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===HQ=== Want to use that [[Doomrider]] model? Get a Slaneeshi Chaos Lord with a bike and a powersword/'''MURDER SWORD''' DO COCAAAAAAINE (though, you cannot get bike-mounted twin meltas and MC plasmagun do build true Doomrider) *'''Chaos Lord''' - A nasty, inexpensive close-combat character with tons of options. Even fully-kitted out (Lightning Claw, Power Fist, 2+/3++) will usually run you under 175 points - quite impressive in and of itself. Chaos Lords in general love to accompany CSM units. The Lord unlocks a faction of cult marines (except the Sons) as troops, assuming he has the corresponding Mark. You can even take two Lords with two different Marks to unlock two different sets of cult troops! Lords get access to essentially the entire CSM armory and they are only 65 points base. You motherfucking need to get this guy into close combat to challenge and buff him into the stratosphere with Chaos Boons. Making him a Nurgle Biker Lord rewards you with a piece of [[cheese]] and a few angry glares for your T6 leader. Also cheap and fearless - he only costs about 20 points more than a chaos marine holding an icon of vengeance, but has the same effect and is a lot tougher and nastier in a fight. *'''Chaos Sorcerer''' - 1 less Wound, Attacks, Initiative, BS and WS than the chaos lord. Has a Bolt Pistol and a Force Weapon. This dude only costs 60 points to field with nothing but you can buff his mastery level to a max of 3 at a cost of 25 pts/level and give him a mark for access to one of the corresponding Chaos god pysker disciplines. (Khorne excluded for obvious reasons, Kyras be damned). Our evil wizard also gets access to rewards and artifacts as well as terminator armor and weapons. What you want to give him will depend on how you want to field him: if he's going alone for the most part you should give him terminator armor but not deepstrike him. You can pack him with a squad of Termies with the same mark as him and let him rock things with 2+/5++ (4++ if the mark is Tzeentchian) Meatshields. The downside with deepstriking him means he doesn't do much till he hits the table at turn 2-3. Giving the Sorcerer a jump pack lets him join a squad of Raptors, providing mobility and the chance for him to jump into range for a physic power and jump back out. Give him a Mark of Tzeentch as well as sigil of corruption for a 3++ save. He also has the option to take a spell familiar, which is a must if you're going for anything higher then mastery level 2. For 15 points it's only moderately expensive. Fully upgraded the Sorcerer will be 165 points or so and able to dish out all kinds of Chaos induced pain if kept safe. A sorcerer with Mark of Tzeentch can additionally take Thousand Sons as troops. Note that unlike a lord or an apostle he isn't fearless. *'''Daemon Prince''': '''FLUFFY, THE UTTER BANE OF ANYTHING THAT ISN'T WS/T7'''. Sweet merciful fuck! WS 9, I8, 5 attacks. He is a Monstrous Creature so he gets Smash which makes his strikes AP2 and has the option to double his strength if he reduces his attacks by half for a round. 4 wounds as well as access to the Chaos Rewards And Chaos Artefacts that aren't for units with specific chaos god marks (Highly recommended you give him the Axe of Blind Fury, '''MURDER SWORD''' or The Black Mace). He will run up your points tab fast but [[Emperor]] help anyone with which it gets into combat. For added fun, giving this motherfucker wings will make him a flying monstrous creature, allowing you to tag-team with your Heldrakes to shred aircraft and vector strike ground targets to death before slamming into hand-to-hand to [[RIP AND TEAR]]. He also MUST be devoted to a Chaos god - no undivided allowed. However, even with all the benefits, the daemon prince suffered a nerf. His biggest weakness is his newfound lack of Eternal Warrior, so S10 blows (fear railguns) and Instant Death weapons/rules are the bane of his existence. Also, with a sharp rise in base cost the price tag once you've added wings, Mastery levels, power armour, etc he can become very costly, very quick. So