to that attack's hit roll. **Builds: ***Nurgle- The Tough Discolord. Give him a mark and the black rune of damnation. The Rune, besides it fuck Psykers aura, gives a permanent -1 to wound, which stacks with the situational Mark of Nurgle. When he's hit by a S6 or a S12+ attack (such as from the Vehicles he's fighting), they'll be at -2 to wound. Without other modifiers, you're looking at a Disco Lord with pseudo transhuman. You don't have to give him the Unholy Fortitude WT, but it helps. ***Slaanesh - Might actually be the best god for the Discolord, because they give Discolords a lot of flexibility. While fight first is always fun, you have two great relics to choose from: The Slaaneshi Daemon weapon gives you +D3 attacks on two weapons, which can go on the Glaive and the Tendrils. Give him the Flames of Spite WT and he gets to reroll the wounds for all those attacks, while also throwing out a MW on a Six. ***You can also give it the Intoxicating Elixir instead. When activated, it gives +D3 attacks AND the ability to take ''only'' 3 W in that fight phase. While it's only a one phase boost, the Intoxicating Elixir plus Fight First means that it could get charged by a Knight and it'd survive while still being able to do some hurt in return. Give it the WT to halve all incoming damage or the 5++++ FNP, and pop a strat for -1 Dam, and you wont even have to use the Elixir until you really, really need to *'''[[Master of Possession]]:''' New Age Sorcerer that uses daemon-flavoured Malefic discipline over vanilla Dark Hereticus. Comes with a 5+ invulnerable save and slaps nearby Psykers with an extra MW when they Peril, which comboes with his staff causing Perils on hit. He can also stab friendlies for a +2 to cast. As of the newest codex, this guy is now more versatile, being able to support non-daemons as well. His stats are nothing to write home about (he is literally a Sorc with a bunch of stuff tacked on), but his unique discipline allows all kinds of fun shenanigans, like resurrecting 90pts Obliterators for free, and/or playing a spotter for them. Daemons are all around this book, and there are tons of combinations you can try, so go wild! **Note that he can deal d3 mortal wounds to any <Infantry> units, [[what|except Cultists for some reasons,]] so he can be given a +2 to Malefic Discipline tests. While this seems somewhat useful, a Venomcrawler can apply a +1 to psychic tests without hurting your own army. They do stack, however, and if you gave him the Eye of Tzeentch, that's +4 to cast ''and'' any cast of 9+ is undeniable. **He has (''sigh'') no mobility options, so give him the Liber Hereticus to make his spells less reliant on range while also letting him cast three times. *'''[[Sorcerer (Warhammer 40,000)|Sorcerer]]''': Pretty standard. You cast two powers and deny two, stats are in line with the rest of your warriors and... that's it, really. With the lack of any native invulnerable save, it makes one wonder if GW's trying to phase out the humble Sorcerer for something more... <tabs> <tab name="Sorcerer"> While his stats are pretty much the same as ever, the humble power armor Sorcerer lost ALL his loadout options. All you get is a goddamn Bolt pistol and Force staff. While loss of guns on this guy is negligible, he also lost '''the mothfucking Jump pack''', so gone are the days of him supporting anything fast-moving. If you're taking him, you might wanna reconsider for... *'''Legends''' allows you to restore some manner of versatility to the Sorcerer, giving back your Combi-weapons, Force weapons and the Jump pack. </tab> <tab name="Terminator Sorcerer"> Heavy-duty Sorcerer. Note that this guy costs slightly more than the vanilla one, but where mobility isn't a concern, is overall better investment. Termi-Sorcerer's come with +1W, and more importantly, a 5++ save as standard, just remember to [[Nemeroth| wear a helmet]]. You can make him a second-line fighter, using a combination of wargear and psychic powers, but don't bother. His stock equipment is a Combi-Bolter and Force Staff, which is something, but his main value comes from being able to Deepstrike with other guys and support them with buffs, traits, and