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==Legions And Renegades== Here we go, the main thing that gives the Chaos Space Marines their character and, depending on which Legion you go with, radically alters their playstyles. Everyone has their own favourite group and way of playstyle, so pick your traitors and try to find what synergizes best with their traits, relics and stratagems. However, because GW hates you (yes, you specifically), CSM are the only faction in the game that makes sense to have a build-your-subfaction, unlike Daemons or Harlequins, but can't field custom legion. Do note that Renegades, while having relatively powerful traits, are unable to use the Veterans of the Long War Stratagem. This is important as the Stratagem is one of the best ways to deal with higher Toughness enemies. Finally, any character unique to a Legion (or Renegade warband) must use their own Legion's/Warband's Warlord Trait. ===[[Alpha Legion]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:AlphaLegion.jpg|100px|left|]] In the grim darkness of the far future, there is no such thing as Truth. Thematically the Alpha Legion are known for their mastery of Deception, Covert Ops, Sabotage, and Information Warfare. {{Blam|<s>May or may not be loyalist</s>}} {{Blam|HERESY!}} Crunchwise, the sons of the Hydra can throw a wrench in anyone's plans while maintaining board presence. While their offense isn't as overwhelming as the Iron Warriors or targeted like the Raven Guard, but they can definitely play the objective game well. When you want to control the board and minimize your own losses, take no substitutes. <div class="mw-collapsible-content"> *'''Legion Trait: ''Hidden in Plain Sight'':''' Your opponent must subtract 1 from their hit rolls when targeting units with this trait if they are more than 12" away or more than 18" if the {{W40kKeyword|ALPHA LEGION}} unit has 10+ wounds. In addition, if units with this trait fell back, they can still charge or perform actions. A good trait in general that works on everything, especially Helbrutes and Hellforged Dreadnoughts. Also decent if you are playing a kind of gunline or artillery-based army. *'''Secondary Objective: ''Infiltrate and Subvert'':''' All {{W40kKeyword|Infantry}} units gain a unique action they can perform on an objective within 6" of the enemy DZ. If they survive that turn, you can subvert an objective on a 3+ (5+ if {{W40kKeyword|Cultists}}), making the enemy unable to cap them and making all actions near them fail. This is all a lot stronger than, say, the Black Legion's objective and scores more VP easily (3 VP normally, 4 VP if it's done fully within the enemy DZ), but this comes at the cost of location restrictions. *'''Warlord Traits:''' **'''''I am [[Alpharius]]'':''' In addition to this Warlord trait, your warlord generates a random universal CSM Warlord trait. If this warlord is slain, you may immediately select another {{W40kKeyword|ALPHA LEGION CHARACTER}} in your army to take their place and ''choose'' a Warlord trait for them (that isn't this one - the whack-a-mole nerf has come). If the mission you are playing grants victory points for slaying the enemy Warlord, your opponent will only achieve that objective if that second {{W40kKeyword|ALPHA LEGION CHARACTER}} in your army has been slain. Still just as adaptable, and it's always hilarious to see an enemy's attempt to Slay the Warlord fail, especially if they have to hoof it to someone on the other side of the battlefield. **'''''Clandestine'':''' When targeting this warlord, unmodified hit rolls of 1-3 fail. Plus, this warlord gains +1 save in cover. **'''''Headhunter'':''' The warlord can snipe characters with pistol & rapid fire weapons, re-roll wound rolls for these weapons, and to add a cherry on top, causes mortal wounds on unmodified 6s. **'''''Master of Diversion'':''' Right before the first turn begins, select up to 3 other {{W40kKeyword|ALPHA LEGION}} units and redeploy them following the usual deployment rules and/or get placed into strategic reserves. Lets you kind of bait out your opponen'ts deployment choices. **'''''Cult Leader'':''' Makes cultists slightly more dangerous! One pack of cultists within 9" of the warlord get +1 to hit and -1 AP in range and melee. Great for accursed cultists, pathetic on cultist mobs. ***Best used in combination with ''Icon of the Hydra Cult'' to improve your (accursed) cultists. **'''''Convert Control'':''' One {{W40kKeyword|CORE}} unit within 6" can shoot and perform actions. In addition, this chosen unit gains obsec or count as double if they already had it. *'''Stratagems''': **'''Conceal (2/3 CP)''': Select an Alpha Legion Infantry unit. Until the end of your opponent's shooting phase, that unit cannot be targeted unless it is the closest eligible target, or the shooter is within 12". Costs 3 CP for Power Levels <s>over 9000</s> 10+, 2 otherwise. **'''Deadly Ambush (2CP)''': Use in the reinforcements step. Select one enemy coming out of reserve, until the end of your '''next turn''', all your units get +1 against them. ***''This isn't AUSPEX SCAN,'' you can't shoot at them right after Deep Strike, only having +1 to all attacks until your next turn (including OVerwatch). ***This is a really subtle strat, which lets you turn the tables a bit on a deepstriking enemy. Not only are you hitting more accurately when you overwatch/fight back, but because it extends to your next turn, your counterattack will be brutal. **'''Coils of Deception (1CP)''': An Alpha Legion unit can fall back and shoot. **'''Forward Operatives (1CP)''': An Alpha Legion infantry unti can make a pre-game move, with the usual 9" away stipulation. You can use this strat twice in larger games, but not on the same unit. **'''Renascent Infiltration (1CP)''': An Alpha Legion infantry unit more than 6" away from an enemy unit can go back into strategic reserves. Unlike other strats, they don't need to be near an edge, just away from an enemy. **'''Sabotaged Armory (1-3 CP)''': It's Back! So long as you have an Alpha Legion unit on the battlefield, when an opponent rolls to explode, they just go boom. 1 CP if the wounds is 9 or less, 2 CP for 10-19 W, and a whole 3CP if it's any more than that. **'''Scrambled Coordinates (2CP)''': Used during the reinforcement step. Pick two Alpha Legion CORE units, the enemy cannot bring down reserves anywhere within 12" of ''either'' of them. ***This really fucks with the opponent's plans, because you can pick '''two''' CORE units rather than just one. Deepstrike heavy armies like Grey Knights will have to sit on their asses for a turn because being outside of 12" means '''they can't charge.''' **'''Veiled Agenda (1CP)''': Revamped to actually work with the new rules. You don't reveal your secondaries to your opponent, ''[[That Guy|but you still gotta write them down]]'', and you don't reveal them '''until you score Victory Points/Experience Points for that secondary'''. ***Want to fuck with your opponent's head? Take secondaries that require a tally, because RAW, [[That Guy|you only score VP after the battle]]. Of course, lots of secondaries actually have that wording, but any secondary that requires you to perform an action also implies that you're announcing that you're performing it. *'''Relics''': **'''''Blade of the Hydra'':''' Replaces a model's chainsword. With a profile of S+1 AP-2 and 1 damage, a solid close combat option, never mind the D3+3 instead of 1 extra attacks it gives you or, if you happen to be within 3" of enemy 6+ models, an extra 6 attacks instead. ***Flames of Spite for rerolling wounds, failed or not, to try and procc those UM 6s. The extra MWs helps make up for it being only D1, too **'''''Drakescale Plate'':''' {{W40kKeyword|INFANTRY}} model only. Provides a 2+ armor save and when attacking a model with this relic, wound rolls of unmodified 1-3 always fail. Very good, but sadly cannot be taken by a Daemon Prince. ***Stacks with Clandestine for a 0+ save in cover (it'll take -4 to affect your save, bc AoC and +2 from Clandestine and Cover, but all 1s still fail) and all hit rolls of 1-3 fail, but because it's INFANTRY only, isn't really an autotake combo. **'''''Mindveil'':''' A model with this relic rolls a D6 and adds the result to the model's move characteristic, also allowing them to move across other models and terrain as if they're not there - they can charge across other models other than buildings as if they're not there. **'''''Hydra's Wail'':''' Usable once per battle whenever your opponent uses a stratagem that isn't Command Re-roll. Your opponent must spend one extra CP to use that stratagem for the rest of the battle, which is a massive step up - especially for stuff like Transhuman Physiology that makes enemy marines tankier or on anything that can boost the effectiveness of weapons. **'''''Viper's Bite'':''' Replaces a bolt pistol. 18" Pistol 6 S4 AP-3 D1. This relic competes with the Hydra's Teeth for Headhunter warlords. **'''''Hydra's Teeth'':''' Model with a bolt weapon only. Each time they shoot, they can choose to use these rounds. The bolt weapon of the bearer only fires one shot but automatically hits. In addition, the bolt weapon's profile is improved in the following way: +2 S, -2, +2D, and ignore invulns. ***As an example profile, giving this to a combi-bolter turns it into: 24" 1 autohit at S6 AP-2 Damage 3, ignore invulns. ***combine with Headhunter for all that and snipe characters. **'''''Icon of the Hydra Cult'':''' Cultist units within 6" get dense cover (cultist characters can take this) *'''Special Characters''' **'''Arkos The Faithless (LEGENDS):''' A chaos lord with a combi-melta and an SUser AP-2 D3 weapon that improves wound rolls by one except against vehicles. He also has a 6" +1 to advance charge distances aura and can infiltrate 9" or more from enemy models. Instead of 4++ he has a 5++ that reduces to-hit rolls made against him by 1. Not bad for 120 pts. *'''Secondary: Infiltrate and Subvert''' (Shadow Operations) Any non-CHARACTER INFANTRY unit can attempt to perform this action if they are wholly within 6" of your opponent's deployment zone. This action begins at the end of your movement phase, and ends at the end of your next Command Phase. If you complete this action, ''and are within range of an objective'', roll a D6 to see if you manage to subvert the objective. On a 5+ for Cultists, 3+ for any other unit, the subversion is successful and the '''enemy can never hold, control, or perform an action on said subverted objective.''' **Score 4vp if you were wholly within the enemy deployment zone, 3 VP if you were outside, or had models outside of it. **This is fucking annoying, but very Alpha Legion, and can be combined with your