that means you have to actually get off your ass and think about how best to use him. Give him the Black Mace, make him a psyker and roll on Biomancy. If you get Warp Speed, you can potentially get 15 attacks on the charge (5 base, +d6 for daemon weapon, +d3 for warp speed, +1 for the charge) all at S8 AP2 fleshbane with the curse rule, at I9-10. Laugh as you wipe out an entire Paladin squad before they even get to attack. Bonus points for vector striking them first. **'''Alternative opinion:''' Ultra-Bonus Points for taking a winged Tzeentch DP with the Burning Brand of Skalathrax(Ultra-Secret-Ultra-Dragon-Points for getting the Breath of Chaos on the powers table) amongst several Heldrakes with baleflamers. Watch as the loyalists scurry about while you vector strike vehicles and melt their occupants causing their very souls to burn, or watch entire horde armies turn to ash. [[Just as planned]]. **'''Side Note:''' Since you MUST be devoted to a chaos god, if you make your Daemon Prince a psyker he must roll at least 1 power on the chart of his dedicated god. So to accomplish the Warp Speed tactic described above, you must purchase 2 mastery levels (1 for your designated god and one for Biomancy), and even then maybe 3 additional mastery levels so you could roll twice on Biomancy but then we're already talking over 230 pts before wargear selection. That is if you want something crazy, or you could save the psyker points and just get the BBoS. **'''Another Note:''' A DP can only take one artefact due to being only armed with one weapon and won't receive the bonus for dual-wielding on account of the DP losing his CCW when taking a special weapon. Still, enjoy 5 base attacks + 2 for Rage + D6 S9 on the charge DP of Khorne with Axe of Blinding Fury. Sweet Mother of Mercy. (Its stated under chaos artefacts "a model may '''REPLACE''' one of their weapons with the following.") **'''BREAKING NEWS:''' For the first time ever, on December 1st 2013, Be'lakor the Dark Master got his own 40K rules (he returned in WHFB too)! For more info, see below in the Special Character section. **'''Absolutely Fucking Atrocious:''' It's not fun going up against three (yes, three. Not sure how. Something something Allies with Chaos Daemons) Nurgle Daemon Princes with Wings and Warp-Forged Armour. The way the rules are written is that, even if the Daemon is flying, it still gets a cover save from Area Terrain, such as ruins. You have Skyfire? Oh cool, 2+ Cover. You have Ignores Cover shooting? Oh cool, 6's to hit. You have both of these things (it IS possible)? Oh cool, 3+ Armour Save. The only way to beat these fuckers is to bury them in shots and hope they fall, then have a handy Assault Terminator squad all with Thunder Hammers standing by, since there is no weapon in the game that I know of this is AP2, Skyfire, Ignores Cover, that can reliably wound T7 (or is it 8 for Nurgle?). (Tau Skyrays with 6 S8 AP3 Ignore Cover, Ignore LoS, Skyfire shots(potentially at BS6)on turn one says "Hi") *'''Warp Smith:''' Chaos Techmarines. The new model is positively badass and on top of that, he shoots at BS5, can repair your vehicles, curse an enemy vehicle with a shooting attack that makes all their weapons get hot, strip cover saves from area terrain and fire a meltagun and flamer in a single turn. His backpack also gives him +2 attacks in close combat! He also starts out with Fleshmetal like Oblits/Muties, so has a 2+ armour save base, which is slick. Oddly, he can take marks. Just picture a [[/d/|Slaaneshi Warp Smith]]. You know those Helbrutes that seem fragile? Hide this asshole behind two of them and either a Forgefiend or a Defiler just in case. Also, Aura of Dark Glory and Mark of Nurgle/Tzeentch. Enjoy your little angry engineer with 2+, 5/4++, S5, T5/4, 5 attacks wrecking anything in his path. I'd stick him in a Chosen squad with plasmas and lightning claws. Still, 110 points when you could get a lord for 65. **'''Alternate opinion:''' get one of these guys for a non-serious game, buy a land raider "upgrade", and enjoy the stupidly hard to kill monstrosity of 14 AV with regenerating hull points, tracks, and weapons. *'''Dark Apostle:''' Chaos Chaplains. 