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===Elites=== Cult Marines are now elites! If you want them as troops, you need a Lord with an appropriate mark. *'''Chosen Chaos Space Marines''' - Be very, ''very'' careful with fielding chosen now as they will get very '''VERY''' expensive. That said, Chosen got one weird ass buff in the new Codex; no longer can they infiltrate, but they get 2 attacks base(3 EACH total, 2 base, 1 for CC weapon/pistol) and get access to a metric fuck ton of war gear. Like I said, be very careful as you will spend a small fortune on the FOC slot here. If you're not running Plague Marines, Chosen are handy as a special weapon squad, with their ability to tote around a whole pile of special weapons regardless of squad size. Don't equip them all with power weapons and claws like the Dark Vengeance kit suggests, unless you have some bizarre attraction to paying Terminator prices for non-Terminator models. Give them four to five Plasma Guns, ruining Terminator armies as they try to dislodge your heavy weapons, you can do this with Havocs but then you lose a precious heavy support choice. Give them five Melta Guns, hide in dense terrain and ruin a mech players day. Also fun with five flamers and Huron giving them Infiltrate. They are good when you need a squad with a specialized role. **'''Mark of Khorne:''' They can be very useful only costing 1 more point than Bezerkers but they have an additional attack -1 WS, lack of fearless, and can gain furious charge from the icon. **'''Mark of Nurgle:''' While expensive, this means your Chosen squad will not get bogged down in combat when in combat with Assault Marines or deep striking assault units. This also allows you to survive heavier amounts of fire power piled onto your squad in the shooting phase, otherwise fear is pointless. **'''Mark of Slaanesh:''' Allows you to take the Icon of Excess, but that's 35 points more(A steal if you have 10+ models in the squad, Lord and other ICs included). Give these guys MoS and an IoE and plasma guns for FnP, AP2 and I5 goodness. 10 of these guys and a rhino is cheaper than 10 Plague Marines with a rhino. You trade T5, I3 and Plague Knives for 3 attacks(base 2 and they have pistols/ccw) at I5 with access to more special weapons. Once you throw in plasma guns they will be more expensive, but hey, you have more plasma guns. Maybe give one or two a meltagun just in case. They will be hitting first a lot in CC and gunning down anything short of a land raider with ease. Such sweet cacophony. *** '''Side-note:''' Re-gear five of them plus the champion for CC with power weapons, being I5 with FnP and stick them in a Land Raider and watch them outshine Terminators. Oh hey you can also stick 4 more with 4 attacks(per model) on the charge in for added killing power. So. Many. Attacks. Pre-Power Weapons, but still having the IoE, they are the same points cost as 10 'Zerkers with an Icon of Wrath, while having more standard attacks, the same number on the charge, higher initiative(but one less WS, but at this point who cares) AND FnP. Devastating when used properly. Throw in a Dark Apostle and/or Slaanesh Lord and dare anything in the history of ever to fight these in CC without thinking twice. **'''Mark of Tzeentch:''' 6+ Invulnerable and access to Soul Blaze, but that's for Havoc Heavy Bolter squads, and the 6+ is shitty. Skip. *'''Chaos Terminators:''' The good part: they're cheaper than a Loyalist Terminator, they get Reaper Autocannons, and they can mix long- and close-range weapons in the same squad. The bad part: they lack the cool Loyalist special rule, they have worse starting gear (power weapons as opposed to power fists), and they don't get the same wargear options loyalists (so no Assault Cannons, Storm Shields, or Thunder Hammers). On the other hand, they <i>do</i> have access to Icons and Marks like most generic squads. These make Termies pretty goddamn scary, but it costs quite a lot to load a squad up with them. You can also still take Combi-weapons and a special Melee weapon (thanks to the new FAQ). Especially at higher points levels, make sure to take a Land Raider as a dedicated transport to save a Heavy Support slot. Here are a few popular loadout ideas: **'''Termicide:''' Give every single member of the squad a Combi-Weapon (usually Combi-Meltas, possibly a Combi-Flamer