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==The Stuff of Chaos== Our dark lord [[Phil Kelly]] has split marks and icons into two separate categories, so that your precious invuln save or bonus special rule doesn't get lost when the icon bearer gets sniped (on the flip side, any benefit bestowed by an icon is still lost). Additionally, some units benefit from new rules for added fun. ===Special Rules=== *'''Veterans of the Long War:''' Remember when Chaos Space Marines were more than just Spess Muhreens with spikes? We do and [[Phil Kelly]] sure does. Those 10,000 year old pissed-off motherfuckers we know and love from Codex 3.5 are back (although in limited numbers). Units with this rule gain +1Ld and Hatred (Space Marines) - this includes ALL units from ALL the different Space Marines Codexes, including the Grey Knights. Note that if you're running Black Legion with the supplement, you have to buy this for every unit you take that can. No ifs, ands or buts. *'''Daemonforge:''' Once per game, a vehicle with this rule may re-roll armor penetration and to-wound results. However, the owner must then roll a D6 and on a 1, the vehicle loses a hull point with no saves. Every Daemon Engine in the new book has this rule, which includes Defilers, Forge Fiends, Maulerfiends and Heldrakes (but not Helbrutes or Possessed vehicles). *'''Champion of Chaos:''' Chalk this one up to [[Warhammer 40,000 6th edition|Fantasyhammer 40K]] striking again, but just like the [[Warriors of Chaos]], some CSM units can now buff themselves in service of the dark gods. Whenever a model with this rule kills an enemy character roll two six-sided dice to generate a value between 11 and 66 (one die is for the tens, the other for the ones). This result may bestow a Chaos Boon as follows (note that your squads ''must'' accept challenges, so you might want to keep a champion in each unit to accept them, the last thing you need is for your Kharn or Abaddon to direct all their attacks on some measly enemy sergeant than the rest of his squad)also, note unlike normal 2d6 or 5d3 rolls, you can't math hammer a bell curve for this to see what is most likely. Generally, unless there is a range to the roll like 21-22 for you know what, there all equally likely.: **11-16 - Nothing **21-22 - Replace model with Chaos Spawn[[Chaos Spawn|oHGODNOORLEAAAAAAGLCHGLAAHMAAAAAAKKKKSSSSSSssss ]] **23 - +1 Attack **24 - Eternal Warrior **25 - +1 Strength **26 - +1 BS **31 - +1 Initiative **32 - Return to full wounds, if unwounded gain +1 Wound **33 - +1 Toughness **34 - Shrouded **35 - Armour Save improves by 1 **36 - Melee weapon has Fleshbane **41 - Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit **42 - Re-roll failed armor saves **43 - Melee attacks are Poisoned **44 - Crusader **45 - Hammer of Wrath **46 - Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1) **51 - Adamantium Will **52 - A ranged weapon has +1 Strength **53 - Hatred ([[Angry Marines|EVERYTHING! ALL THE TIME!]]) **54 - Shred **55 - Melee attacks have instant death **56 - +1 WS **61 - Stubborn **62 - Fleet **63 - Feel No Pain **64 - Roll another d3+1 on this table (re-rolling Spawnhood and Daemon Prince results) **65-66 - Replace model with Daemon Prince. Arrrrr yeah. ===Inventory of Chaos=== Remember a time when you had to flip back and forth between a wargear page and your unit entries? <s>Peppridge Farm</s> /tg/ remembers, and 3.5 was awesome because of it. Well guess what's back? Yeah, that's right - one BIG inventory section to pick your wargear from. Here are all the goodies the Dark gods are willing to let you work with ====Marks of Chaos==== Marks of Chaos have changed in the new codex and give everyone the same bonuses with the added change of giving access to the corresponding god's psychic powers; their cost will also vary depending on said model/unit (note, terminators pay MOAR for marks). Marks will also color a unit's access to wargear. * '''[[Khorne]]:''' Bestows Rage and Counter-Attack. Daemon Princes of Khorne gain Furious Charge and Hatred (Slaanesh). Being the cheapest Mark (at least for most units), it's probably one of the least useful, because it only lasts on the charge and then you lose it in all subsequent rounds. It is somewhat powerful for the first round if you get the charge, but you will not always pass the Counter-Attack LD test. This is especially true of a mob of Cultists, who can get an absolutely rapetastic amount of attacks with this baby (beware that that can get very expensive if you take it with really large units, and furthermore it's often not worth it). The Icon of Wrath that goes with it is useful. * '''[[Nurgle]]:''' Bestows +1T and gives access to Nurgle powers