105 pts. This guy can make a bunch of troops around him LD10, gives himself and any other character in his unit re-rolls on the Chaos Boon table, and has the Zealot USR, making him and his unit Fearless and Hate EVERYTHING. Works very well with huge mobs of cultists. He also fights at WS5 with a power maul and comes with 4++ as standard. Can take additional wargear but sadly, no Terminator Armor. He works well with the Axe of Blind Fury and the Mark of Khorne due to the fact that his hatred more or less offsets the issue of lowered WS. **'''Another opinion''' - Give him the Mark of Tzneetch and the Scrolls of Magnus and slap him in a twenty man squad of unmarked (Or tzneetch marked)CSM with CCW's. Laugh at challenges with your 3++ Save and Concussive S6 weapon while having a fearless 20 man marine squad to sit on an objective, tarpit, or in general be a huge pain in the ass to deal with. For more fun, if impractical in non-casual games, slap the Black Mace on his ass and engage trollface. Only the dark gods can help your opponent if you get the Biomancy table and roll a 3, as Relentless FnP marines with 6++ saves and Hatred(Everything) will utterly ruin anyone's day. ====Special Characters==== *'''Typhus''' - Good god, Typhus. A Fearless Chaos Sorcerer in Terminator Armor with Feel No Pain on top of his Mark of Nurgle. Has Blight grenades, Destroyer Hive (which now gives him a s4 ap2 large blast over himself instead of attacking, once per game. Keep in mind though that this will hurt your own units) and a '''MANRAPER'''. He also has FOUR wounds, as opposed to three, and improved toughness from being a Nurgle Lord. Typhus flat-out rocks, to put it simply; he can devastate swarms and [[Tarpit]]s through his Psy Powers, whilst his '''MANRAPER''' allows him to absolutely destroy many enemy monstrous creatures and commanders. Throw in his grenade access (rare for a Terminator) and he's quite versatile, especially given his high toughness. Typhus is, however, liberally peppered with drawbacks; he's fucking expensive 230pts, he can't do a goddamned thing to enemy vehicles (well he's S6 now, so he could glance some tanks to death I guess), his Invulnerable Save is only a 5+, and he lacks Eternal Warrior. Great unit, but keep him the fuck away from enemy walkers and character monstrous creatures. His 2+ armor save will generally protect him as most Force Weapons (minus the Nemesis Daemon Hammer) are AP3. And since his '''MANRAPER''' is AP2, well, throw him at Grey Knights with glee. **'''New Codex Note:''' Typhus makes Plague Marines troops and can turn cultists into zombies, granting them FnP, Slow and Purposeful and fearless, but they can't take options besides more cultists and they can only use their pistols or guns to bonk things (Yay FAQs!); on the upside, you can take a shit load of them and drown your opponent in cheap, copious [[Tarpit|wounds]]. Cheaper less powerful choice for Zombie granting HQ is to be Necrosius 160pts. Re-released in Apoc(2013)pg. 151 *'''Lucius The Eternal''' - Lucius is a bit of an odd duck out, as well as the obligatory Slaaneshi Special Character. As a Chaos Lord, he's largely typical, but his abilities and weapons load make him a much nastier close-combat unit than he appears to be at a glance. For starters, he's WS 7, as opposed to the typical Chaos Lord WS 6, and he boasts Initiative 6 due to his Mark of Slaanesh. He lacks a traditional Daemon Weapon - but what he has in return makes this almost not matter. Lucius boasts a Doom Siren (AP3 Heavy Flamer), a Power Sword, and a unique weapon in the Lash of Torment, which reduces the number of attacks enemy models get by 1. The FAQ confirmed the Lash to be an artefact, not a weapon, barring him from taking an extra attack for two weapons. In challenges his attack always equals to his opponents' WS! That's 6 attack against a Smurf Captain! He also has Krak Grenades and Frag Grenades. What truly makes Lucius useful though, on top of all the above, is his unique ability stemming from his Armor of Shrieking