Veiled Agenda stratagem to really be a big FUCK YOU to your opponent. '''You will need to announce the action,''' but you won't need to reveal the full details of what you've done ''until after the action is completed'' (you score VP once it's been completed). **The wording is also pretty weird, for two reasons: ***one, it's not tied to an objective, just a specific zone around your enemy's deployment zone. The subversion part only occurs if you ''just so happen to be'' within range of an objective. ***and two, because unlike other secondaries, there's nothing about what happens if an opponent was ''on the objective'' as you subverted it. *'''Tactics:''' Here are some tactics that are better off being used in an Alpha Legion army than any other. **''I Have No Save, This Is A Lie:'' Stupid name aside, here's a really annoying, if stupid, build you can pull that will make your friends despise you and your family disown you. Firstly you need something with a 2+ Save, I'll use a Lord Discordant for this example. Give them the Clandestine Warlord Trait so they can get an additional +1 to Armour Save Rolls in cover, on top of only being able to be hit on 4's at best as a neat sidegrade. Now he is a Vehicle so he can't get cover normally, we'll come back to this. Next, give them the Gorget of Eternal Hate, which will provide a nice if unnecessary 4++ Invuln and more importantly: Another natural +1 to Armour Save Rolls. If you're using a Termie Lord you should be fine there, but for a Lord Discordant you'll also want to take a Dark Apostle that has the Benediction of Darkness Litany, this is essential otherwise your Disco Lord won't get cover naturally and Clandestine would go to waste. And huzzah! You now have a Lord Discordant/Termie Lord/Termie Sorcerer/Warpsmith (if that's your thing) with an effective -1+ Save with Light Cover, combined with Armour of Contempt makes it so that the notion of a Meltagun bringing you down to your Invuln is completely laughable. Is it a complete meme that kinda falls apart as soon as it gets into melee? Yeah. Is it fun? Absolutely, but from experience I can say that your friends might want you hung, drawn and quartered after playing against it just once, I mean just you try shooting down a big scary techmarine on a daemon spider machine that practically has a 2++ Invuln against anything that isn't a Railgun all while it's coming to murder your cool new tank. </div></div> ===[[Black Legion]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:BlackLegionInsignia.png|100px|left|]] In the grim darkness of the far future, the galaxy will burn. Thematically the Black Legion are arguably the largest force of Chaos Space Marines, their exact size is unknown and they do not worship any singular entity. They are all united by one desire: to finish what Horus started and to tear down the Imperium. After all, united behind the Warmaster, how can you fail? The Black Legion are easily the favourite Chaos Space Marines of Games Workshop, being the poster boys of the faction (even though they're not on the cover). This leads to them having rather basic options to allow them to fill practically any role you want. They also were the first to get expanded WTs, Stratagems, and Relics. While they aren't the most competitive it's hard to go wrong with them, as it should be for the "ordinary" Chaos Space Marines. <div class="mw-collapsible-content"> *'''Legion Trait: ''Black Crusaders'':''' Units with this trait ignore all modifiers to Combat Attrition. In addition, they gain +1 to hit if they charged or they shoot the closest enemy. While combat attrition is...meh, the +1 to hit is a lot more useful and easily stacks with any re-roll buffs from your Chaos Lords and Daemon Princes. This harkens back a little to their origins as the shock attack forces of the Legiones and with the multitude of guns at your disposal it's hard to go wrong. *'''Secondary Objective: ''Despoil Dominions'':''' All {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Bikers}} gain a new action that lets them desecrate the objective they're on instead of shooting. Not only does this score VP (1 if it's in your DZ, 4 if it isn't), but any enemies near that objective also fail any actions they attempt on a 4+. Lucky you that your secondary actually lets you perform some (meager) effects on the enemy while still being able to fight. *'''Warlord Traits:''' As the poster-boys of the CSM, as well as the Imperium's main antagonists, the Black Legion have several traits they can choose from, which also work really well with their unique Stratagems. **'''''Veteran Raider'':''' In your Command phase, you can select one friendly {{W40Kkeyword|BLACK LEGION CORE}} or {{W40Kkeyword|BLACK LEGION CHARACTER}} unit within 6" of this {{W40Kkeyword|WARLORD}}. Until the end of the turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back. **'''''Indomitable'':''' All damage to your warlord is halved. Pairs very well with characters that are likely to draw heavy fire from your opponent. Looking at you, Lord Discordant. ***Half damage is a rare feat nowadays, especially after it was removed from Helbrutes/Dreadnoughts in 8e. Stack relics like the Gorget of Eternal hate for some vicious tankiness. **'''''Merciless Overseer'':''' In your Command phase, you can select one friendly BLACK LEGION unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, if your army is engaged in Wanton Destruction or Wanton Slaughter, that unit is considered to be engaged in Wanton Massacre for that attack instead. **'''''Soul Eater'':''' Each time this WARLORD makes a melee attack, you can re-roll the wound roll and Each time this WARLORD fights, after it has finished making its attacks, if one or more enemy models were destroyed by those attacks, this WARLORD regains up to D3 lost wounds. ***You dont even have to kill the entire unit to benefit from this, so this can go great on anything, but is obviously best on something tough enough to survive fights with at least some wounds remaining. **'''''Trusted Warleader'':''' Roll every time you use a command point. On a 5+, it is refunded. A trait that can pay for itself, although it can't trigger successfully more than once per battle round. **'''''Paragon of Hatred'':''' Reroll charges for your warlord, and add one to their attacks when fighting, increasing to D3 when fighting {{W40kKeyword|IMPERIUM}} units. The extra attacks can be handy, but rerolling charges is critical for a character that wants to smash face, like termie lords, lord discordants and daemon princes. *'''Stratagems:''' **'''''Heralds of Doom (2 CP)'':''' Use this in your command phase and pick a {{W40kKeyword|BLACK LEGION LEGIONARIES}} unit that's on the battlefield. Until your next command phase, they gain an aura that turns off any enemy unit's ''Objective Secured'' abilities. Good to use against blobs of ObSec enemies (like Orks) or if you're running MSU. That said, the 2 CP requirement makes this a rather niche choice, especially when compared to other options. **'''''Vengeful Skies (3 CP)'':''' Used once per battle in your command phase, if any {{W40kKeyword|BLACK LEGION CHARACTER}} models are on the board. Place a marker anywhere on the battlefield, and then in your next command phase, place another marker anywhere within 12" of the first one and draw a straight line between them. Roll a d6 for each unit that line passes over or through, adding one to the roll if that unit contains 11 or more models, and subtracting one from the roll if that unit is a {{W40kKeyword|CHARACTER}}. On a 3+, those units suffer d3 mortal wounds and the markers are removed. Frankly terrible, the cost in CP is absurd and your opponent will do everything they can to avoid taking damage from this. Hard pass. **'''''Unrelenting Onslaught (2 CP)'':''' Used in the movement phase, when you choose to move a {{W40kKeyword|BLACK LEGION}} unit. Until the start of your next movement phase, that unit ignores modifiers to their movement, advances and charges, and can shoot and charge if it fell back. Not too shabby, the movement buff is a welcome addition, but being able to shoot and charge after falling back stops your opponent from being able to tie up your units effectively. **'''''Confluence of Traitors (1 CP)'':''' Use this in the command phase. Select one {{W40kKeyword|HERETIC ASTARTES}} unit, and then pick a Legion trait to give them until your next command phase. This opens up some interesting plays, and adds a great deal of flexibility to your army. Can be a clutch pick in some cases. **'''''Bringers of Despair (2 CP)'':''' Use this at the start of your ''opponent's'' fight phase, when you have a unit of {{W40kKeyword|TERMINATORS}} within 3" of any enemy unit. They now are eligable to fight, they fight first, ''and'' they get an extra attack. Absolutely bananas, if you can convince your opponent to charge your block of 10 Terminators. **'''''Tip of the Spear (2 CP)'':''' Reworked in the new codex. Used at the start of the charge phase. If you have no {{W40kKeyword|BLACK LEGION}} units within engagement range of any enemy units, you can select a {{W40kKeyword|BLACK LEGION CORE, DAEMONKIN, or CHARACTER}} unit that is closest to an enemy unit. Until the end of the turn, they can reroll charges, and if the enemy unit is within range of an objective marker or within their deployment zone, they get an extra point of AP. The extra point of AP is okay, but rerolling charges makes this amazing for things that rely on it, like any deepstrikers. Warp Talons and close combat Terminators will love this. **'''''Lord of the Ezekarion (1CP)'':''' Give your warlord another warlord trait, unless your warlord is a [[Lord Discordant|daemon]] or named character. Pretty damn good, there's loads of deadly comboes you can pull off with this, with the only drawback being that it's limited to non-daemon HQs. **'''''Hatred Unbound (2 CP)'':''' Use this when your warlord is on the field and your army is engaged in Wanton Destruction, Massacre or Slaughter. If so, then choose a {{W40kKeyword|BLACK LEGION CORE}} unit within 18" of your warlord. They can gain the benefit of all the Wanton abilities. Good if you have a unit nearby that likes to be in certain turns, like Havocs. *'''Relics:''' Yep, because why wouldn't they get a lot of them as well? **'''Loyalty's Reward''': Use this on a model with a bolt weapon. When targeting models with the {{W40kKeyword|IMPERIUM}} keyword, successful hits score 1 mortal wound. If you target any other models, a successful wound scored 1 mortal wound instead. Very very meh. **'''Cloak of Conquest''': Grants {{W40kKeyword|CORE}} and {{W40kKeyword|CHARACTER}} units within 6" ''Objective Secured'' Severely nerfed from the old codex, this