if the unit is a psyker. Daemon Princes of Nurgle gain Shrouded, Slow and Purposeful and Hatred (Tzeentch). This is quite nice for most units, giving you a bit more protection from small-arms fire and largely eliminates the chance of Instant Death for multi-wound models, but it also doesn't make you as killy as the Mark of Khorne. * '''[[Slaanesh]]:''' Bestows +1I and gives access to Slaanesh powers if the unit is a psyker. Daemon Princes of Slaneesh gain Fleet, Rending, +3 inches to every run move, and Hatred (Khorne). Although +1I doesn't seem that great, it means that you'll be hitting before the Loyalist scum and won't take as many wounds. Units Marked with Slaanesh now also grant Eldar the USR Hatred(Slaanesh), while at the same time forcing them to suffer a -1Ld penalty against Fear. Now, I know what you're saying, "But unless your Slaaneshi unit is composed of Daemons OR Raptors, they don't have Fear so Eldar wouldn't suffer from -1Ld fear penalty". That's why Telepathy exists. Both Chaos Marine Sorcs AND Slaanesh Daemons with access to psychic powers can roll on Telepathy. Get a 4 and all of a sudden your ENTIRE ARMY scares the panzy little space elfs. The nerf to Runes of Warding means that they can stall you for a turn, but in the end they'll just have to sit back and [[Rape|let it happen]]. Run your Slaaneshi warband as Crimson Slaughter for maximum Space Elf trolling(Free Fear on your whole army FTW)! *'''[[Tzeentch]]:''' This Mark is largely terrible, for a few reasons. Firstly, it's usually at the upper end of price for the Marks. The only benefit is +1 to invulnerable save (which means a 6++ if the model doesn't already have one). Oh, and forced access to Tzeentch's Discipline, which isn't much a benefit, as it's a mediocre lore at best, and actively harmful at worst. Importantly, giving this Mark to a Sorcerer does not upgrade his mastery level or let him take more psychic powers, so Mastery Level 1 Sorcerers are gonna be stuck with whatever shitty power they rolled on Tzeentch's lore (this is a particularly big issue for Thousand Sons Sorcerers). Now, the bonus to invulnerable saves is certainly nice, especially when you already have Terminator armour or a Sigil of Corruption for delicious stacking benefits. There could also be benefit in giving it to a unit that normally has poor saves (read: Cultists), but here, it's easily too expensive to see real benefit (especially given Cultists are basically cannon fodder). Daemon Princes of Tzeentch, on the other hand, reroll saves of 1 and gain Hatred (Nurgle), which is a fairly nice benefit, but, again, if he's gonna be a psyker, you're gonna have to take Tzeentch's powers. ====Icons of Chaos==== Icons are now issued to individual models within a unit, and provide the whole squad with specific benefits. As it is a flat cost per unit, icons are more points-efficient the more models there are in said unit. Note that certain squads are limited to taking certain icons; for instance, Noise Marines may only take a Slaaneshi Icon. *'''Icon of Wrath:''' Limited to units with the Mark of Khrone, this Icon grants Furious Charge and allows the unit to re-roll charge distances. This makes the unit, essentially, a squad of mini-'Zerkers; if you're going to spend the points to give them the Mark of Khorne, you might as well go all the way and give them the Icon as well, especially since re-rolling charge distances is of such great utility. *'''Icon of Flame:''' This Icon is limited to units with the Mark of Tzeentch, not that it matters, because you won't take it, because it gives Soulblaze to bolt weapons (and ''only'' bolt weapons) in the unit, and Soulblaze almost always sucks. *'''Icon of Despair:''' This Icon is only for units with the Mark of Nurgle, but again, it doesn't really matter, since it bestows Fear, which, in a game dominated by Space Marines that Know No ''Fear'', isn't exactly useful. If you ''know'' you're going up against an army like Imperial Guard that has low Leadership across the board, it ''might'' be worth it, but even then, Fear is still less than useful. *'''Icon of Excess:''' Finally, an Icon that's unequivocally good! The Icon of Excess is only for units with the Mark of Slaanesh, which is a shame, since it grants Feel No Pain, thereby making units with the Icon nearly impossible to crack without a sustained effort. It's especially nice with Havocs and Noise Marines. However, beware of going ''too'' crazy with them (although that is the Slaaneshi way...), as it's by far the most expensive of the Icons. *'''Icon of Vengeance:''' This last Icon doesn't have a Mark requirment, as it's generically Long War-themed. It grants Fearless, and that is a very, very