Souls - any close combat attack Lucius saves against (Armor Save OR Invulnerable Save) causes an automatic S4 hit on the unit that attacked him, with no armor saves allowed. It's not all good news, however: Lucius positively sucks against vehicles and his 5+ Invulnerable save, whilst useful, isn't exactly a stellar defensive feature. He is a character designed for challenges but most HQ's have AP2 weapons or 2+ armor saves which Lucius has no counter for. He also lacks Eternal Warrior, which means he's actually quite vulnerable against things like Force Weapons and heavy weapon sniping attempts. **'''New Codex Note:''' Lucy's Lash of Torment now makes ALL of his close combat attacks have the "Shred" rule, effectively giving him Lightning Claws and granting his Armor of Shrieking Souls a better chance to wound. Stick him in a squad of Noise Marines with the re-tooled Icon of Slaanesh to give him drug-fueled Feel No Pain. Also, dual [[FATAL|Doom Sirens]]. You can never have enough [[FATAL|Doom Sirens]]. *'''Khârn The Betrayer''' - [[Kharn|A real fun guy to be around]]. "Kharn's melee attacks always hit on 2+ (even if they would otherwise hit automatically)." Page 59 bottom right of the page in Gorechild description. If you do roll a 1, he hits a random member of any squad he happens to be in - so sometimes it's best to send him out on his own. Kharn boasts a suite of useful traits and equipment, including Gorechild (An AP2, +1 strength close combat weapon with armor bane), Frag and Krak grenades (the latter of which will never see use), a Plasma Pistol (like you're ever going to use it), Furious Charge, Mark of Khorne (Counter-Attack and Rage) and perhaps most importantly, gets a 2+ Deny the Witch against Psy Powers and immunity to instant death from Force Weapons. Khârn can demolish damned-near-anything in close-combat, from enemy vehicles to enemy infantry when on the charge - an advantage primarily offset by the fact that he's completely fucking useless if he can't get close, and rather easy to isolate and tear down due to a relatively weak (5+) Invulnerable save. He is best-used either with a massive mob of Cultists to absorb ranged attacks and take wounds (Terminators are too expensive to risk losing to his attacks) - the latter loaded up to the fucking gills with Flamers, the squads shoved in a [[Rhino Transport|Metal Box]] or [[Land Raider|BIG METAL BOX]], and thrown directly at the enemy's face. Like Fabius Bile, Ahriman, and Abaddon, Khârn has one more attack than is listed in his profile due to his weapon loadout - for a total of five. One thing you should notice is he's S5, with +1 for Gorechild and another one +1 for FC, and with 4A + pistol + Rage... just look at your opponents face when one relatively cheap guy unleashes 7 S7 AP2 armorbane attacks on his poor army. DIE GREY KNIGHTS DIE!!! Khârn may also count as a Chaos Lord for the purpose of 'zerkers being troops. **'''New Codex Note:''' Kharn's Hatred Incarnate ability lets him re-roll misses during the first round of close combat, making his entourage last that much longer without feeling his axe. **'''Fun Fact:''' Due to the strange wording of his 'Blessing of the Blood God' special rule, he cannot be Instant Killed by a Nemesis Daemon Hammer hit. *'''Huron Blackheart''' - The leader of the Red Corsairs, Huron gets to randomly generate a psychic power each turn due to a psychic pet that makes him Mastery Level 1 and grants an extra two S4 attacks. In addition, he's got access to a Power Axe and the Tyrant's Claw, which is an S6 lightning claw with Armorbane and an inbuilt Heavy Flamer. In many respects, Huron is kind of like Lucius, in that he's a heavy close-combat unit that can put serious hurt on groups of units he engages; unlike Lucius he's less of an infantry eraser and more of a general-combat unit, since his Claw is more than capable of busting open a tank or taking out a pesky Commander unit (though the power axe may be better for that, as it ignores 2+ saves). Additionally, his fixed warlord trait allows you to infiltrate D3 Infantry units. Remember that you cannot charge