now has the niche use of giving things like Terminators and Havocs ObSec, if you're not already using another ability to do so. **'''Ghorisvex's Teeth''': Replaces a chainsword. AP-3 D2 that adds +3 attacks. The loss of the mortal wounds this weapon grants from the last edition has hurt the usability of this weapon, and the wealth of weapon relics that Chaos gets means that there will always be a better option. **'''Sightless Helm''': This relic lets you ignore hit, weapon and ballistic skill modifiers, improves the AP of any attack made by 1, and lets you ignore an enemy unit's cover save. Can be used by cultists, but why would you? A nice little upgrade for something like a Lord Discordant, who has a wide variety of attacks that benefit from this. **'''Wrath of the Abyss''': Essentially a thunder hammer with and extra point of AP and no -1 to hit. Not great, not terrible. **'''Trophies of Slaughter''': Add 3" to the bearer's aura abilties, except for psychic powers, and force enemy units within 9" to subtract 1 from ''Combat Attrition'' tests. Has a few niche uses, notably with increasing a Master of Possession's Rites of Possession ability to 15", but there are better options out there. **'''Veilbreaker Plate''': {{W40kKeyword|TERMINATOR}} models only. Reduce incoming AP by one, and once per game you may use the following ability. In your movement phase, if the model with this relic did ''not'' arrive via reinforcements, then you may move the bearer and one {{W40kKeyword|BLACK LEGION CORE}} unit within 3" more than 9" away from any enemy models, with both units moved this way within 6" of each other. Reducing incoming AP is utterly pointless on models that can take this in the era of Armor of Contempt, but the other ability is essentially the Necron relic Veil of Darkness, with all that it implies. You can drop a squad of melee Terminators or Legionaries in someone's face, and you can even pull a friendly unit out of a fight and drop them somewhere safe. An incredible pick and one that may be worth building around. ====Unique Characters==== Of course the Black Legion naturally have the most special characters, while the other Legions are struggling to get even one. *'''[[Abaddon the Despoiler]]''': Abaddon, armless failure though he is, now at least has stats and rules worthy of the Warmaster name. Abaddon is now a {{W40kKeyword|SUPREME COMMANDER}}, and so he ''must'' be your Warlord (unless you're also bringing Magnus, Morty, or Angron); ''if'' he's your Warlord, he also gains the {{W40kKeyword|AGENT OF CHAOS}} keyword, meaning you can take him with other Legions or other {{W40kKeyword|CHAOS}} factions without breaking any monofaction bonuses. And for 300 points (significantly cheaper than the Primarchs) you're going to want to take him, because he buffs everyone: as '''Lord of the Traitor Legions''' he is able to let one friendly {{W40kKeyword|HERETIC ASTARTES CORE}} or {{W40kKeyword|CHARACTER}} re-roll hits (and wounds if they're {{W40kKeyword|BLACK LEGION}}), and he pushes all {{W40kKeyword|CHAOS CORE}} within 6" to add 1 to Charge rolls and re-roll hit rolls of 1, because why not let War Dogs join the fun. **WS/BS 2+ S6 '''8A''' T6 2+/4++ 9W means he's still able to cower behind his bodyguards. Not that he needs it, because the codex will give him figurative [[Plot Armor]] via '''The Mark of Chaos Ascendant''' and '''Dark Destiny''' : Dark Destiny means that he can never lose more than 3 wounds per phase; the Mark of Chaos Ascendant gives him ''four'' fucking abilities: **# +1 Strength in a turn he charges, was charged, or performed a Heroic Intervention. **# The first failed saving throw each turn does 0 damage. **# [[Bullshit|Attacks that are either at his T (so S6) or at least double (so S12) are at -1 to Wound, so 4s become 5s and 2s become 3s]]. **# And he fights first, because why not. **His weapons have also been similarly buffed: The Talon's gun half is now an Assault 4 Heavy Bolter, while the Choppy half is S6(7 if you charge) AP-4 D1, but you can make 2 hit rolls for every attack made with this weapon. But you probably won't ever be using that profile, not when Drachnyen no longer throws a bitch-fit every time Abaddon fails: Drachnyen no longer needs to roll to be used and is now S+3(9/10) AP-4 D3, with unmodified wound rolls of 6 doing 1d3 mortal wounds ''on top'' of any damage. *'''Haarken Worldclaimer''': The Lord of Raptors has received a massive points increase, and with it, a stats boost. First, weapons, still can't use the Helspear in melee, but now its S7 AP-3 D3 and functions similarly to Mortarion's Lantern. Likewise his lightning claw has gotten mastercrafted (renamed to "Herald's Talon"), don't worry the extra attack and the loss of DttFE have been baked into his stats, bumping him up to A7. Alas, he's also the last relic from a bygone era as the ONLY Chaos character that can take a jump pack, meaning he'll easily leave every other character in the dust bar a daemon prince. Abilities wise, Haarken has a Chapter Master re-roll hits ability with an added caveat where if you select a {{W40Kkeyword|Raptors}} unit in the Command Phase they can re-roll wound rolls as well. Likewise, as a Chaos Lord he finally has a normal reroll 1's to hit aura for {{W40Kkeyword|Core}} units, something he sorely lacked in 8th. Head Taker lets him gain a permanent +1 to his attacks for every {{W40Kkeyword|Character}} he's slain, which also adds an additional 6" to his Herald of the Apocalypse ability. HotA has a maximum range of 24" and causes an additional model to flee when a morale test is failed if an enemy unit is in range of him. Lastly, to top it all off, he has a 4++. Now, is he better? Hell yes he's better, but is he any good? Well, the thing is that he's pretty much just gotten better at doing what he already did, acting as a character killer and morale dropper, the issue with that is that usually those two things don't blend very well together. Since characters care little for morale and those units that actually do don't generate Haarken an additional attack or expand his debuff aura. The best way to use him probably would be with Raptors (duh), have them debuff the infantry with their -1 morale, while Haarken goes for the characters that are supporting them. Appropriate, given how the fluff depicts him. ====Tactics==== </div></div> ===[[Emperor's Children]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:EmperorsChildren.jpg|100px|left|]] In the grim darkness of the far future, there will be only excess. Thematically the Emperor's Children are worshippers of Slaanesh who seek excess and perfection in all its forms, and they'll do anything they can to achieve both; they have favored precise execution, coordination, and tactical superiority since their creation. The Emperor's Children never have to worry about their accuracy, giving them great deal of mobility with firepower and melee. Warlord traits, Stratagems and Relics help to put additional suffering and pain on anyone who tries to fight your men, while giving praise and prayer to the Prince of Excess. <div class="mw-collapsible-content"> *'''Legion Trait: ''Flawless Perfection'':''' Each time a model with this trait makes an attack, you can ignore any or all hit roll, Weapon Skill or Ballistic Skill modifiers (meaning Noise Marines [[wat|have relatively little use for Doom Sirens]]). The second part of the trait adds a small but handy bonus to AP on unmodified 6s to wound, both on melee and ranged attacks. **Let's go over stuff you can ignore hit, BS and WS modifiers: ***Swing Unwieldy melee weapons (Power Fists, Heavy Chainaxe, Helbrute Hammer and etc.) with great accuracy (2+ to hit if Unit can take Icon with Mark of Slaanesh). ***Fire both guns with Combi-weapons. ***Fire Vehicle Heavy weapons in melee. ***Fire Heavy weapons after moving. ***Fire Assault weapons after advancing. ***Ignore Dense cover. **{{W40kKeyword|EMPEROR'S CHILDREN}} Noise Marines count as troops instead of Elites, allowing armies of them again. **All units must be Slaanesh Marked if they can be; all units must pay for the upgrade if available (Core and Characters); if a datasheet has the {{W40kKeyword|UNDIVIDED}} keyword but no option to buy the Mark, the mark replaces that keyword; if they don't have either option nor keyword, they simply add {{W40kKeyword|SLAANESH}} on their datasheet. ***tl;dr everyone is slaanesh, all slaanesh stratagems are compatible with any unit. But only those with Mark of Chaos can benefit from the mark and icon perks. So your Daemonkin, Daemon Engines and Vehicles are out of luck for melee, but still have the Legion trait. *'''Secondary Objective: ''Adorn the Canvas Eclectic'':''' You score 1 VP for each turn where any of the following: You control more objectives than the enemy, you killed more enemies in melee, you killed more enemies in ranged, and your character killed more enemy characters. Pretty cut and dry and plays to the aggressiveness of the EC, with a bonus perk of scoring an additional VP for each turn where you managed to score all of those conditions. *'''Warlord Traits:''' *#'''''Stimulated by Pain'':''' Gain 1 attack for each wound suffered, up to a maximum of 3. If you heal any wounds, you lose the associated bonus attacks. Meh on most footslogging characters, but can turn a demon prince into (even more) of a murder machine. **The new codex brought a second part to this trait, letting the warlord fight one last time when being brought down and in engagement range. *#'''''Intoxicating Musk'':''' -1 to hit to penalty for enemy units within 3". Faultless Duelist will pretty much always be better... But note that Musk affects units, not models, with all its consequences. *#'''''Unbound Arrogance'':''' Use during the fight phase. Each player secretly chooses 1, 2, or 3. If the numbers match, nothing happens. If they don't, you add the number you choose to your warlord's attacks. As one of the few traits in the game that can fuck you over, you really shouldn't be picking this one. Like, at all. *#'''''Faultless Duelist'':''' Re-roll all melee attack rolls AND subtract one from attacks of enemy models within engagement range. *#'''''Glutton for Punishment'':''' All hits against the Warlord reduce the damage dealt by 1 (minimum 1). Also lets the character ignore MW on 5+. Makes you a bit more likely to survive your IMPERIAL FISTING, but durability isn't why you picked this legion. ***Only caveat is that this WT does not let Lords Discordant reduce damage by 1. *#'''''Loathsome Grace'':''' You can re-roll advances and charges for the warlord. Also adds +2M. May not only get your dude into combat faster, but lets your buff character keep up with its faster buff recipients, MoP