or two). This allows you to take small "suicide" squads of Termies that Deep Strike in, eat a tank or two with Combi-Meltas, then threaten a squad for Combi-Flamers and their power fists should they survive. This is only advised for higher points limits, as it can be quite expensive. ***A three man squad with just power weapons and Combi-Weapons will only cost 112pts. Take Power Mauls/Axes with Combi-Flamers and you got the Loyalist's equivilent to Drop Pod Assault Marines with Flamers, but a little more expensive and better. **'''Close-Combat Anvil:''' Put 'em in a Land Raider (or Deep Strike them) supported by a nasty Terminator Lord; Lightning Claws and Chainfists are, of course, advised for melee weapons. The Heavy Flamer is cheap and drops a nice S5 AP4 template. The Reaper Autocannon, while expensive, does offer accurate, long-range S7 AP4 fire support on the move, something that Havocs can't really do. Khorne (for extra close-combat punch) or Tzeentch (for better survivability) are probably the best Marks to give these guys (heavy guns don't give a damn about the difference between T4 and T5, and the Chainfists ignore I5 anyway). *'''Helbrute''' - The new Chaos Dreadnought. Comes with a multimelta and power fist standard. Retains the normal dreadnought profile, plus the Crazed rule, which has been significantly redone making The brute focus fire/Charge with rage at whatever dared to take a hull point off of it (target priority for this guy is ALWAYS to whoever took a hull point from it last). It will still fire frenzy on a 1, a 2 will make him scrub any stunned and shaken results plus give him rage. A roll of 3 is the same as a roll of 2 but the brute gets to fleet at the closest enemy/latest hull point remover. You can upgrade the guns to standard dreadnought stuff or take another power fist, plus you can upgrade the original power fist to a thunder hammer or a power scourge (remember how awesome that was in second edition? We sure as fuck do). The hammer is alright, but you really, ''really'' want the scourge: S8 AP2 and reduces the WS of whatever you're fighting by D3.(no one noticed this but the rules state you can take both a hammer and a power scourge as a second power fist is free)(Also has a brand new model outside of Dark Vengeance, and its pretty badass) **You NEED this thing in close combat and you need the scourge to prevent those pesky krak/haywire/EMP grenade and meltabomb attacks, so we recommend tooling up for that. Any resistance [[Meme|will only make his penis harder]] as losing hull points just pisses him off more. **'''NOTE:''' if you try to use a Hellbrute like a loyalist dreadnought, you are going to be let down: in other words, you have no rifleman option making ranged support awkward and no drop pod either, so survivability is going to be difficult. No, what you need to do instead is if you're going to take a 'Brute, take two and take at least one Warpsmith and perhaps another walker if you're feeling saucy (defilers work best here). Your Heavy Support walkers should be providing the Dakka while the brutes punch shit to death if it gets close; Hellbrutes are actually cheap enough to make this work (post-FAQ starting cost is 100 points)! This is how Lord Phillipus makes armies: everything in it HAS TO work together and CSM is no different. ** Update: Helbrutes just received a dataslate that contains three new formations. One of them helps with delivering them to the fight, one of them gives a brute a bunch of cheap meatshields, and the last makes a bunch of brutes a legit squad and the ability to control their Crazed Rolls. Further details on that below. *'''Possessed Marines''' - The Possessed got a much-needed upgrade and significantly more options. Last edition, they were 26 points apiece and had to roll their daemonkin power off a D6 once after deployment, and whatever you rolled they were stuck with for the rest of the game. But now they're back, wearing a nice suit and trying to make up for their past negligence. Fleet used to be one of the aforementioned D6 options, but now it's part of their profile by default. Also, as officially part of the daemon club, they get a 5++, also by default, and also with no point increase. Their possible power-rolls each turn (now made on a D3) give them either +1 attack and +1 initiative, power weapon attacks at