with them in the first turn anymore. However, the reason most people take him is because of his utility for handling many different kinds of situations and his warlord trait *'''[[Fabius Bile|Fabulous Bile]]''' - The king of mixed bags. On one hand, Bile has good stats and wargear: Feel No Pain through his Chirurgeon, Strength 5, a weapon that causes instant death (Rod of Torment), five attacks, and a particularly nasty poisoned weapon in the Xyclos Needler. On the other hand, his Rod of Torment does ''not'' ignore armor saves (unlike, say, the '''MURDER SWORD'''), his Xyclos Needler has really bad AP and sub-par range, and perhaps most damning of all, no Invulnerable save, unlike literally every other Chaos Character in the codex. So... Sucks, Right? Not quite. The reason Fabius Bile is taken, ironically, isn't for Bile himself; it's for his Enhanced Warriors trait, which gives a unit of Chaos Space Marines +1 Strength and Fearless. An enhanced Khornate CSM unit (Mark + Icon) rolls out 4 S6 attacks per Marine on the charge while being scoring and Fearless. While he isn't stellar in a normal CSM army (he's not a fighter nor does he enhance more than one unit of CSM), he really shines as an allied HQ — if you want a reasonably cheap CC threat for your [[Eldar|pansy]] [[Tau|blueberries]], take him and a 10-strong unit of Khornate CSM with meltaguns that can threaten [[Orks|massed infantry]] with the number of attacks, [[Imperial Guard|massed tanks]] with meltaguns/carnage combo and [[Tyranids|monstrous creatures]] with that Instant Deathstick. Know that a Disordered Charge (aka multi-charge) denies you your Rage, so plan accordingly. *'''Ahriman''' - '''KILL A YAK FROM 200 YARDS AWAY WITH MIND BULLETS!''' He's a Sorcerer that costs as much as a [[Land Raider]]; that's seldom a good sign. On the other hand he is currently one of only ''three'' psykers in the game with Mastery Level 4 (and the other two are Fateweaver and [[Eldrad|that dick]]), has access to several psychic disciplines, and boasts a unique piece of gear in the Black Staff, which is a Force Staff that lets Ahriman fire off THREE Witchfire psychic powers a turn. His [[dakka|firepower]] can be absolutely insane, but it requires good rolling for psychic powers now, unlike the previous codex. Making him even better, he boasts a Pistol with Inferno Bolts (so he has an S4 AP3 Pistol) and the standard Tzeentch Marine 4+ invulnerable save, which makes him remarkably tough to kill. Sadly, he WILL take 1 wound from perils. Devastating if used right, but makes for a huge and high-priority target. Unlike a lot of other units with this price-tag, such as Old One-Eye, he tends to actually be worth it if carefully managed, mostly due to the fact that he drops a [[Touhou]]-esque barrage of firepower out in short order. Just remember that he's a gigantic fire magnet, and his force weapon is only AP4 (but S6). Has an extra attack not shown on the profile, due to his pistol and staff, for a total of 4. Still, he costs a bomb in points. Bonus points if you take three rolls on biomancy, because he DESERVES to be a S7 T7 I8 A6 Feel No Pain, It Will Not Die, Relentless S9 in CC character. *'''[[Abaddon|Abaddon]] The Despoiler''' - Don't be fooled by jokes regarding his lack of arms - Abaddon is BAD news. He is, perhaps, the single most dangerous thing on the Warhammer 40K tabletop should he get into close-combat (Except for Skarbrand, he has a good chance to kill Abbadon with ease). 6th ed has changed how his attacks roll - he can use either Drach'nyen (+1 Strength, AP2, Daemon Weapon) or the Talon of Horus (Strength 8, AP3 and Shred, though Blood Angels gain Hatred against him). With WS7, I6, +1 attack for having 2 Specialist Weapons (so 5 base), Rage from the Mark of Khorne and the potential extra attacks from Drach'nyen if you use that, Abaddon will hammer just about anything on the charge through sheer volume of attacks. Kaldor Draigo, Matt Ward's infamous Special Snowflake, will lose to Abaddon about 80% of the time assuming average dice rolls. Suffice to say, not many units can reliably go toe-to-toe with the