with possessed as an example. *'''Stratagems''' **'''''Combat Elixirs (2CP)'':''' Time to dig into the Deldar's drug stash! Pick a CORE or Character at the start of the fight phase, they add 1 to their S and their WS for the rest of the phase. ***A step up from the last version, since you can apply it on any unit and it provides 2 buffs rather than just one. **'''''Cruel Bladesmen (1CP)'':''' Pick a {{W40Kkeyword|HERETIC ASTARTES}} unit, and all models in that unit increase their AP by 1 ***Specifically for fucking with Armor of Contempt, use this to get AP2 chainswords, or shred through saves with Accursed Weapons. **'''''Excess of Violence (1CP)'':''' Used in the Command Phase if you're still in the Wanton Destruction/Massacre phase, one EMPEROR'S CHILDREN INFANTRY will now count as being in Wanton Slaughter. **'''''Excruciating Frequencies (1CP)'':''' '''''THINGS SHALL GET LOUD NOW!''''' Pick a unit in the shooting phase, when they fire their sonic weapons, each UMWR of 6 deals a MW, to a max of 6. After they've fired their shots, pick one unit that was hit, they are now unable to OVERWATCH or SET TO DEFEND. **'''''Honour the Prince (1CP)'':''' {{W40Kkeyword|CORE}} or {{W40Kkeyword|DAEMONKIN}} only. Usable in either the Movement or Charge Phase. If used in the movement phase, autoadvance 6". If in the charge phase, you roll D6+6 rather than 2 dice. ***Ensures your Warp Talons can make the charge out of deepstrike, or lets your Noise Marines get in danger close for the +1 D on sonic weapons. **'''''Incessant Disdain (1CP)'':''' Use during the enemy charge phase, during the Heroic Intervention step. A Core or DAEMONKIN can now Heroically Intervene ''or'' a Character may now Heroically Intervene 6" Horizontally and 5" vertically. **'''''Death Ecstasy (1CP)'':''' ''Spank me harder, [[World Eaters|Daddy]], you're going to make me [[Exploding dice|explode on 6s]]'' Use this in the Fight phase, when a unit is the target of an attack. If the targeted unit hasn't made any of its attacks yet, do not remove any casualties; after the opponent has made their attacks, all destroyed models can fight before being removed from play. ***Because all of your dudes are Emperor's Children, you're going to have pseudo-interrupt anyway. This is also just the Creation of Bile tactic. **'''''Soporific Gaze (2CP)'':''' Use this stratagem at the start of the Fight Phase. Select one Emperor's Children Character then select one enemy unit within 3" of it. That enemy unit '''cannot fight until all of your eligible units have done so.''' ***Fight Last is always great, and can cancel out Slaaneshi-type Fight Firsts. *'''Relics:''' **'''Armour of Abhorrence''': {{W40Kkeyword|Infantry}} only. Enemies within 3" cannot fall back on a 4+. **'''The Endless Grin''': Gives an {{W40Kkeyword|INFANTRY}} model a 6+++, and when the bearer is destroyed, roll a d6. On a 3+, he comes back with D3 wounds. **'''Distortion''': Replaces a power, force, or accursed '''sword'''. It can either double your attacks at SU AP-2 D1 (garbage), or have a boosted profile with Sx2 AP-4 D2. **'''Raiment Revulsive''': Gives the bearer an aura. Friendly units can perform an action and shoot, while enemy units cannot "start to perform" an action (so they can still ''finish'' their actions (because Slaanesh isn't about to blueball anyone)). ***This can be given to {{W40Kkeyword|Cultist}}s, but why would you? **'''The Fatal Sonancy''': At the end of the '''Movement Phase''', select one visible enemy unit within 12". Roll 6d6, and for each 4+, the enemy unit suffers a Mortal Wound. **'''Remnant of Maraviglia''': {{W40Kkeyword|PRIEST}} only, gives them a once per game aura that adds +1 attack to all friendly models within 6". ====Unique Units==== *'''[[Lucius the Eternal]]:''' S5 6W and 5A, he comes with a Doom Siren and a S:U AP-3 D2 power sword. His Duellist's Pride ability has been changed and is triggered when there is an enemy with ''unmodified'' WS 3+ or better within Engagement Range: he gets 3 more attacks base, and any attack allocated to models with 3+ skill are resolved with +1 damage. **The Armor of Shrieking souls gives him a 4+ invuln, and if he is slain, roll 2d6. If it exceeds the LD of the attacker, they take D6 MWs, D3 MWs if you roll less. *'''Sonic Dreadnought<sup>Legends</sup>:''' This is a Helbrute, but is technically a distinct datasheet named Sonic Dreadnought; you can take 2 Blastmasters on its multimelta arm, and you can give it a Doom Siren. *'''Tactics''' **'''The Chosen Perfectionists:''' Chosen with Combi-weapons and Power Fists, with Icon. Think about how to Transport them, maybe give a good Relic like Armour of Abhorrence to the Champion, add an Exalted Champ to give re-roll 1 to wound, Dark Apostle for Prayers, Sorcerer for psychic buffs, and you have unit of Chosen who fire both guns on Combi-weapons and hit on 3+ (2+ if you cast Prescience), once in Melee they will hit on 2+ with Power Fists and Accursed Weapons, Fights first and has 50/50 chance to deny Fall Back. Improve further from that with Terminators, here you likely just go with the Black Rune of Damnation for that -1 to wound, but have no access to Icon, so you hit on 3+ (2+ if you have Prescience) with 10 Combi-weapons (4 which hit automatically), 2 Accursed Weapons, 6 Power Fists and 2 Chainfists. </div></div> ===[[Iron Warriors]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:IronWarriors.png|100px|left|]] In the grim darkness of the far future, there is only bitter hate and the thunder of big guns. The Iron Warriors are among the greatest siege lords in the Galaxy: renowned an unmatched alliance with the Cult of Destruction (Obliterators and Mutilators), methodically planned campaigns of conquest, and their ability to break through and conquer any defended location, be it a Bunker on a hill or an entire Fortress World. The Iron Warriors‘ Legion Trait is useful in the current meta with everyone and their dog getting the benefits of cover in the open, and also have a great selection of Warlord Traits and some EXTRA flavorful Stratagems that make their traditional playstyle much more powerful. Not the most viable of all the Legions, but certainly has potential for some hilariously powerful army builds. They have synergy with shooting, Obliterators, Vehicles, and not dying. <div class="mw-collapsible-content"> *'''Legion Trait: ''Iron Within, Iron Without'':''' Enemy units attacked by units with this trait do not receive the benefit of cover. Each time an attack is made against a unit with this trait, the wound roll cannot be re-rolled. **Not just Light Cover or Heavy Cover, but Dense Cover too, sick. With this trait you can have your entire army give the middle finger to Raven Guard, Hive Fleet Jormungandr and Blood Axes Orks for you completely unapologetically, and it also kills smaller but annoying setups such as the Vexilla Magnifica Praetor in Custodes, not to mention just generally ignoring cover from terrain which is never a downside *'''Secondary Objective: ''Masters of Demolition'':''' Your enemy sets up three additional objectives over 9" away from each other and over 6" from any table edge, with only on being able to be placed within 6" of the enemy's DZ. Your {{W40kKeyword|Infantry}} units gain a special action that lets them spend a turn to demolish it, wiping them from the board and scoring you 4 VP (+3 more if this was within 6" of the enemy's DZ). *'''Warlord Traits''' **'''Architect of Destruction''': One friendly {{W40kKeyword|IRON WARRIORS}} core or vehicle units within 6" of this Warlord count as in wanton destruction. **'''Daemonsmith''': Choose one {{W40kKeyword|IRON WARRIORS Daemon Engine}}, {{W40kKeyword|IRON WARRIOR machine spirit}} or {{W40kKeyword|Cult of Destruction}} unit within 6", they gain +1 to hit. **'''Unyielding Mettle''': +1 Toughness and 5+++ FNP for this Warlord. Great for a Lord Discordant or a Smash Prince. **'''Bastion''': One core unit with in 6" of this warlord can hold steady or set to defend. In addition, they gain obsec or count as double if they already had it. **'''Siege Lord''': A guarantee that your heavy weapons will leave their mark. {{W40kKeyword|Iron Warriors Vehicles}} and {{W40kKeyword|Iron Warrior core}} units within 6" of the warlord and attacking enemy vehicle units with strength 7+, gain +1 damage to their weapons. ***Pretty worthless against armies with out vehicles, e.g. Tyranids, but great otherwise. **'''Implacable Taskmaster''': {{W40kKeyword|IRON WARRIORS}} core units within 6" count as stationary if they made a normal move. Turns any of your heavy weapon marines and defilers into havocs and saves you CP. *'''Stratagems''' **'''Bitter Enmity (1CP)''': Grr, we hate {{W40kKeyword|Imperial Fists}}. One unit can reroll hit and wound rolls in melee when targeting them. **'''Dour Duty (1/2CP)''': Use during your opponent's shooting phase or doing your charge phase. When one {{W40kKeyword|IRON WARRIORS}} core infantry or daemon engine unit is chosen as the target of an attack, they gain minus one damage against them. Cost 2CP for 10+ Power Level units. Throw this on a Land Raider or Obliterator pack in cover and even the best Anti-Tank weapons will struggle to bring it down. **'''Cold Hearted Malignity (1CP)''': Use this stratagem when an {{W40kKeyword|IRON WARRIORS}} core unit is below half strength. Until the end of the game, they auto pass morale and gain +1 to hit. **'''Methodical Annihilation (1CP)''': Use when selecting an {{W40kKeyword|IRON WARRIORS}} unit to shoot with. When resolving that unit's attacks, reroll one damage roll. Each time a model in that unit makes an attack with a BLAST weapon, the target unit counts as double the number of models. If the selected Iron Warriors unit is a vehicle, it cna use BLAST weapons in engagement range, but suffers a mortal wound for each hit roll of 1. ***All of these effects now apply, rather than having you choose one. **'''Spiteful Endurance (1CP)''': one Heretic Astartes gain 5+++ FNP. **'''Tank Destroyers (1CP)''': Use during the shooting or fight phase. Choose one {{W40kKeyword|IRON WARRIORS HERETIC ASTARTES}} (not cultists!) and one enemy vehicle. 