good thing, as it compensates for the Chaos Marine lack of And They Shall No Fear (arguably, it even does it one better), and it's economical on squads with more than 10 models (which is what Chaos excels at, after all). ====Chaos Rewards==== Chaos rewards are god specific steeds, buffs and gimmicks. Reserved for certain models such as Chaos Lords and Sorcerers, whose entry specifically states they can take from here. * '''Ichor Blood''': Any time the model with this fails to prevent a wound, the unit who wounded him takes a S3 AP4 hit. * '''Gift of Mutation''': A free roll on the Boon table before the game for 10 points. Re-roll Prince and Spawn rolls. You can rarely go wrong with this. * '''Aura of Dark Glory''': A cheap 5++ save. Although nice, it's overshadowed by the Sigil of Corruption in Special Issue Wargear, which is slightly more expensive but gives you a 4++ save. However, it is recommended for the Warpsmith, who can't take Special Issue Wargear. **<b>Note:</b> Thousand Sons come with this standard, combined with the Mark of Tzeentch to give them a crunch-explained 4++ save. * '''Combat Familiar''': A little Daemon munchkin who fights with his master. Counts as being on the same base as the model it was bought for. Adds two S4 AP- attacks in Assault. * '''Spell Familiar''': Another Daemon munchkin. This guy lets you re-roll psychic tests. It's not Mastery of Sorcery (what we always wanted from the Chaos Daemons codex) but it will do. 15 points and very valuable. Then we have our Steeds. As before, the only models who can take a steed are Lords or Sorcerers without Terminator Armor. * '''Juggernaut of Khorne''': Hey, it's got its own model, right? Really though, its a pretty good choice if you don't want your head honcho to be a Terminator lord. The Juggernaut gives +1T, +1 Wound, and +1 Attack AND the model becomes cavalry. Give the Lord any of those new crazy new daemon weapons and bring glorious slaughter to your enemies in the name of Khorne. * '''Disc of Tzeentch''': +1 attack, and the disc is treated as a jetbike giving +1 toughness. Be more styling than those snively Eldar. * '''Palanquin of Nurgle''': +2 Wounds, +1 attack and you become Very Bulky (as if you were going to try to cram him in a Raider or something). Load him up as you would with a Juggernaut and have fun. Be wary of [[Tau|railguns]] and Instant Death weapons (<strike> Lords can't get Eternal Warrior</strike> If you are really lucky (1/36 is very lucky indeed) on the Chaos Boons table, you can get Eternal Warrior). * '''Steed of Slannesh''': More special rules than the rest of the steeds. This one gives you +1 attack & Acute Senses, lets you move an extra 3", you become Cavalry and it gives you and the unit you join Outflanking. ====Artefacts of Chaos==== This is where you find your Daemon weapons and other cool Chaos-y stuff. You're only allowed one of each. The Axe of Blind Fury and Black Mace are Daemon weapons which, just like before, add +D6 attacks, but a roll of one automatically wounds the model with no armor or cover saves (although you can still take Invulnerable saves) and reduces him to WS1. Note that these weapons are not restricted to just Chaos Lords - any model that says it can take a wargear from the Artefacts of Chaos list can. Also keep in mind that a model who ascends to Daemonhood loses all his wargear and rules, so if you take one of these and ascend during the game you don't get to keep your toy. Among your chief weapons are: * '''The MURDER SWORD''': A power sword that you can give to almost any of the non-special character HQs. Before the game you declare one enemy model to be the target of the '''MURDER SWORD'''. Once the wielder of the '''MURDER SWORD''' comes into base contact with the model during Assault, the '''MURDER SWORD''' doubles the users strength, the weapon becomes AP1 '''and''' gains Instant Death due to its special rule, '''MURDER'''. Great for killing off that special snowflake in your opponent's army. Note that, thanks to Champion of Chaos, you can end up fighting some puny Sergeant in a challenge. Sure, you'll still have a sweet-looking AP3 power weapon (which, given the statlines of most of the Chaos HQ choices, should be more than killy), but you'll have to put up with an idiot with a power fist trying to murder you first.... and after messily slaughtering him, you can move on to the actual target. This delaying tactic is why some have decried the '''MURDER SWORD''' as "horrible," but these people clearly just have no taste for style. **'''Alternate Opinion''': While it's awesome to use with excessive brute force, '''The MURDER SWORD''' can also be used [[Troll|in other ways]]. Let's get the obvious out of the