Despoiler and survive for more than a round or two - most will be dead before they can attack, and many armies lack squads that can offer more than a token resistance. He has every single Chaos Mark (For Rage/Counter Attack, +1 Initiative, a 4+ Invulnerable Save, and +1 Toughness), Hatred AND Preferred Enemy against Space Marines of all kinds and Eternal Warrior. Just fielding him has been known to make other players break out in hives. On the other hand, the drawbacks are obvious - he costs a fuckton of points, he's a huge fire-magnet, 2+ armor save not being ignored by power weapons doesn't matter much since you opponent is going to try and keep anything valuable away from him (fortunately he can Deep Strike) and he sucks at shooting (he only has a Twin-Linked Bolter, so his high ballistic skill is pretty irrelevant), and his Daemon Weapon runs the risk of reducing him to WS1. Do anything you fucking can to get him into close combat, and try to not let him lose his arms. Also might be worth investing in a squad champion to accept challenges for him - you're not paying an arm and a leg for this guy just for him to expend all his attacks on a squad leader when he could rip the rest of the unit apart. He is in a three way tie for second most powerful HQ with The Swarmlord and Skarbrand. He will maintain his title of unbeatable at melee all the way up to the exact moment where he runs into Angron or an apocalypse melee unit like a Heirophant, a Titan, or An'ggrath, at which point he goes down like a little bitch. Oh and '''Lord Topknot will now unlock Chosen as troops.''' **'''New Codex Note:'''Since Abaddon technically has the Mark of Slaanesh, if you stick him in a squad of Slaanesh with an Icon of drug induced Feel No Pain, Abaddon benefits from the Icon... **'''Another New Codex Note:'''His firepower is a lot better than it sounds against Space Marines. Because he gives every squad within 12" Preferred Enemy, in theory he adds a block of firepower equal to 1/6 of every squad within that bubble - and since Chosen squads can pack five plasma guns apiece... ** Correct me if I'm wrong but since he is a chaos lord and has all four marks, doesn't that mean that he gets access to Cult units as troops?. No it doesn't because if it did it will say so in his profile just like the other special characters. **'''Another New Codex Note:'''The awesomeness of Phil Kelly (in the April FAQ update) means that Abaddon CAN NEVER turn into a Spawn or a DP. *'''[[Be'lakor]] The Dark Master (Dataslate)'''- A returning character from Fantasy, Be'lakor gets the EW rule that regular Daemon Princes lack and is a Level 3 Psyker with all Telepathy Discipline by default. He comes with the unique rules Shadow Form (4+ invulnerable save and Shrouded and automatically passes Dangerous Terrain tests) and Lord of Torment (gains a bonus D3 Warp Charge points by making enemy units fail morale checks). He also has wings and possesses a unique weapon called the Blade of Shadows (S+1, AP2, Fleshbane, Armorbane, and Master-Crafted). He also doesn't need to be devoted to a chaos god, as he serves all of them (making him a fluffy and effective choice for a Chaos Undivided army). At 350 points, he's a flat upgrade to the basic Daemon Prince and cost-effective to boot. *'''[[Cypher]] Lord of the Fallen (Dataslate)'''- All in all an okay character. Just beware that he can never be the Warlord and that fielding him will take -1Ld from your actual Warlord. He gets to shoot his 16" range bolt pistol and never-hot plasma pistol twice in each shooting phase/once before or after running and overwatches at full BS (which is 10 by the way). Also uses his pistols in combat, half of his attacks with each pistol (an odd number of attacks give the bolt pistol an extra attack, never the plasma) at I8. Use him for his haxx, i.e. hit and run trolling only ever at the end of your opponents assault phase, giving your Chaos arch-heretics ATSKNF and infiltrating even more landraiders. He's survived for 10,000 years with just power armour so has no invulnerable save but his sword gives him Eternal Warrior and