AP3, or the ability to reroll all their failed to-wound rolls. Their most obvious drawback is their points, but despite the stigma that hangs on them from the previous edition, they might be a point-sink, but not much more so than a squad of Terminators or kitted-out Berserkers. A ten man squad with a Mark of Slaanesh and an Icon of Excess costs 325 points compared to a bare-bones Terminator squad of the same size costing 312 points. And for 325, you get a ten man squad with S5 I5, three attacks each on the charge, and Feel No Pain, which means your 3+ save is now augmented not only by the 5++ for being a daemon, but by a ''second'' 5++ that can only be negated by S8 or greater weapons or ones that inflict instant death. With Icons and Marks, they can have 4++ saves, T5 and <strike>Fear</strike> as Daemons, they already have fear, I5 (I6 if they get that daemonkin roll) and FNP, or Furious Charge, Rage and Counter-attack. Expensive? Yes, as always. But every one of their daemonkin rolls is ''good'', and that was one of their biggest drawbacks. Treat them as you would a squad of Berserkers: load ten of them into a Land Raider, and then ram them into whatever enemy squad you want dead. Then roll a D3 and find out if every single one of your thirty S5 attacks is hitting at AP3, with re-rolls for every To-Wound, or if they're actually ''40'' attacks at a minimum of I5. *'''Noise Marines''' - These guys are 17 pts. and ideally taken as squads of 8-12. Take some fucking sonic blasters - they're 2/3 salvo bolters that <b>ignore cover</b>, and they're only 3 pts.! Throw in some Blastmasters, which still fire at either S5 AP4 Assault 2/Pinning or S8 AP3 Heavy 1/Blast/Pinning... but now ignore cover, too! Besides gun choices, they also have I5 to a regular Marine's I4. Their higher Initiative means they can be used for assault quite well, but blasters are now salvo, so you ''cannot charge'' after volley of sonic death, and you're taking these guys to chase camping units out of cover. Still their CCW costs only 1 pt per model. The champ has access to Slaaneshi goodies in the armoury, too! Go the extra mile, spend 30 points and give these guys Feel No Pain, [[Meme|because drugs]]. With the new FAQ, you can take a Blastmaster at under 10 men and a second AT 10 men, making them even more awesome! The Noise Champ even gets a CCW for free! **For a fun time, join a Sorcerer to a group of Noise Marines and have him roll on the Biomancy table. If you luck out and roll a 3, you can give the squad FnP, IWND, and most importantly, Relentless! What's that? Did someone say 24" Assault 3, Ignores Cover Dakkasplooge? Or give the sorcerer Slaanesh powers and go for Symphony of PAIN, a stack-able WS/BS debuff that increases the strength of Sonic weapons. If you can get multiple Sorcs to roll this ability, you can annihilate anything through shear volleys of NOISE! Two casts on a unit of Plague Marines and Blastmasters instant kill them right through their [[FATAL|Feel No Pain]]! **'''Special Note:'''Noise Marine could now be the best MEQ in the game. For only one point more than a standard tactical marine you get Fearless and I5 over ATSKNF and I4. The Blastmaster is downright good. FNP is a steal if you take 10+ in a single unit. Sonic weapons add dakka if you need it. For an extra point (now two more than a tactical marine) you an get a CCW for an additional attack, essentially making them better than a vanilla marine veteran for two less points. The Champion is great in challenges. *'''Khorne Berserkers''' - Fearless. Furious Charge. Rage. Counter Attack. WS5 and two attacks with weapons. How far the proud have fallen, eh? 105 points base for 5, then 19 fucking points each, and you can take chain axes at +3pts/model to make your guys attack at AP4; Emperor help anyone you charge! The Champion, is identical to the rest in gear, profile (apart from the mandatory +1A, +1Ld) and cost changes, but gets access to the Khornate goodies. Way worse than their previous incarnation, they can get gimped on the charge by anyone with defensive grenades and their charge bonus only lasts for the first turn unlike 4th edition Khorne Berzerkers. However, compared to Death Company, who have an extra attack, FNP and Relentless in place of counter-attack, they're aren't as mobile and are more limited in their wargear options. A word