way: the enemy character chosen to be '''MURDERED''' (from now on called the ''corpse'') is going to do everything in his power to avoid getting near the character who owns the '''MURDER SWORD''', shooting the poor bastard to death or [[Tarpit|flogging down him with anything he can]] all game long, rendering the '''MURDER SWORD''' useless. And with good reason: with this piece of cake, any Chaos Lord, or even a buffed Sorcerer (not saying Daemon princes) can kill any vanilla HQ and almost all Special characters in ONE round of combat(as long they don't have Eternal warrior). Keeping that in mind, the '''MURDER SWORD''' has a... say, "Hazard Aura", where the ''corpse'' won't enter. This depends, of course, on the movement range of the '''MURDER SWORD''''s owner, [[METAL BOXES|his transport]], or anything that makes him cover more ground and assault. You can take advantage of this. Place the wielder of the '''MURDER SWORD''' where you think the ''corpse'' can make the most harm and enjoy seeing the look on your opponent's face when he figures out that [[Not as planned|you've ruined his battle-plan and rendered his special snowflake useless]]. Even more, you can use this to make the ''corpse'' go where you want him to be, like within sight of your tanks, alone in a corner... your call. It's difficult to master, but you'll enjoy it when it succeeds. HOWEVER, be aware that no one likes being trolled that way, so expect that the wielder of the '''MURDER SWORD''' and whatever squad he hangs out with, if any, will become the greatest fire magnet you've ever seen, so kit the wielder accordingly. [[DISTRACTION CARNIFEX|And even this can be used to your advantage...]] Basically, give it to a Tzeentchian Sorcerer on Disc (3+/3++), stick him into a HUGE blob of Cultists and enjoy trolling. ** -note- you only have to be in base to base contact with the CORPSE to get the x2 str and the AP 2. Need something to '''MURDER''' loyalist termies??? Stick the '''MURDER''' '''SWORD''' in a bike squad and use the champion to challenge, letting the lord mop up the squad while your bike champ eats it. * '''The Black Mace''': A mace (''not a power maul'') with Fleshbane (wounds on 2+), AP4, and a nifty special rule: '''CURSED'''. When The Black Mace causes an unsaved wound, the model who took it must take a toughness test. If they fail, that model is removed with no saves allowed and all enemy models within 3" of the model with the Black Mace must take the toughness test as well. It's scary AND can affect enemy models even when your wielder is in a challenge. If AP4 doesn't sound good enough, give it to a Daemon Prince, whose Monstrous Creature AP 2 takes precedence over the weapon's AP. The terrifying nature of this weapon, of course, is that it does not inflict Instant Death, but rather removes the model from play, meaning that any big terrifying model you please (short of gargantuan creatures, anyway) that fails a Toughness check will simply disappear, Eternal Warrior or not. * '''Axe of Blind Fury''': This toy is reserved for those with Mark of Khorne. Adds +2 Strength at AP2 and gives the Rage USR (even though Mark of Khorne already gave you Rage). Really nice, but it lowers your WS and BS by 1 which is a bit of a bummer. Still, A Chaos Lord or Apostle with this can go nuts. Thanks to the latest FAQ, Daemon Prince of Khorne can take the Axe of Blind Fury, and <s>good</s> dark gods, he is MASSIVELY brutal with this toy - it's fucking 7+D6 S9 AP2 WS8 attacks on the charge. Alternatively, give it to a Juggernaut Lord and enjoy the bloodshed. He'll cost a measly 155 pts and destroy anything as long as you can keep him alive (blob of Cultists) and out of Challenges. * '''Burning Brand of Skalathrax''': S4 AP3 Assault 1 like a flamer on Doom Siren 'roids (regular flamers are AP5). The special thing about it is has Soul Blaze and Torrent. Throw it on a winged Daemon Prince and you can troll the fuck out of the enemy: Vector Strike one squad, then use the flamer to either finish them or melt another unit entirely. Vector Strike a Metal Box, burn the SPESS MEHREENS that pour out. Alternatively, placing it on a bare-bones (or near-bare-bones) Chaos Lord gives you a very irritating little character that will be hard-pressed not to kill enough models to earn his points back and then some. * '''Scrolls of Magnus''': Big scroll of spells reserved for the followers of Tzeentch, so [[Meme|put on your robe and wizard hat]]. At the start of every turn, you can roll for a random psychic power in a random domain (either Pyromancy, Biomancy, Telepathy, Tzeentch, Telekinesis, or Divination). If you roll a power you already have, you start the whole process over. **Cool though