6's to hit for the Iron Warriors auto-wound rolls against the target. **'''Unholy Vigor (2/3CP)''': Pick an {{W40kKeyword|Iron Warriors Vehicle}}. It gains minus one to wound against it. Cost 3 CP for titanic unit. *'''Relics''' **'''Axe of the Forge Master:''' Replaces a power axe or Daemon Axe. +3 strength, -3 AP, 2 damage, an unmodified roll of 6+ deals 1 mortal wound or 3 mortal wounds gainst vehicles in addition to any other damage. **'''Cranium Malevolous''': When shooting, Roll a dice for every enemy vehicle within 9"; on a 4+, they take d3 mortal wounds and on a 6+, they take 3 mortal wounds. (Cultist characters can take.) Alas, poor Yorick, I knew his EMP blasts well. **'''Fleshmetal Exoskeleton''': INFANTRY only. User gains -1 damage and after lost wounds from an attack, roll a d6, on a 4+ gain +d3 wounds regen. ***Only the Chaos Lord in Terminator armor can make this work. He's the only INFANTRY model with the wounds and saves to make this worth it. A -1 dam won't save Exalted Champions or anyone else when the [[Smashfucker|opponent's-smashlord-with-double-bone-harlequin-carress]] blenderfucks you, and you can't always rely on a 50% regen. **'''Insidium''': For non Daemon infantry. The bearer gains the Daemon keyword and Daemonkin and adds 1 to their strength, toughness, and wounds. ***In direct competition with Fleshmetal Exoskeleton, but both are limited by their INFANTRY only stipulation. This relic could make Exalted Champions and Masters of Execution better, since you're not really banking on them surviving a counter attack. **'''Siege Breaker Mace''': Replaces a Power Maul, a Cursed Crozius, thunder hammer, or accursed weapon. S+2 AP-2 D2 super-power maul, and can make one additional Sx2 AP-3 Dd3+3 attack. ****Always save the smash attack for last and never replace a thunder hammer with this. **'''Spitespitter''': Replaces a combibolter or combi-weapon. Bolter half becomes Rapid-Fire 1, S5 AP-3 D2 or rapid fire 2 if you chose a combibolter. Pretty much a Combi-Stalker Bolt Rifle. Awesome. **'''Techno-venomous Mechadendrites''': {{W40kKeyword|Warpsmiths}} only. Repairs 3 wounds with master of machines and attacks with mechadendrites cause 1 mortal wounds per hit. *'''Secondary: Masters of Demolition" **If you select this objective, during the resolve pre-battle abilities phase (so before the first round, but ''after'' deployment) ''your opponent'' must set up three objective markers anywhere on the battlefield, 9 inches away from each other and 6" away from an edge, and only one within their deployment zone (if an objective can't be placed within these rules, the marker is lost and you lose the potential VP). These count as a "demolition site" (i.e. a target for you ''and only you''), and your INFANTRY units can perform an action when in range of the objective, provided there are no opponent models next to it. This action begins in the '''start''' of your Movement phase, and ends '''at the end of your turn'''. ***The wording on this secondary is crucially important '''and stupid'''. Because it happens in the ''start'' of your movement phase, those dudes performing it should have been on the site already. Because it happens at the end of your turn, so long as you don't do anything else with those units, the action is successful. Once the action is completed, the Objective is removed. **Score '''4 VP''' for each demolished target, with the Deployment objective '''counting as 7 VP.''' ***Fucking brutal. 15 VP for a (sub!)faction secondary is pretty cool, even if there's the risk of it being an action, and those objective markers being placed by your opponent. Because these objectives are totally independent from the mission objective markers, your opponent needs to have someone babysit these objectives ''on top'' of the mission objectives they're already trying to capture. Your opponent is going to do whatever they can to place those objectives close to the objectives they're going to try to take, but that still works in your favor, because again, you can take secondaries that give you VP for seizing their objectives. '''Tactics'''</div></div> ===[[Night Lords]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:NightLords.jpg|100px|left|]] In the grim darkness of the far future, the weak shall fear the strong. Thematically the Night Lords are the scary Marines, appearing from carefully planned ambushes to strike when their targets least expect and terrorizing their foes by skinning their victims and strapping them to their armour. Crunchwise the Night lords are a fairly flexible choice, with base leadership reduction and tools that seem oriented toward tactical advantage they have a lot of room to experiment with different strategies, if you don't rely solely on their capability to reduce enemy Ld you will find it quite rewarding to experiment with different gods buffs and choices to hunt down your enemy with the Ld reduction as nice added sting to his losses. <div class="mw-collapsible-content"> *'''Legion Trait: ''Terror Tactics'':''' Enemy units must subtract two from their leadership when a unit with this trait is within 9” and subtract 1 from combat attrition tests. No longer stacks with itself but can stack with the fearsome trait found on units such as raptors, possessed and the Daemon Prince. Additionally, whenever targeting a unit below half strength or below LD5 in melee you get +1 to wound. **Highly situational and downright useless against Custodes and Necrons. With the release of the Chaos Knights Codex, you can take a Renegade Knight as your warlord, give it the Traitor’s Mark for even more Ld. reduction (-1 at 12”, -2 at 6”.) *'''Secondary Objective: ''Sow the Seeds, Reap the Fear'':''' Score 1 VP whenever the enemy fails an action, falls back, or fails in morale, all playing into your advantages. On top of that, whenever you wipe an enemy unit from the field, roll a 2d6; if you roll over that unit's Leadership, then you score an additional VP. Another really simple objective to carry out that works with your extreme Leadership penalties. *'''Warlord Traits:''' **'''Night Haunter's Curse''': Once per '''turn''', your warlord counts the result of one hit roll, wound roll, damage roll, Advance roll, charge roll, or saving roll, as a six. Damn, that's a lot of possible rerolls. Means you don't need to spend as many CP for said re-rolls. ***You know how the SoB are the '''best''' army right now because of Miracle Dice? This gives you a tiny bit of that jank. **'''One Piece at a Time''': -1 to CA if a unit suffers casualties from the warlord in melee, warlord can consolidate in any direction, even if in base contact with an enemy model, as long as it finishes within 3” of an enemy model. **'''Murderous Reputation''': 6” bubble of nope to deny objective secured. **Can be crucial when you're dogpiling objectives with Raptors. A good way to use this is to actively seek out infantry performing actions near objectives. Denying an enemy VP is a [[Meme|legitimate tactic.]] **'''Killing Fury''': Add D3 attacks to the warlord in a turn that they charge, were charged, or heroically intervened until the end of the fight phase. Now also confers wanton slaughter for any melee attack for the warlord when active. **Combo this with our Hit and Run stratagem for some really dirty fighting. **'''One With The Shadows''': Ever wanted to pretend you’re in the Matrix? Now you can. Whenever targeted by an attack, shooting or melee, your opponent cannot re-roll hits, and suffers -1 to hit. Good for making that Disco Lord or Prince survive. **'''Dirty Fighter''': Select one enemy unit within 3” of the warlord during your fight phase. It now fights last, behind your warlord and any other eligible units. *'''Stratagems''': **'''In Midnight Clad (1CP)''': Use this stratagem whenever a non-{{W40kKeyword|CULTISTS}} {{W40kKeyword|NIGHT LORDS INFANTRY}} unit is targeted by a shooting attack. Until the end of the phase, all enemy units firing at this unit must subtract 1 from their to-hit rolls. As GW has noted, since this Stratagem is declared only after you're targeted, it's a clever way to turn the tables. Alas, does not work on Daemon Princes, as they aren't infantry. **'''We Have Come For You! (2CP):''' At the start of the opponent's Movement Phase, one {{W40kKeyword|Night Lords}} {{W40kKeyword|CORE}}, {{W40kKeyword|DAEMONKIN}} or {{W40kKeyword|CHARACTER}} unit that isn't a vehicle forbids any models within engagement range from falling back (Unless they're a {{W40kKeyword|VEHICLE}}, {{W40kKeyword|Aircraft}}, or {{W40kKeyword|Titanic}}). **Pull this on some cowed guardsmen or fire warriors and rest assured with the knowledge that you have another turn to turn the rest of that unit into chunky salsa. Extra value against "Hit & Run" assholes who rely on cycle-charging to always fight you first. Failing that, you are still in melee and thus can't be shot by everyone else, damn this thing is great! Better yet, as it disregards Jump units, use this to lock down '''ANY''' Tau battlesuit, from a Coldstar commander all the way to a broadside, as they're all considered either infantry or monsters, and watch the fear form in real time. Got pricier with the new codex but still scary. **'''Vox Scream (2CP):''' Use at the end of the movement phase, select an enemy model within 12″ of a {{W40kKeyword|Night Lords}} unit. Until the start of your next movement phase, enemy units cannot be affected by the affected unit's aura abilities. For maximum fun use it to turn off a certain big blue smurf's numerous aura abilities and watch Girlyman's gunline crumble. This has become much bigger as more armies become dependent on auras. However can only be used once per battle. **'''Sound the Black Hunt (1CP):''' Use in the shooting or fight phase, select a {{W40kKeyword|Night Lords}} {{W40kKeyword|CORE}}, {{W40kKeyword|DAEMONKIN}} or {{W40kKeyword|CHARACTER}} unit. Until the end of that phase, when targeting a unit below starting strength or with a Ld characteristic of 6 or less, reroll ones to hit. When targeting a unit below half of it’s starting strength, or below Ld5, you reroll hits. Got a lot easier to pull off the former version of this at range since Terror Tactics got buffed to a 9” range. The second version will only really come into play if you’re fighting Orks or Guard, or using possessed, daemon princes, or raptors as they get -1Ld along with Terror Tactics. **'''Underhanded Scheming (1CP):''' Use in charge phase, select a {{W40kKeyword|Night Lords}} unit, that unit can charge even if they fell back. So you get to fight them first without the need to pay for a Slaanesh Mark. Or you can simply hop that guardsman blob and pounce on the valuable thing they were screening - nobody told you have to fall back towards your table edge, right? **'''From the Night (1/2CP):''' Use at reinforcements step of movement phase, select one {{W40kKeyword|Night Lords}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit, it can now be set up as if it were one turn higher than it actually is. Good for T1 Termie, Possessed, or the Night Lord's own Warp Talons/Raptors. Costs another CP if you’re using this for a {{W40kKeyword|DAEMONKIN}} unit, though. **It costs 2 CP, but bringing down Obliterators T1 when the Wanton Destruction phase is active isn't something other legions can