for the wise - a Land Raider actually makes a good transport for these guys. AV14 is a wonderful thing. Plunge it into the center of a soft formation, unload Berserkers. Laugh maniacally. Add dirge casters for even more fun and games. If you've got a unit of Terminators who are Deep Striking, buy them the Land Raider and then stuff the Berserkers in there on turn 1. The most important thing about Bezerkers is placement, they have to get the charge or they are basically marines with counter attack, don't listen to people who say it doesn't make a difference they are wrong. However, on the charge they can wipe out most units which is the good thing about Bezerkers because they will easily kill non melee squads and are cheaper than the Death Stars required to kill them. Just because it keeps getting brought up, if you think Infiltrating these guys with Huron/Ahriman/a lucky roll on the Warlord Traits table is a good idea, remember that YOU CAN NOT ASSAULT THE TURN YOU INFILTRATE (BRB Pg.38). *'''Plague Marines''' - These guys are the favorites of many a player, and it's not hard to see why. Got a price bump in the last codex to 24 points each - pricey, but they get: Feel No Pain, T5, frag, krak, AND defensive grenades - oh, and now they have poisoned close combat attacks! They are terrifyingly hard to kill without Battle Cannons, Power Fists, Plasma Weapons, or aggressive close-combat squads but even then you would have your Feel No Pain save - only S10 (dreads, smashing monsters, demolishers) hits ignore ungodly 6-th edition T5-FNP(5+) of plags. In short: these guys can take huge abuse from just about anything, and will require very strong weapons or very specific units to remove. They double on offense, too - with no minimum unit size for weapons and the ability to take a transport, they can be thrown in a [[Firaeveus Carron|METAL BOX]] and hurled directly at enemy formations with twin meltaguns. Toughness 5 and the weakened Feel No Pain means you're going to get those off and possibly more whilst drawing lots of enemy fire away from other units. With the sheer volume of grenades they get, Plague Marines can counter several types of enemies, too. Beware the unit's low initiative count; most enemies ''will'' strike first, and a Power Weapon or two on a fast unit is one of the few things that can fuck up this unit's shit (though a bit less so, now). ** Plague Marine squads, probably owing to their high base price, are the only cult marines to get their champion ''for free''(and still get the obligatory boost to Leadership and Attack). This combined with no limit on special weapons like other squads, means that small squads are much more cost-effective and deadlier than running larger squads. *'''Thousand Sons:''' Oh boy, you've just stumbled one of the the most [[skub]] units in the entire game. So, you see, Thousand Sons are pretty cool; they were doing that whole Egyptian robot thing before the [[Necron]]s boarded the hype train ''and'' they have one of the best [[Horus Heresy]] stories ever (and two of the best Horus Heresy books, for that matter). And their profile probably looks pretty cool, too: AP3 bolters, 4++ invulnerable save standard, Fearless, a Mastery Level 1 Sorcerer (with force weapon!) as the Champion... There's a few issues, however. First up: Slow & Purposeful. Not as much of a deathknell as it would have been in 5th Edition, but the Thousand Sons aren't carrying heavy weapons, so it's not exactly a bonus either. They're also incredibly pricey at 23 points per model, and the Sorcerer (who you ''must'' take) is 35 points extra (!). That Sorcerer also comes with a Mark of Tzeentch. Now, if you scroll back up to the psychic powers, you'll note that at least one of his powers ''must'' be rolled from the Discipline of Tzeentch, which is to say he can ''only'' take the Discipline of Tzeentch. This is a very, ''very'' bad thing. Basically, you'll be praying for DOOMBOLT, because Boon of Mutation is terrible in almost every way (and especially so for a "regular" infantry unit you won't be putting another Character into), the Primaris is meh (although certainly preferable to Boon of Mutation), and you can't use Breath of Chaos (with a cost of 2 Warp Charges). If you ''do'' get DOOMBOLT, you're pretty much set, since that'll allow you to take out tanks from a reasonable distance