it may seem, this actually has some pretty big downsides. First off, you can't take Primaris powers, which is bad, since there are quite a few nice Primaris powers (such as in Divination or Telepathy). It also doesn't increase the number of warp charge tokens you get, so unless you have a ton of mastery levels (and you're capped at three), you won't benefit all that much. Not to mention that the whole process is totally random: you won't necessarily get a spell that's useful to you, but you won't know until after you take the hit. Which brings us to the really big downside: every time you roll on the table, '''including re-rolls''', the model takes a S3 AP1 hit; sure, that's only one wound at most, but that's a wound you take for almost no advantage. Finally, this toy is denied to Princes, Mark of Tzeentch or not, which makes some sense, but also limits it to, essentially, Sorcerers, who are squishy as it is. According to the CSM FAQ, a model that uses the Scrolls of Magnus becomes a Psyker (presumably giving them one warp charge), allowing it to be used by any HQ with the Mark of Tzeentch, even if the model in question isn't naturally a Psyker. A Dark Apostle with a 3++ and the Scrolls of Magnus makes for an interesting if not tourney-worthy play style. * '''Dimensional Key''': A very interesting doo-dad. The Dimensional Key activates after its holder kills a model in close combat. Afterwards, any enemy model within 12" of the holder treats their environment as both Difficult and Dangerous terrain. On top of that, all models that deep strike (anywhere, not just within 12" of the bearer) after the key activates don't scatter for the rest of the game. ** Take Ahriman/Huron as warlord, then infiltrate a winged DP or Chaos Lord with jump-pack/bike/steed and Raptors/Bikers/Spawns escort. Voila! 1st turn charge for perfect deep strikes is almost yours! Except for the fact that infiltrating units can't charge first turn in 6th edition. For extra lulz place some LoS-blocking hills or walls near the enemy deployment zone, as per 6th Edition's terrain deployment rules. **'''Alternative opinion:''': The Dimensional Key is an item that is much less effective than one might think. Unless one is extremely lucky, both with rolls and unit placement, the best a unit can hope for is a turn-2 assault. This wouldn't seem too bad, until one remembers that reserves start to arrive at the beginning of turn 2 on a 3+. This means that generally, 2/3rds of your reserves will have already arrived by the time you activate it. Those remaining units will certainly arrive safely, but it is difficult to justify 25 points on a wargear option that affects, in the vast majority of cases, two units at best, chosen randomly. When one is allied with Daemons (which is an excellent idea, as they are the only army that are Battle Brothers with Chaos Marines) this item is even less useful, as fully 5/6ths of your army has arrived by turn 2. '''It also has no effect on Daemons if they are allies, as stated by the book'''. **'''In apocalypse:''' When you have the ability to choose when your reserves come in, this really gains some traction. ====Melee Weapons==== Nothing too unique here. These are for Aspiring Champion models in pretty much any of the squads that have champs and any models who say they can take wargear from this list (Not Terminator Champions - they have their own list). You can replace either the model's bolt pistol or CCW with one of theses, or replace BOTH the pistol and the CCW with two. So you can have two fists or two chain axes for that awesome factor you were aiming for. Knock yourself out. * '''Power Weapons''': There are four flavors to enjoy: sword, maul, axe, and lance. **The sword is AP3, but is otherwise a standard melee weapon (importantly, it doesn't mess with your initiative). However, since it's the same price as the lightning claws, you probably want to take that instead, as those bad boys come with Shred (allowing you to reroll To Wound), but unlike the claw it isn't a specialist weapon. **The maul adds +2S and AP4, meaning it's a fair bit nicer than the chainaxe, albeit at a slightly higher price. It also comes with Concussive; enemies that take a wound from it are knocked down to I1 for the next turn. These are good for monsterous creature hunting and killing Necrons and Tau. **The axe adds +1S and AP2, but it's Unwieldy (which brings you down to I1); in other words, it's a weaker power fist. Only take one if you can't afford a fist, or want the extra attack. **Lastly, the children of the Dark Gods get their hands on the (all-new this edition) power lance, which is AP3 and +1S on the charge, and AP4/model's strength otherwise. It's fairly