do. **'''Screaming Skies (1CP):''' Use in movement phase, select one {{W40kKeyword|Night Lords Jump pack}} unit, remove it from the table, and re-deploy it next turn anywhere as long as it’s 9” away from any enemy models. For when you really need that Warp Talon blob on the other side of the table. **'''Flay Them Alive (1CP):''' Use in the Fight phase, when the enemy warlord is destroyed from a {{W40kKeyword|Night Lords}} unit in melee. Until the end of the game, the entire enemy army subtracts one from combat attrition tests. Straight up useless vs Marines so be careful. *'''Relics:''' **'''Claw of the Stygian Count:''' Replaces a single lightning claw, malefic talons or accursed weapons; they’re S+2, AP-3, and 2 damage on top of the bonuses inherent to double lightning claws. They also disregard any rules that prevent loss of wounds, like Ghaz’s or C’tan. Good on a Daemon Prince or Terminator Lord I guess, though it will struggle to complete with something like G’hollax. **'''Vox Daemonicus:''' {{W40kKeyword|Infantry}} model only. Enemies within 12" of the bearer rolls 2D6 when attempting to perform an action or psychic action, if it rolls higher than their ld, they fail said action. Also blocks anyone from deep-striking within 12" of the bearer. **'''Stormbolt Plate:''' {{W40kKeyword|Infantry}} model only. Can’t be targeted outside 12” unless the bearer is the closest model and always count as being in light cover. **'''Flayer:''' Replaces a power sword, accursed weapon or force sword. S+2, AP-3, D2. Each model destroyed by an attack with this weapon counts as two kills for the sake of morale. Makes even Primaris marines quiver in fear. Received an additional boost to strength in the new codex. **'''Talons of the Night Terror:''' Model with the {{W40kKeyword|Fly}} keyword only. So Daemon Prince exclusive. Every time you move or advance over an enemy unit roll a D6 (-1 if it’s a character), on a 2+ the unit takes D3 mortal wounds, if the bearer charges, on a 2+ you deal D3 mortal wounds to a single unit in engagement range. Just take G’hollax. **'''Scourging Chains:''' Improve the AP of the bearers melee weapons by 1. And -1 attack (to a minimum of 1) for enemy models within 1″ of the bearer. **'''Misery of the Meek:''' Once per battle at the start of any phase, the bearer regains up to 3 lost wounds and gains D3 extra attacks and 3” to their auras until the start of your next turn. *'''Tactics:''' Here are some tactics that work much better for Night Lords than in any other Legion. **It is possible to further drop morale through some other means. The easiest option is likely Chaos Spawn, since each unit causes -1 LD. Another is a Chaos Lord with the Lord of Terror Trait, or allying in Haarken Worldclaimer. Other means include Hell Talons with Warp-pulse Bombs, Noxious Blightbringers (one possibly with the Dolorous Knell relic), Be'lakor, Samus, and/or a Nurgle Herald with the Entropic Knell for an additional -1 Leadership each. Malefic Lords with Creeping Terror can contribute a nice -1d3 Leadership, and if you are facing {{Template:W40kKeyword|IMPERIUM}} enemies, some Renegade Command Squads with Banners of the Apostate can toss in another -1. The recently added Vulgrar and his Nightmare Hulks are able to join in on this party too. ***Zhufor, Sloppity Bilepipers, the Ogryn Beast Handler's Hounds, and a few units of Furies are great additions to this, as they remove additional models when enemies fail their Morale tests, instead of piling on yet more, possibly redundant, Leadership penalties. An Aspect of Death Khorne Daemon Warlord can also help with this. ***Even Tzeentch can get on this! A Thousand Sons Sorcerer with Treason of Tzeentch combines beautifully with all this, and he can even bring some Mutaliths with him, just in case you need a bit more. ***If you really want to go big or go home, Zarakynel and ''Cacophonic Choir'' can help bring an average of 7 Mortal Wounds to units in the debuff zone; you can even give her Phantasmagoria to really grind the salt in. This all adds up to '''-14''' (16 with Zarakynel) Leadership, meaning everything within 6" will be Leadership 0. Maybe bring along a Slaaneshi Herald with the Forbidden Eye to shut down any bothersome auras? ***Renegade Knights can also get in on the action with their Traitor's Mark Relic, which hits everything within 12" with -1, and everything within 6" with -2. Tack it onto a Knight Atrapos, which adds an additional -1! And if you want to be ''really mean'', take a Cerberus Heavy Destroyer and have fun auto-wounding every tank. [[Troll|(Average 50 wounds on everything with at least 8 wounds. See that tank, I don't either)]]. And while we're at it, let's just mention that the Chaos Warlord Titan also inflicts another -2, not that you'll be able to afford to run anything else alongside it. ****Arguably, Chaos has so many options for shredding Leadership, it's almost possible to over commit to the gimmick. Leadership scores can only be forced down to 1 at a minimum, which can result in a lot of wasted rules. Be sure to spread your army out so that you aren't having identical rules overlap each other! Also, with 9th changing the way casualties are taken when failing first morale tests, and then combat attrition tests (of which currently we have no way to cause extra failures), it is entirely possible to completely overdo the leadership bomb. 3 units of night lords raptors in melee will cause all but the bravest of units to fail. ****'''Alternative Opinion:''' It's a lot of work just to try and force casualties on the enemy when you could just try and destroy the units instead of relying upon morale shenanigans. To fully exploit this strategy also requires multiple detachments, which can create a cumbersome army. In the case of some armies, like Tau, there's a high chance your whole leadership bomb will simply be ignored by a lucky roll of 6. **'''Death to the False Emperor Shenanigans''': Take advantage of the new and improved Death to the False Emperor with either From the Night or Prey on the Weak. If you choose slaanesh, you can add an icon of excess to allow DTTFE to trigger on a 5+, and the +1 hit bonuses from either stratagem will give you exploding hit rolls on a 4+. Add in either raptors or lightning claw terminators as you see fit. Alternatively, just stick with Khorne and enjoy the more reliable double fighting options. **'''Little Sevatar''': Take a Master of Executions, give him the Mark of Slaanesh, and the Killing Fury warlord trait. You have a character who always fights first at S7 AP-3 D2, who gains an additional D3 attacks (to a maximum of 9) on any turn he heroically intervenes, charges or is charged which always explode on 6’s as well as deal mortal wounds. He also re-rolls all wounds against characters. All this for 80pts and 1CP. **'''Daemon Warp-Fuckery''': After the release of the 9th Edition Daemons codex, Night Lords have become probably one of the best CSM allies for Daemons, and vice versa (ironically, given their lore). The new Manifestation rule allows Daemons to teleport in anywhere Leadership" away, and since a single unit of Night Lords Raptors or Possessed reduce Leadership by 3, Daemons can pop up frighteningly (pun intended) close by. They can then use their own Leadership debuff aura to give a total of -4 Leadership, putting pretty much anything short of Necrons within range of Sound the Black Hunt and Terror Tactics. With both of these things online (which is clearly not hard to do), you can give even Word Bearers a run for their money in melee. Slaanesh in particular syngergises nicely with this, as Daemonettes can turn GEQs to a thin red mist, while the Soulstain Discipline gives you Phantasmagoria (roll 6D6, each 5+ gives a mortal wound and -1 Leadership until the start of your next Psychic Phase) and Cacophonic Choir (roll 3D6, unit suffers a mortal wound for every point it exceeds their Leadership to a maximum of 6). ** '''Key take away(s)''' You need leadership debuffs acting as a supplement, not an initial means to remove models/units. Focus on killing and destroying models with usual chaos heavy hitters (aka the majority of the elites section), then allow for poor morale to increase overall damage. Further, you must tread the fine line between overkill and maiming your enemy. If you kill units outright, there is nothing left to scare and your army is essentially playing without a legion tactic. Further, you need to plan around army wide leadership protections (Mob rule, commissars, ignoring morale tests, certain psychic powers, etc.). This means you usually need to find ways to kill certain characters, which can be hard without dedicated snipers. Few armies can combine fluff and crunch this well, however, this is not a beginners army. </div></div> ===[[Word Bearers]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:WordBearers.jpg|100px|left|]] In the grim darkness of the far future, there is only the laughter of thirsting Gods. Thematically the Word Bearers are the truest "Legion" out of the Chaos Space Marines, managing to keep their shit together when the Heresy went bad and managing to regroup until they were once more at Legion-strength, without having every member with delusions of grandeur leave to make his own warband. They love inciting the masses to rebel against [[Imperium|those fools who can't see the truth]] and they're known to bring scores of Daemonic allies into battle. Crunch-wise the Word Bearers have one of the best Legion Trait for a melee army, as well as improved durability and are the best choice if you wanna go deep into fully devoted territory be it spamming possessed and buffing them with characters or daemonic allies, whether devoted to one or all of the aspects of the primordial truth. We recommend checking the Chaos Daemons tactica too, at least until GW screws them over with their new codex. That is if geedubs didn't forget about them. <div class="mw-collapsible-content"> *'''Legion Trait: ''Profane Zeal'':''' Units with this trait may re-roll hit roll in melee if you charged, were charged, or performed a heroic intervention; in addition, you have a 5+++ save against mortal wounds. *'''Secondary Objective: ''Exalt the Dark Gods'':''' Keep a tally for every time a {{W40kKeyword|WORD BEARERS INFANTRY}} unit completes a once-per-turn action, starting at the end of the Movement Phase while within 6" of the center of the battlefield. {{W40kKeyword|Psykers}} may attempt psychic powers without it interrupting the action. Said action finishes at the start of your next Command Phase if there is no enemy unit within 6" of the center of the battlefield, unless the action is performed by a {{W40kKeyword|WORD BEARERS ICON}}, {{W40kKeyword|WORD