away, a capability the Thousand Sons otherwise lack. Those AP3 bolters, by the way? Yes, they're nice (especially if you catch some fellow Marines out in the open), but there's usually so much cover in the game right now that it won't matter. Similarly, don't expect to get much mileage out of that force weapon; the unit doesn't have grenades and their stats are largely mediocre for close combat (especially if they get swamped by a [[tarpit]]). **Oh, and they technically don't have models; instead, you have to get a far-too-expensive pack of [[bitz]] and add them to your regular Chaos Marines. **However, as usual, it's best not just to listen to Internet Advice. Many people do prefer to run them, just because, as mentioned above, they have ''really, really'' [[Awesome]] [[fluff]] (and they can do really well in friendly games). Still, it's best to avoid them in anything approaching a competitive environment. If you do decide to take them, it's best to take them in a Rhino, to provide them with some mobility to get around. **'''Alternative Opinion:''' While it is true that a primarily Thousand Sons-based army is noncompetitive,this isn't because they are a bad unit, but because they fill a very specific niche of bringing enormous pain to MEQs, and they're somewhat overpriced even for that. Honestly, if you want to have a fluffy and semi-competitive army, the best strategy would probably be to lean heavily on Daemon allies and dedicated transports in order to support and mutually complement your Thousand Sons squads.To sum it up, Thousand Sons can kick all kinds of ass, you just need to really know how to use them, and who to use them with. *'''Mutilators''': Close combat oblits and 55 points each. They can throw down each with a pair of the following weapons: chainfists, lightning claws, Power Swords/Axes/Mauls (pick one) per turn to [[RIP AND TEAR]]. Do note that they cannot use the same one each turn. On top of these, they can deep strike, have two wounds/attacks and can take a mark of chaos. The Mark of Nurgle is what you want - T5 is always great, even more with two wounds per model. Still... criminally low unit size and compared to paladins... NEVER EVER deep strike this guys, unless you want to force move gunlines (in which case you may consider Mark of Tzeench preferable to Nurgle) - with slow and purposeful they cannot run, so smart opponent would just kite them all day long. The thing that makes them suck is the fact that they can't have more than 3 of them so will be outnumbered in combat and won't put out enough attacks to reliably handle a unit and that they have slow and purposeful which makes them play catch-up with units while getting shot to death. Buy them a Land Raider or Dread Claw (Storm Eagle and Spartan are OK too, but they work better with BIG squads). Another tactic with these guys is to take one with MOK, and deep strike next to a heavy weapons unit. This gives the opponent a choice: ignore them and get charged the next turn, or waste their shooting on a relatively cheap guy. The other tactic is to put them in the backfield to make sure your cultists on objectives don't get charged and prevent them from getting linebreaker. **'''Alternative opinion:''' The strength Mutilators bring is the ability to effectively handle multiple types of units. Switching between handling termies (chainfists/axes) and hordes (mauls/lightning claws) is a very rare ability to have, and what makes them dangerous. Their base cost is high, but it includes versatility that other units would have to pay out the nose to get. The small squad size is somewhat alleviated by placing the unit in a Land Raider with a terminator character, or even 2. The lost squad size doesn't matter quite so much if you can only fit 5 models in a Land raider at a time. Even so, they stack up quite favorably against other units (aside from the tried-and-true hammernator squad), and the ability to throw 3 powerfist attacks per turn, not 2, makes them just as nasty for their points (2 attacks @ 40pts. = 3 attacks @ 60, with mark). Mark of Nurgle turns them into monsters, as you can no longer insta-kill them with S:8 hits, and allows them to stand up to other units with power fists. Their ability to insta-kill paladins whilst ignoring the poor guys' AP3 attacks is very fun, but don't forget that force weapons can