decent (especially combined with a Dirge Caster-carrying Rhino), but good luck finding one, since it's so new and can't be found on any Chaos sprues yet. The best solution right now is to combine a Chaos Icon's rod and a power sword or to raid a Chaos Knights box. * '''Lightning Claws''': You get AP3 and Shred (which lets you reroll To Wound). If you're taking one claw, you should take a second one or a power fist, since both claw and fist are now Specialist Weapons and thus you [[Awesome|get +1A when taken together]]. The lightning claw is almost always superior to the power sword, especially so if the bearer has 3+ attacks. The only potential downside is that you won't get the extra attack from having a melee weapon and a pistol, but seeing as how lightning claws are particularly good against tougher opponents (and you should be slaughtering low-Toughness models anyway), you should probably just take these. * '''Chain Axe''': It's a basic melee weapon, except it has AP 4. Berzerker squads get these for only 3 points per model, instead of 8. Since you probably won't have too many Berzerkers, you should probably take them (arguably, they <i>should</i> have been included standard, but that's not an argument for here). Not taking them would probably make Khorne a bit [[RAGE|disgruntled]]. Note that they aren't good enough to chop up Marines; you need <i>real</i> power weapons for that, so don't rely too heavily on these, especially given that power weapons are only a few points more. * '''Power Fist''': Just the same as any other codex: double the strength, but I1. If you're stuck but you want to spend <i>some</i> points on melee weapons, this is a good choice. Also, as stated above, both these and the Lightning Claws are Specialist Weapons, so you get +1A if you have one of each. ====Ranged Weapons==== Like the melee list, these are for all the Champions who aren't wearing terminator armor (see list below for their options) and any of the units who specifically say they can take items from this list: * '''Combi-Bolter''': A Twin-Linked Bolter. Simple enough. * '''Combi-Flamer/-Melta/-Plasma''': A Boltgun with a built in Meltagun, Plasma Gun, or Flamer. The secondary weapon gets a single shot per game. Useful, but use it wisely. * '''Plasma Pistol''': Self explanatory. Too bad GW still hasn't realized that it isn't worth 15 points for a weapon that has a chance to explode and kill you. Still not too bad a buy. ====Terminator Weapons==== This is for Terminator Champions and any units that say they can take from this list (Termie Lords, Sorcerers, etc). You can replace the Combi-Bolter and/or your standard power weapon with any of these, the only exception being you can't swap out your standard power weapon for a Combi-Weapon. Bear in mind, if you replace the terminator's Combi-Bolter for another close combat weapon it will not be able to shoot (duh?). * '''Combi-Weapon''': Not a terrible choice but not one of the best. Deep Striking 3 man Termicide squads with 3 Combi-Plasmas/Meltas can be a great [[DISTRACTION CARNIFEX|diversionary tactic]]. * '''Power Weapon''': Because dual-wielding Power weapons makes you look cool. Not much else besides unless you really care about being able to shoot things and ''Overwatch''. * '''Lightning Claw''': You want a lightning claw? If you do, take either another one or a power fist for your other hand. That way you don't have to strike at I1 with the fist if it is too risky. * '''Power Fist''': It's a power fist. If you want to, take a second fist for your other hand so you can live out your boxing match fantasies with [[Marneus Calgar|"Papa Smurf" Marneus Calgar]]. If not, make sure to take a claw with your fist. * '''Chain Fist''' It's a power fist that wrecks vehicles even harder. Take it if you you like [[Khorne|chainsaws]] and [[Slaanesh|fisting things]]. Possibly the best choice is claw + chain/power fist, because due to the wording of the Specialist Weapon rule you get an extra attack for a pair of any specialist CCW - not necessarily the same ones. ====Special Issue Wargear==== These are for any of the units who say they can take wargear from this list. Usually just Chaos Lords and Sorcerers. * '''Jump Packs''': It's a jump pack. Group your Chaos Lord or Sorcerer with some Raptors and let him follow his dreams. * '''Blight Grenades''': Diseased heads that counts as both assault and defensive grenades. Between these and Fearless, Nurglite Chaos Lords are excellent for leading units of lesser troops. * '''Melta Bombs''': Melta Bombs, good for exploding things made of metal or flesh. * '''Sigil of Corruption''': A 4++ save. This can be further improved with Mark Of Tzeentch to give a model a 3++ save, since we don't get Storm Shields. Dark Apostles get these as part of their starting wargear. * '''Chaos Bike''': It's a bike. It comes with a twin-linked bolter. It gives you all those bike special rules like Jink. Make your Chaos Lord [[Doomrider]] or something. Arguably, the TL bolter you get with the bike counts as a weapon, so you can exchange it for something flashier (such as the Burning Brand). Just remember that you need to WYSIWYG it so you don't get punched in the face. ---- ====Vehicle Equipment==== Huh. Looks like everybody else forgot these existed. In any case, there's some pretty interesting stuff in here worth a look. * '''Combi-Bolter''': No, seriously, I promise, there's interesting stuff in here. The vehicle combi-bolter is the same as the one in the Ranged Weapons section, giving you a little bit more fire. Not super-useful, but it's only five points. It also protects your actual guns from "weapon destroyed" result since now it is randomly rolled instead of chosen by opponent - so if your big <s>shiny</s> spiky Vindicator get penetrated you have a 4+ save against Demolisher cannon removal for only 5 pts. * '''Dirge Caster''': Funny, if nothing else. Enemy units within 6" can't Overwatch. Suddenly, those flamers (especially those with low AP, like D-scithes, Liquifires or dreadnought-mounted Flamestorm cannons) doesn't look so threatening to your 'zerkers. Also, it's only five points, so you can slap these on <i>every</i> transport vehicle you have. Dirge Casters are auto-take when facing Tau; charging a squad at the right spot will prevent a whole bunch of things from Overwatching. * '''Dozer Blade''': The Dozer Blade lets you reroll failed Dangerous Terrain tests, changing the odds of your vehicle becoming immobile battlefield terrain from 1/6 to 1/36. For such a cheap price, it's worth taking if you find yourself driving through terrain on a regular basis. * '''Warpflame Gargoyles''': For five points, you get Soul Blaze, which sets your opponents on fire. MUAHAHAHAH-- oh, sorry. Not all that useful, but it does apply to <i>all</i>. weapons, including, say, the Autocannon on a Predator or the Battle Cannon on a Defiler. It can do some damage to weaker squads (read: 'Nids, Guardsmen, Fire Warriors), but anything with power armor will just shrug it off. Dealing a few extra flamer hits on 4+ probably aren't worth it. Do note that soulblaze allow you to ignore Pyromancy's Fiery Shield power but on the other hand renders all the weapons on your vehicle ''absolutely useless'' against the Avatar of Khaine. * '''Combi-weapons''': You can take a combi-flamer, -melta, or -plasma. Well, you <i>can</i>, but it probably won't be all that useful unless your opponent tries to assault your tank or you Tank Shock their vehicle. Otherwise, none of your vehicles will get close enough to bother, with the <i>possible</i> exception of the Defiler. **'''Alternative Opinion''': Makes the plasma death squad even more special. Move six, choose to fire rapid fire plasma from the firing slots, and watch 6 strength 7 ap2 shots tear out your enemy's asshole. Take two of these squads and run them side by side for extra lols. **'''Alternative Alternative Opinion''': put combi-meltas on your rhinos. Chances are your enemy will forget about them, allowing for some epic trolling when the rhinos roll up and vaporize a tank or special character. * '''Extra Armour''': Vehicles with this count Crew Stunned as Crew Shaken when rolling on the Vehicle Damage table. Not that useful in 6-th edition, due to glancing hits no longer roll in damage table. * '''Havoc Launcher''': One of our more unique pieces of equipment, this is basically a frag missile launcher, except it's twin-linked and only 12 points. You too can rain fiery hell down upon your opponents! * '''Destroyer Blades''': Tank Shocking troops is nice right? Why not add some blades that do d6 s5 hits? Oh, they're gonna Death or Glory? Well take 2d6 S5 hits fools. Think of it as baby's first Defrolla. * '''Daemonic Possession''': Something of a mixed bag. First off, it lowers your BS to 3, which is still okay, but not great. Secondly, on any transport vehicles, it has a chance of nomming a member of a transported squad '''without any saves of any kind possible'''. On the other hand, it regains a Hull Point, which is nice. It can also ignore Shaken and Stunned results (although the riders don't). It might work, but there's always a chance it will up and kill a member of your expensive Terminator squad. On the other hand, Cultists becoming hull point sacrifices is somewhat of a possibility. ===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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