Shrouded. He gives 3 VP to [[Dark Angels]] players if he's killed within 6 inches of them (1 VP for anyone else who's within 6" of him when he goes down) so don't ever be within 6 inches of a DA, duh. He will give you d3 VP if he survives the match by flipping the bird against the enemy. He can probably be fun, just try infiltrating a blob of 35 plague zombies with ATSKNF and hit and run and enjoy the lols. He can also bring up to 3 units of chosen which come separate from the FOC but can't take marks or icons and have ATSKNF and Infiltrate, but no land raiders this time as they can't take transports! Also you could put him and some havocs behind an icarus defense line with a quad gun for a BS 10 twin linked quad gun that will never miss *'''Arkos The Faithless (Forge World)''' - Finally an Alpha Legion Character. This guy wields the 3-th ed Black Blade (+2S power sword), and gives Counter Attack to his squad, both of which are not impressive - you need AP2 for challenges, and Counter Attack is easily gained with MoK. You may take him for fluff favor, but unless you have little imagination and fluff expertise you can create [[Your dudes|your own dude]] to represent Alpha Legion lord, because Arkos' fluff is as outdated as his rules - he's from the times when Alphas were little more then space Taliban with lots of trained cultists, rather then modern closet loyalist [[anonymous]]es with mind-blowingly over-complicated schemes and tons of just as planned. *'''Zhufor The Impaler (Forge World)''' - Zhufor is in very many ways like Khârn with a few advantages and disadvantages. His advantages being that he has a better armor save, Eternal Warrior, Furious Charge like Khârn and two different close combat weapons, the Skulltaker Chainaxe (like regular chainaxe, but two handed and with +2A bonus) and the Claw of Deimos (power fist with another stolen Dorn's Arrow). And, because the extra attack of the old MoK is included in his profile and the MoK is in his profile he gets either 6 S10 AP2 attacks or 8 S6 AP4 Attacks on the charge or 5 and 7 without it. His disadvantages are his lower number of attacks at I1 or his lack of AP2 from his axe. His pyschic defenses are worse with only Adamantium Will compared to Khârn's Blessing. But really, if you want a close combat monster, take Khârn who is cheaper or Abaddon who is better. **One often overlooked point in Zhufor's favour is that he also lets you take a bodyguard unit of Khorne-marked Terminators without taking up a slot, but still granting you all the nifty advantages.(handy considering the codex's saturation of elite options) ***<strike>Note, that he doesn't have the Champion of chaos rule. While this allows him to decimate everything else in the squad while not having to challenge, he doesn't gain the powers from the table.</strike> Zhufor's current post-Codex statline is found in <i>Imperial Armour: Apocalypse</i>, p. 152. He has Champion of Chaos, the new Mark of Khorne, and so on. Not bad, actually. *'''Necrosius (Forge World)''' - A fearless Nurgle Sorcerer with Feel No Pain a poisoned bolt(4+) pistol, force sword and standard pre-designated powers : Wasting Disease(witchfire) Nurgle's Rot and GoC. Wasting Disease hits automatically, resolved at S3 AP2 assault 1 Fleshbane. He also has +1 initative, wounds, and Ballistic Skill compared to a normal sorcerer. Also, run him in a Typhus style, Zombie Horde. Special rules profile Master of the dead gives your zombies Furious Charge. **Update** Apocalypse(2013)Pg. 151 Enables Necrosius to be taken as an HQ choice for a CSM army or SoD as well as independently granting Special Rules : Plague Zombies and various others including the later stated. Sadly he can not acquire a invul save thus, rarely making use of his Champion of Chaos rule. In short, if you want to make use of his furious charge granting ability to zombies don't let him die as that ability dies with him. Comparable to Typhus is point value for Plague zombie based list, at 50points cheaper. He can get in a Rhino. Typhus can not as he is in termi armor.
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