insta-kill you regardless of toughness. *'''Chaos Contemptor Pattern Dreadnought (Forge World):''' Similar to the loyalist version, in that it has a WS5, S7, FA13 and Fleet all in one death-slinging package. Compared to a loyalist Contemptor since they replace Atomantic Shielding with a Hellfire Reactor, which allows the Chaos Contemptor a 4+ save against glancing hits and a 6+ save against pens. Oh, and he deals a S2 AP2 I10 autohit to any enemy psyker in base contact, in case you face Gey Knights. The Contemptor also has the advantage over the regular Chaos Dreadnoughts in that it isn't totally insane and gets access to weapons like Heavy Conversion Beamers, Chainfists, and Plasma Blasters (an assault 2, 18" [[Plasma Gun]]). In addition to those, they can also mount [[Bitches|Butcher]] Cannons (36", S8, AP4, Heavy 4), Havoc Launchers and Soul Burners (a half-range Havoc Launcher with Rending that Ignores Cover). Oh, and they can be dedicated to chaos gods - you remember how cool that was in 3rd edition right? (Updated as per the 2013 Imperial Armour Apocalypse) **'''Khorne:''' Your Contemptor gets Rage and Rampage. Slap a DCW or chainfist on this mother and run at shit. **'''Tzeentch:''' Your Contemptor gets to re-roll 1s on Invulnerable saves, and all its Heavy Flamers get Soul Blaze. **'''Nurgle:''' Your Contemptor gets It Will Not Die. **'''Slaanesh:''' No, you don't get your [[Sonic Weaponry|sonic weapons]] back, but you do assault and defensive grenades. *'''Decimator Daemon Engine (Forge World):''' It's the Chaos Contemptor's retarded brother, and it finally got a FAQ from Forgeworld for 6th edition! Costs the same, its armor is now the same as a Contemptor's, and not as fighty (WS/BS/I 3) at first, although it does have more attacks and a higher strength. But after reading its rules, you'll notice that it's immune to shaken/stunned because of possession, gets a 5+ invulnerable save for being a daemon and has "[[Awesome|Unholy Vigour]]" which means it can regrow it's blown-off weapons and legs on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN, regaining D3 HP in the process! The only downside is that rolling a 1 once it's wrecked means it stays dead for good, but why look a gift horse in the mouth? The Decimator can give up one or both of its claws to mount the following weapons: **Decimator Siege Claws: your Decimator comes stock with two of these, providing a total of 4 S8 '''AP MOTHERFUCKING 2''' Lightning Claw attacks plus built in heavy flamers. They also confer smash with some extra fun: a smash attack against a building or transport that successfully penetrates will do an additional D6 heavy flamer attacks against the occupants per heavy flamer, meaning two siege claws and a charge gives you a potential 6D6 heavy flamer hits against anyone inside - Falcon PUNCH! This is the seven billionth thing Forge World has given us with the word "siege" in it. **Butcher Cannon: Not much of point taking these anymore, seeing how a Forgefiend already has two guns with an identical profile plus pinning. If you really, REALLY wanna cover the board in S8 AP4 fire, then by all means take a few decimators with butcher cannons. **Storm Laser: 36" S6 AP3 Heavy D3+2. The laser is best purchased as a pair like the Butcher Cannon and is super effective against MEQ's, especially the ones you don't want to get close to (Death Company, Lynchguard, Crisis Suits, Tyrannid Monstrous Creatures, etc). **Soul Burner Petard: Like the Contemptor's, only it ''doesn't'' Ignore Cover and uses the large blast marker as opposed to the small. This weapon will squish Orks/Bugs/Guard and all other manner of [[tarpit]]s to dust. You only need to buy one of these (Ordnance weapon), retaining a Siege Claw for the fighty bastards that get too close. **Heavy Conversion Beamer: Very expensive and radically alters the way you play this guy. There isn't much this gun can do that butcher cannons (which are now pointless) or siege claws will. On the one hand, you can hide this thing in some ruins and if you're lucky, you ''might'' be able to tag one or two vehicles/squads before they get out of its useful range. *The Decimator can be dedicated to one of the Gods (Note: you require an independent character with that same mark/daemon of same god in order to do so) as follows: **'''Khorne:''' Gains the Rampage USR for +15 