BEARERS DARK APOSTLE}}, or a {{W40kKeyword|WORD BEARERS MASTER OF POSSESSION}} causing it to finish at the end of your turn instead with the same requirement of no enemies. Do note that enemies don't prevent the action from starting, giving you ample time to remove these vile blasphemers at your leisure. At the end of the Battle you receive 2/4/9/15 Victory Points for 1/2/3/4 completed actions. *'''Warlord Traits''': **'''''The Voice of Lorgar'':''' Add 3" to the range of any aura abilities (including prayers, excluding psychic auras) that the warlord has. Additionally if your prayers specify a range it's increased by 3". Rooftop Havocs should be able to hear your Lord shouting at them to shoot straight, whilst covering a lot of ground. It's complete trash unless you drop it on a Dark Apostle to boost the range of his prayers. **'''''Exalted Possession'':''' This Warlord gains the {{W40kKeyword|DAEMONKIN}} and {{W40kKeyword|DAEMON}} keywords (if they don't already have them). Add 1 to the Strength, Attacks, and Wounds characteristics of the Warlord, and add 2" to the Warlord's Move characteristic. Note that this means they can be buffed by Masters of Possession, Daemonic Loci, and several Relics from the Daemon Codex (for now). Most notably this allows the warlord to be affected by the Revered Hosts stratagem to re-roll the wound roll. **'''''Daemonic Whispers'':''' Every time your Warlord successfully chants a prayer, casts a psychic power, completes an action or an psychic action you roll a d6. If the value is higher than the current battle round you gain a command point. Every time. Pairs well with Exalt the Dark Gods **'''''Master of the Union'':''' Pick a friendly {{W40kKeyword|WORD BEARERS DAEMONKIN}} unit within 6" during your command phase; they gain +1 strength and their melee attacks increase their AP by 1. **'''''Diabolist'':''' Attacks against this Warlord can't have their wound roll re-rolled and any damage suffered is ignored on a 5+. **'''''Hate-Fuelled Demagogue'':''' During your command phase pick a friendly {{W40kKeyword|WORD BEARERS}} unit. If that unit is {{W40kKeyword|CULTISTS}} they gain Let the Galaxy Burn and are considered {{W40kKeyword|HERETIC ASTARTES}} for it. The unit counts as if in Wanton Slaughter if your army is either in Destruction or Massacre. Eh. *'''Stratagems''': **'''''Dark Pact (1CP)'':''' Use this stratagem when a {{W40kKeyword|WORD BEARERS CHARACTER}} is killed. He lives again on a roll of 4+ with d3 wounds remaining, as close as possible to his spot of shameful death and outside of engagement range. Limited to once per Character. **'''''Malevolent Covenant (1CP/2CP)'':''' Use this Stratagem in your Psychic phase when a {{W40kKeyword|WORD BEARERS PSYKER}} unit from your army fails a Psychic test. You can let that {{W40kKeyword|PSYKER}} suffer a mortal wound to decrease the cost of this stratagem from 2CP to 1CP. Either way the psychic test is considered to be successful at the minimum required warp charge, not counting as a double, and turning un-deniable. Good for those spells that absolutely have to land. **'''''Apostle of the Dark Council (1CP)'':''' Use this Stratagem before the battle, when mustering your army. Select one {{W40kKeyword|WORD BEARERS PRIEST}} model from you army. It gains +1 Leadership, and gains the Dark Council ability, letting it re-roll prayer rolls. **'''''Cursed Despoilers (2CP)'':''' Pick a {{W40kKeyword|WORD BEARERS CORE}} or {{W40kKeyword|WORD BEARERS DAEMONKIN}} unit engaged in Wanton Massacre that is selected to shoot. When that unit shoots an enemy unit that is within 12" AND on an Objective, {{W40kKeyword|HERETIC ASTARTES}} models in that {{W40kKeyword|WORD BEARERS}} score extra hits for Massacre weapons on a 4+. Lots of hoops, but may be worth it when the time comes. **'''Fanatic Zealotry (1 CP):''' Pick one {{W40kKeyword|WORD BEARERS CULTISTS}} squad within 12" of a {{W40kKeyword|WORD BEARERS CHARACTER}}. The Cultists can re-roll their charge and melee hit rolls, improving their melee effectiveness. **'''''Revered Hosts (2 CP)'':''' Use this Stratagem in the Fight phase when a {{W40kKeyword|WORD BEARERS DAEMON}} unit from your army is chosen to fight with. Until the end of the phase re-roll the wound roll for melee attacks for models in that unit. **'''''Hexagrammic Wards (1CP)'':''' Use this Stratagem in any phase when an attack is allocated to a {{W40kKeyword|WORD BEARERS CHARACTER}} model from you army. Change the Damage of that Attack to 0. Usable once, unless it's a Strike Force or Onslaught sized game, then you may use it twice. A nifty alternative to the traditional Command re-roll. **'''''Vengeance for Monarchia (1CP)'':''' Use this Stratagem in the fight phase when a {{W40kKeyword|WORD BEARERS}} unit from you army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a {{W40kKeyword|HERETIC ASTARTES}} model in that unit against an {{W40kKeyword|ULTRAMARINES}} (or successor) unit, you can re-roll the hit roll and you can re-roll the wound roll. *'''Relics''': **'''''Crown of the Blasphemer'':''' May be put on a {{W40kKeyword|CULTISTS}} model. Models in the bearers unit have a 4+ invulnerable save that once per battle, before a saving throw of your choosing, may be turned into a 3+ invulnerable save. Turns the Dark Commune from a complete waste of points into a waste of points and a relic. **'''''Baleful Icon'':''' {{W40kKeyword|WORD BEARERS}} model only. Said model gains a 6" Aura of no re-rolls for hit, wound, and damage rolls against friendly {{W40kKeyword|WORD BEARERS INFANTRY}} within it. **'''''The Armour Diabolus'':''' {{W40kKeyword|WORD BEARERS}} model only. The bearer has a 2+ Save. Additionally after any shooting or melee sequence targeting this model ends roll a d6 for each wound lost, the attacking unit suffers a mortal wound for every 4+ rolled. Should the bearer be destroyed by these attacks, roll one d6, causing d3 mortal wounds to the attacking unit on a 4+. Like the Suppurating Plate but less gross and more Black Metal. **'''''Malefic Tome'':''' {{W40kKeyword|PSYKER}} only. A model with this Relic knows one additional psychic power from one of the disciplines it has access to. When a Psychic test is taken for a model with this Relic, add 1 to the total. **'''''Ashen Axe'':''' Model with a power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon only (sheesh). This Relic replaces said weapon with S+2 AP-3 D2. If you destroy any enemy models with melee attacks using this weapon, roll 2d6 against the target units Ld, equal or exceeding result prevent the target unit from advancing, falling back, and being eligible to fight until every other eligible unit has fought in the fight phase for THE REST OF THE BATTLE. **'''''Epistle of Lorgar'':''' {{W40kKeyword|PRIEST}} model only. Said model knows one additional prayer and may additionally chant one more prayer it knows that hasn't been chanted yet **'''''Eightfold-Cursed Crozius'':''' {{W40kKeyword|WORD BEARERS}} model with accursed crozius, accursed weapon, or power maul only, replacing said weapon with a S+2 AP-2 D3 beatstick that auto wounds on any hit made by a {{W40kKeyword|PRIEST}} model that doesn't target a {{W40kKeyword|MONSTER}} or {{W40kKeyword|VEHICLE}} *'''Strategies:''' No longer the sub-faction with the worst trait in the entire game Word Bearers truly shine when laden with Daemonkin, Masters of Possession, Dark Apostles and {{W40kKeyword|ICON}} units. **'''''Oops all Daemonkin:''''' Almost every Force Org slot has the option to have a Daemonkin unit, these being Masters of Possesion, Possessed for Elites, Oblits for Heavy Support, Warp Talons for Fast Attack. As none of these have {{W40kKeyword|CORE}} they'll have to make due with merely being incredibly powerful instead of downright bonkers stupid broken. May as well max out MoPs to three, one of them being your Warlord and thus Master of the Union, taking every single Malefic spell there is because they're just that good. These three pricks then may try to saunter after the Possessed zooming ahead as to buff them, your Warp Talons harrassing anything that your possessed can't reach quickly, and your Obliterators dropping into your opponents back field, if possible, wreaking havoc there. Repeat until people don't want to play against you anymore or until Possessed and Oblierators catch some possibly well deserved price hikes. I guess you also kinda have to take some troops so they might as well be Legionaries so they can sit on your backfield objectives, maybe cast something, I don't know. Still miffed the Anointed didn't make it over from Kill Team along with the big axe and the tome. **'''''Exalt the Command Points:''''' Get yourself a Dark Apostle, make him Warlord, give him Daemonic Whispers, give him the Epistle of Lorgar, upgrade him with Apostle of the Dark Council, and charge him up the middle with a retinue of, preferably, Possessed doing your damnedest to clear out the middle as early as possible. For every prayer (which he can do two of, re-rolling if necessary) and successfull Exaltation (which he finishes at the end of the turn) you roll a d6, gaining a command point when the result is higher than the current turn. Meaning you have three opportunities to gain a command point, this will help ensure you won't be without CP when push comes to shove. Could also be a Master of Possesion honestly since spells also count for Daemonic Whispers and this one synergises with Possessed a lot better. </div></div> ===[[Red Corsairs]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:RedCorsairs.jpg|100px|left|]] In the grim darkness of the far future, there is nothing sweeter than revenge. Thematically these are your pirate Marines, raiders who swoop in and take what they want with no fucks given. They are also one of the largest CSM forces, thanks in no small part to the fact that they'll accept any sad fuck who's ditched his original force in favour of something greater. Crunchwise... The Red Corsairs are the Gotta Go Fast Renegades, and are much better at holding their gains than their fluff rivals the [[White Scars]]. Counting as more models on objectives is '''very good''' when combined with Bikers and all Daemon Engines ''except'', ironically, the Venomcrawler ([[Derp|the only plastic Daemon Engine with Assault weapons]]) because with only 9W, it still only counts as 2 models on objectives. <div class="mw-collapsible-content"> *'''Renegade Trait: ''Raiders from the Maelstrom'':''' Units with this trait can Advance and Charge, and count as two models on an objective. Vehicles with 10+ count as 5. **They do well with Assault weapons, which is great, because as CSM, you get bonuses to Assault weapons for two LTGB phases. You can also just forego hit