well-timed Smites to the face. *The Termie sorcerer is also the only one who can take a Familiar for some security on one psychic test. </tab> <tab name="Sorcerer on Bike (Legends)"> Tough and fast. The extra wound and toughness are nice, but again this guy has no invulnerable save. If you don't plan to use his speed for keeping him safe, you may as well choose another option. *The one thing this variant has over any other type of Sorcerer is mobility. The ability to zip 20" across the board and still cast psychic powers can drastically improve the viability of shorter-range psychic powers like Warptime or Prescience. </tab> <tab name="Sorcerers on Daemonic Mounts (Legends)"> Before we get into these, notice that Daemonic Mounts give the model the {{W40kKeyword|DAEMON}} keyword. This is both good and bad. Good, because this means you get buffed by nearby Heralds (+1 Strength is nice), so if you want to go Daemonkin you have some synergy right there (confirmed in the Designers' Commentary). Bad because things like Grey Knights are that much stronger against you, keep it in mind when you choose your Lords and Sorcerers. Remember that despite having {{Template:W40kKeyword|DAEMON}} you do not gain god specific bonuses from the Daemon detachment. *'''Sorcerer on Disc (Legends)''': Ironically, the god of magic's mount is actually the worst mount to throw on a sorcerer. Without an invulnerable save or any stat buffs over the basic sorcerer, all you're paying for is the speed boost. If you REALLY want a disc, go play Thousand Sons. *'''Sorcerer on Palanquin (Legends)''': Unlike the Chaos Lord, being slow is not as big of a deal for a Sorcerer, so this may be a good option since it's cheaper than giving him Terminator Armour. Fun fact: because he has the {{W40kKeyword|NURGLE}} {{W40kKeyword|DAEMON}} keywords, any units he wipes out counts toward the Tally of Pestilence for Epidemius. *'''Sorcerer on Steed of Slaanesh (Legends)''': Extra attack and the ability to advance and charge are not good selling points for a Sorcerer's mount. Yes, force weapons are mean, but you don't want this guy in melee if you can avoid it. Yes, it gives you an extra wound and more mobility, but so does the Bike. In smaller games, where you can't afford many HQs, this guy may be useful as a jack-of-all-trades. </tab> </tabs> *'''[[Warpsmith]]''': Swiss army knife man with a pimping new model! For 10pts less than a Techmarine with similar loadout you get +1W, +2A, +1Ld. That includes a Hand flamer, an Inferno pistol, a Plasma pistol (any of which you're unlikely to ever fire), 2+ Save for his Artificer Power armour, a Fancy Power axe, and Naughty tentacles for some extra melee pokes. All this kit lets him <s>hold his own against small squads of MEQs</s> bully in CC things that don't know how to fight, in the unlikely scenario you ever get into said CC. Read, he can maybe shoo away cheap Deepstrikers from the tank he's been assigned to support. He has (''sigh, say it with me'') no mobility options, so he's usually stuck wherever you deployed him. With so much kit for what you pay, he can slot in pretty much anywhere and contribute, though it can often be hard to determine where he'll add the most. Or you could just let him do his damn job and have him repair your vehicles for d3 lost wounds each turn and give them +1 to hit ''with ranged attacks only'' (If you're looking to buff melee attacks, take a look at Lord Discordant instead), in an edition that's largely stripped that sort of bonus away from them. Alternatively, he can ride shotgun in a Land Raider that, once it deposits whatever it was carrying, he can then repair and ride off in to go sit on objectives. Don't overlook this guy. The only wargear option Warpsmith has is switching Exalted Power Axe to Thunder Hammer if you're feeling saucy. Combi-weapons have been thrown into Legends... **Using Legends to give him a combi-melta makes him an exceptionally dangerous against tanks at short ranges. A pair of meltaguns at close range will wreck virtually anything short of super-heavies. It's also worth noting that the meltagun's bonus damage works against ''anything'', meaning you can char-broil enemy Characters