pts. Against hordes you're guaranteed an additional D3 attacks, not to mention the damage a double siege claw or claw/soul-burner and Khorne dedication can do to MEQs and TEQs. **'''Nurgle:''' Gains the It Will Not Die USR for +25 pts! Arguably the best, no matter what the load-out. Think of it as a possessed vindicator, only better. Send this badass barrelling against the enemy lines as it just flat out ignores being shot at by most weapons. Seriously, any army that [[Railgun|isn't equipped for the job]] will have an outright bitch of a time putting down a Nurgle Decimator! **'''Slaanesh:''' Counts as armed with assault and defensive grenades. Only really useful on boards with lots of terrain and even then, defensive grenades provide a modicum of protection if you're ridiculously close. MIGHT be useful with the heavy conversion beamer but otherwise just not that good anymore since it costs the same as Khorne Dedication - give it a pass. **'''Tzeentch:''' Re-roll to-hits of 1's for shooting attacks and counts Heavy Flamers (if any) gain the Soul Blaze special rule for +25 pts. A solid choice that plays to the Decimator's strengths while boosting one of its weaknesses, load out with a storm laser and a siege claw to do HORRIBLE things to light-armoured mech armies. *'''Blood Slaughterer (Forge World):''' Yes, it really is called a ''Blood Slaughterer''. Yes, that's the stupidest name for anything EVER, but it fits. Raging, possessed, WS5/BS1 dreadnought with 2 dread CCW's and gets +D3 attacks on the charge. They also get the option to take a ranged weapon called an impaler which always hits on 4+ regardless of BS, CANNOT ever be snap fired and acts exactly as a Blood Angels magna-graple (albeit AP 3 instead of AP 2), except it allows you to drag monstrous creatures as well. They can be taken in vehicle squadrons of 3, cost a scant 130 points but do require a squad of Berserkers to field. *'''Plague Ogryns (Forge World):''' 50 pts./model ogryns with S6, FnP and D6 poisoned 2+ attacks. Just like everything Nurgle here, they require you to take a squad of plague marines to field these. Unfortunately, they are slow and purposeful, so your call. *'''Land Raider Proteus (Forge World):''' Oldschool battle tank type Land Raider - it lacks transport capacity and assault ramp of regular Land Raider, but comes cheaper and have multimelta AND melta-imune options. It also could fuck up enemy reserve rolls or boost yours and prevent infiltrators to deploy within whooping 24" around him. Overall a good choice if you want to use it as battle tank instead of terminator party-buss. *'''Slaaneshi Sonic Dreadnought (Forge World):''' '''While no longer available in 6th ed''', you could formerly upgrade any Dread in a regular Chaos Space Marine army, as long as it includes a unit of Noise Marines. You basically pay 20 points for a Dirge Caster and assault grenades and the option to take a Doom Siren in place of a Heavy Flamer (a nice upgrade from AP4 to AP 3), a pair of Sonic Blasters instead of a twin-linked Heavy Bolter and a Blastmaster instead of a twin-linked Autocannon. It suffers from all the shortcomings of a regular Chaos Dread (which are fewer in number since the FAQ that improved the results of a Fire Frenzy roll), but it may be a good choice in a fluffy Emperor's Children list. Also, how can you say no to more sonic goodness? *'''Giant Chaos Spawn (Forge World):''' Just like the Chaos spawns, the giants have been redone. Still Monstrous Creatures with S/T6 and 4 wounds with 4+ armor save. Has the same stats, but lost slow and purposeful along with feel no pain. Now it has Fear, Fearless, Rage, Random Attacks, and Mutated beyond Sanity. If the random attacks don't sound great how about 2+ feel no pain or -2 to enemy initiative? Autocannons and heavy bolters will ignore it's armour saves but now you can get cover easily inn 6th. **'''Mutated Beyond Sanity:''' This is what makes the Spawn really good. At the beginning of each fight roll a D3 for an ability. ** 1 Sword-spines. All models in base contact at the Initiative 10 step take an automatic S6 Ap- hit. ** 2 Gibbering Jaws. All models locked in combat with the Spawn suffer -2 to Initiative, models with Fearless ignore this. ** 3 Frenzied Regeneration. The Spawn gains feel no pain 2+ special rule.
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