that might be squaring off for a fight. ====Warhammer Legends==== This section covers HQ units that were included in the 8th Edition Index but did not receive a new entry in the 2019 codex, and an honorable mention from years long past. These units have gained the Angels of Death special rule through FAQ. Both of them have now been moved into Warhammer Legends, where they remain playable in every game mode. *'''Chaos [[Hellwright]]<sup>[Forge World]</sup>''': Added to Warhammer Legends: Imperial Armour. A better Warpsmith for all intents and purposes with +1 strength, +1 toughness, and +1 wound when compared to the standard CSM counterpart, though he has better weapon options. Like the soul-burner pistol that shoots two mortal wounds, Voidcutter (S8 AP-4 D3 Assault 1 8"), flamer, mechatendrils and an S+1 AP-3 D2 axe. On top of healing a wound per turn, he now has 5++ that subtracts 1 from to-hit rolls against him and an aura that grants +1 attacks and Ld to friendly legion vehicles. He costs a fair bit more, but given the better statline and wargear (and healing) he can be a solid choice if you wanted quality over quantity, and don't have to buy more than one to take care of your vehicles. That said, their Master of Mechanisms allows them to heal allied Chaos Knights, so if you're taking one, giving them D3 wounds/turn back on top of everything else is probably worth the price tag. *'''Chaos Hellwright on Dark Abeyant <sup>[Forge World]</sup>''': Added to Warhammer Legends: Forgeworld. All the same options as above with the inclusion an extra gun and boosted statline. That's more toughness and wounds plus the warpfire lance (16" heavy 2 S6 AP-3 Dd6). If you really only want one Hellwright and he's likely to be targeted and/or you have points to spare, you'll want him on the Abeyant. The Abeyant is also valuable for escorting melee-focused daemon engines into the fight, as it allows the Hellwright to move at their full 8 inches and not have to run his ass up. Thanks to the mortal wounds his pistol spits out and the improved damage of his axe, he's also much more able to make a valuable contribution once it's time to get stuck in. ====Special Characters==== Note that any special characters belonging to a specific legion/renegade chapter can be found in their own Legion section, this is merely for any {{W40kKeyword|AGENT OF CHAOS}} heroes. More info about Abaddon or Bile can be found in their Legion tabs. *'''[[Abaddon]]''': Will become a {{W40kKeyword|SUPREME COMMANDER}} and {{W40kKeyword|AGENT OF CHAOS}}, allowing him to be souped with any Legion and any {{W40kKeyword|CHAOS}} faction without breaking monofaction bonuses. For more info, check the Black Legion section. Keep in mind, the rules stipulate he only gets his Legion Trait if every unit in his army is Black Legion. **Another thing to keep in mind is that if he's given Warlord Traits, quite a few of those traits will specify <LEGION>, so they'll all be useless when bringing him with the other Legions. *'''[[Cypher]]''': Cypher is the last of the Fallen... at least in the CSM codex. He not longer has the {{W40kKeyword|Imperium}} keyword, making him entirely exclusive to Chaos. Stat-wise Cypher has an extra wound, +2 attacks, but lost an inch of movement. Weapons wise he's for some reason gained frag and krak grenades, but his pistols have seen impressive boosts. Plasma pistol makes and extra shot at Pistol 3, but his bolt pistol has been risen to staggering Pistol 6 with an increased range to 18". His abilities have likewise been updated. He lost Lord Cypher (since there are no Fallen for him to lead) and No-one's Puppet. Blazing Weapon remains the same with its advance and fallback and still shoot. Mysterious Protection has been reworked, still retains the 4+ invuln but now instead of denying victory points, hit rolls of 1-3 always fail against him. As for new abilities, Cypher is NOFOS if he's in the same detachment with a Chaos Lord. Escape can put him in Reserves once per game for free after the shooting or fight phase (taking a page from Sly Marbo's book, I see). His tastiest ability is that he has a chance to deny your opponent from generating command points from anything that isn't the Battleforged Bonus from the core rulebook like Adept of the Codex or Precognition, just to shit on any Ultramarine's parade. *'''[[Fabius Bile]]:''' Old Fabulous has his own not-Legion he can field called Creations of Bile, and he has an entry in that section. One thing to not about Fabius is that he doesn't get his own Legion Trait since he has the {{W40kKeyword|Agent of Chaos}} keyword, which overrides his {{W40kKeyword|Creations of Bile}} keyword. This falls in line with the Silent King's FAQ and his lore, I guess, but it sucks. Abaddon, however, is exempt from this specifically. *'''Zhufor The Impaler (Legends)<sup>[Forge World]</sup>''': Another Dual-Legion character, this time as a {{W40kKeyword|WORLD EATER}} / {{W40kKeyword|SKULLTAKER}}. His re-roll aura only buffs {{W40kKeyword|Skulltakers}}, which means that while you can take him in a World Eaters list, you ought to take him in a Skulltakers list. At 120 points he's a solid HQ choice, and Zhufor will tear his way through any 2-wound units and most of the generic characters he comes across. Comes with a Named Power Fist and Power Axe, the fist being the same as a standard power fist, whilst the Axe goes from AP-2/D2 to AP-4/D3 on rolls of 6+ against characters. He's also quite durable, boasting 7 wounds and a 2+/4++. Uniquely, he also has the ability to deny a Psychic Power, which gives him more mileage in a World Eaters list as a psychic deny option (on top of your stratagem and relics). Not to mention, he also has the ability to deep strike, preventing him from having to run a marathon. Add onto this that he also forces an opponent to ''add'' 1 to their Leadership rolls whilst within 6 inches. As far as Khorne-aligned Terminator Lords go, he's an almost automatic preference, as for comparison purposes, a Khorne Chaos Lord with Power Axe (which is less AP and Damage) and a Power fist (which he loses his bolter for), comes to 109 points. **GW have yet to clarify if Zhufor's ability causes a Daemon Banner "Reality Blink" to fail. RAW, Reality Blink occurs on a roll of 1, however as you add one (rather than subtract from the opponent's leadership like all similar abilities), that result becomes 2 as per the order of modifier priority. Until FAQed, this means that Zhufor is so scary that he actually stops daemons coming out of the warp to fight him. *'''[[Vashtorr]] the Arkifane''': The only literal daemon in the army now that 3 out of the 4 god-aligned legions have split off into their own armies. He's pretty tough at T7 W14 with a 2+/4++ save and the ability to reduce any incoming damage by 1. His combat setup is surprisingly rather consistent with a 2+ WS and 3+ BS (which is irrelevant anyways because his one gun is an S5 AP-3 flamer) with the degrading statline only affecting attacks and speed. His hammer proves to be quite a potent tool at Sx2 (S14 with his S7) AP-2 D3 that deals 4 mortal wounds on a natural 5+ to wound to '''Vehicle''' units only, though. **His major draw is his Will of the Arkifane power, which gives him one of three powers each turn. He can either give a {{W40kKeyword|Traitoris Astartes Daemon Engine}} (Excluding {{W40kKeyword|Character}}, {{W40kKeyword|Titanic}} and {{W40kKeyword|Aircraft}}, so you can't use this on Heldrakes or the KLoS) within 3" a +1 to hit for the turn, make one enemy within 18" treat all ranges for their guns as halved to fuck over meltas, or make one enemy {{W40kKeyword|Vehicle}} within 18" treat their movement and attacks as halved in case you're running against a lot of Dreadnoughts. **Vashtorr's biggest problem is that for all the hype and role he plays in the Arks of Omen, his rules are seriously lackluster for a demi-god of Chaos. Like his hammer having no name despite that according to Wade Pryce is the "Hammer of the Forge of Souls". He's also over 100 points less than his primary rival Be'lakor and lacks the ruleset to even be considered comparable. Needless to say, he feels a little underbaked and is stuck between Daemon Prince and Greater Daemon in terms of weight-class, not someone who should be by all rights on par with a Daemon Primarch.
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