rolls entirely and just stick with flamer bikes and just go ham with early-game objective stealing. *'''Warlord Traits:''' **'''Reaver Lord:''' Start of the Command Phase, roll a D6. On a 4+, gain a CP. This is basically the Master of the Codex trait, but not locked to your Chapter Master. Since Traits now cost a CP, this is a good way to get some points back, but is not an autotake. **'''Angel of Hatred:''' +1 S and A on the charge, if charged, or intervening. Decent and combos well with Khorne for +2 S, or Slaanesh, for pseudo-interrupt, but you really have to build the character to be a blender for this to be worth it. **'''Dark Raider:''' Once per turn move-shoot-move for a CORE unit within 6", but wont let you charge. *'''Secondary Objective: ''Raid and Reave'':''' Holy shit this one's complicated. This is a two-part secondary, with the first half giving you points in your next command phase for "Raiding" objectives; the second half gives you VP at the end of the battle for every surviving Raider, and bonus points if they're in your deployment zone. **The first half of this secondary occurs at the end of your movement phase, on an objective that does not have any enemy models within range of it, and can be done by {{W40kKeyword|Infantry}} or {{W40kKeyword|Bikers}}. The action succeeds if they remain on the objective at the start of your next Command Phase/end of the battle. You gain 1 VP for Objectives in your DZ, 3 VP for those on your opponent's, and 2 for those in No Man's Land. They are counted as having a share of spoils of war once the action is complete. ***'''Multiple''' units can do it in a turn, so long as they're all on different objectives. **At the end of the game, you gain a VP for each surviving raider. You gain 2 VP instead if they've returned to your deployment zone. **It's nice and fluffy, but also requires a lot of thought and forward planning if you're planning on stacking objectives. ***For an example, the Long War gives you 1 VP for killing an enemy on an objective, and another 2 VP for seizing that objective from them, but maxes out at 3VP a turn (so one objective a turn) while Raid and Reave encourages you to do it on multiple objectives. *'''Stratagems:''' **'''Secure the Prize (2CP):''' Use this Stratagem in any phase, when a RED CORSAIRS CORE unit from your army in range of an objective marker is selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack. **'''Rain Fire and Death (2CP):''' Use this Stratagem in your Command phase, if a RED CORSAIRS CHARACTER unit from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of that marker and subtracting 1 if the unit being rolled for is a Character unit. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers D6 mortal wounds. That marker is then removed. You can only use this Stratagem once. **'''Hounds of Huron (2CP):''' Use this Stratagem in the Fight phase, after a RED CORSAIRS BIKER unit from your army has fought. If that unit is within Engagement Range of any enemy units, it can Fall Back as if it were your Movement phase. Otherwise, it can make a Normal Move as if it were your Movement phase. *** **'''Raid Supply Lines (2CP:)''' Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase, if a RED CORSAIRS WARLORD from your army is on the battlefield. If it is the first or the second battle round, you can select one of your opponent’s Strategic Reserves or Reinforcements units. That unit cannot arrive on the battlefield this phase for any reason, even if it has another rule that states it always arrives on the battlefield during a specific battle round (e.g. Drop Pod Assault). You can only use this Stratagem once. ***Best used to fuck with Drop Pod spam, or to throw a wrench into the enemy's Terminator assault. 2CP is steep, but it costs the same amount of CP as Auspex Scan, which isn't remotely as useful. *'''Relics:''' **'''Traitors Laurels:''' - a Dual Purpose relic. The bearer gets +1 and can perform an Epic Deed for 0 CP (Suck it Blood Axes, with your -1 CP). Also gives a 6" aura to ignore Modifiers to Combat Attrition. **'''Armor of Badab:''' - A measly 3" invuln aura, giving 4++ to Terminators and 5++ otherwise. You arent really lacking in invulns, and in the age of -1 CP relics, this isnt really worth it. **'''Maelstrom's Bite:''' Replaces a combimelta to give you mastercrafted boltgun, an 18" meltagun with S9, and that's it. With only one shot you have much better choices. *'''Unique Character: [[Huron Blackheart]]:''' T5 W6 and 7A, Huron Blackheart is bigger and blacker than ever. He has two weapons, a sweep attack from the Tyrant's Claws at SU AP-2 D1, but two hit rolls for each attack, or whacking with his special snowflake Power Axe at S6 AP-2 D2. His Claw still has a built in Assault Heavy flamer, which at least gives you LTGB. **His magic warp parrot is now a once per game spell, but MUST come from the Dark Hereticus Discipline. It will most likely be used for Diabolic Strength. **He still gives Chapter Master re-rolls, and his mandatory WT is Reaver Lord. All in all, Huron is a very good support character who can do well in melee, but isn't going to be 1v1ng Smashfuckers and Lords Discordant. *'''Strategies:''' </div></div> ===[[The Consortium (Warhammer 40,000)|Creations of Bile]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, only the fittest will survive. Thematically the Creations of Bile are a legion of twisted mutants created by Fabius Bile's experiments. Their reasons may be many, from oaths and contracts to enslavement, but all of them are dependent on the madman's butchery in order to live. Crunchwise, the Creations of Bile are a fast melee army, putting their enhanced speed and strength to good use. Sadly none of their stuff benefits Cultists, so you're out of luck if you wanted to imitate the Glandhound packs from the novels. (unless you want to try and convince your opponent your cultists are so many Steroids they count as space marines, which of you put two on one Marine base might cut mustard) <div class="mw-collapsible-content"> *'''Legion Trait: ''Experimental Enhancements'':''' Add 1 to the Movement and Strength characteristics of units with this trait, and whenever a model is slain in the fight phase, do not remove the model: destroyed models can fight after the attacking unit resolves all their attacks on a 4+. Models with a wound bracket are only considered to have 1w remaining for their attacks, though **Really solid, even if you have to lose models for it to kick in. Unlike EC, you're not locked to Slaanesh, so the +1 S stacks with Khorne, and you can still Mark of Slaanesh for your Vehicles if you really want them to pseudo-Interrupt. Just remember, Fabius Bile can't Enhance Warriors with a Mark. *'''Secondary Objective: ''Specimens for the Spider'':''' You gain VP if you kill any enemies in melee, 3 VP for characters or monsters, 2 VP for anything else. Short and sweet, with an added bonus that you gain an additional VP if you kill any {{W40kKeyword|ADEPTUS ASTARTES}}, {{W40kKeyword|SANCTIC ASTARTES}} or {{W40kKeyword|HERETIC ASTARTES}}. Let it never be said that ol' Bill wastes any supplies he's given. *'''Warlord Traits:''' *# '''Surgical Precision:''' A natural 4+ to hit in melee auto-wounds and improves the attack's AP by 1. Bile takes this one and it does some sinister work on his Rod of Torment. *#*Incredibly spicy, just note that it doesn't stack with LTGB. As per rare rules, any ability that scores more hits on a roll doesnt let the generated hits benefit from auto-wound shenanigans. *# '''Prime Test Subject:''' Add 1 to the Strength, Toughness, and Wounds of the model. *#*Stacked with the legion's traits for +2 S, which can be boosted further with a Mark of Khorne, but really, this can go great on everyone but a Lord Discordant (who will lose Character Protection if they take this). *# '''Twisted Regeneration:''' Once per game when the warlord dies, they can resurrect with d3 wounds on a 2+. *'''Stratagem:''' **'''The Master is Watching (1 CP):''' Use this stratagem in your Command phase: select a {{W40kKeyword|Creations of Bile Infantry}} unit, then select a Creations of Bile Character that is visible to the unit. Until the end of the turn, they are considered to be in range of any or all of the following auras the character has: Lord of Chaos, Aspire to Glory, Demagogue. **'''Taken Alive (1 CP):''' Use this stratagem in the Fight phase when the enemy Warlord is destroyed by a melee attack from a CREATIONS OF BILE model. Until the end of the battle, subtract 1 from all your opponent's LD; they cannot use the Insane Bravery Strat, and they cannot reroll a Morale Test. **'''Auto-Stimulants (1 CP):''' Use this strat at the start of your Charge Phase, select on CORE unit from your army. Until the end of the phase, they can advance and charge. **'''Monstrous Visages (1 CP):''' Use this stratagem in the Fight Phase on a CORE, DAEMONKIN, or CHARACTER model from your army that was selected as a target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll. *'''Relics: **'''''Helm of All-Seeing'':''' Roll a d6 for every Command Point you spend on a stratagem; on a 5+ it gets refunded. ***Decent, but not an auto-take. You're spending CP for the chance of a refund, and if you ''don't'' have CP, you're shit out of luck. **'''''Hyper-Growth Bolts'':''' Can only be given to characters with a bolt pistol, boltgun, or combi-weapon. You may choose to fire this attack instead of your normal attacks, and you get one shot that automatically wounds, has an AP of 1 (lol) and a damage characteristic of '''D3+3''' (But only on non-Vehicles). ***Fucking baller when you've got a clear shot on an enemy Warlord or Daemon Prince. **'''''Living Carapace'':''' Infantry model only. Once per battle, when an attack is allocated to the bearer, you can activate the relic. All attacks allocated to the bearer until the end of the turn have a damage characteristic of 1. ***A whole lot less interesting from the previous version, that gave you a better save ''and'' gave you regeneration. Sure, this lasts for an entire turn, so everything from Tachyon arrows to Thunder Hammers are hitting like bolters, but it's often not the damage you're worried about, but the number of attacks. *'''Unique Character: [[Fabius Bile]]:''' Now that the Creations are now a bespoke faction in the 9E Codex, you aren't hosed into taking old Fabulous Bill, but he can finally benefit from his own legion's trait. Although he has lost two Rod of Torment attacks, overall he's a bit better in stats having gained Chirurgeon attacks, a 5+++ FNP with attached regen, and his Xyclos Needler being upgraded to -2 AP and 2 Damage. His combat skills were never why you take him, though. You take him because of his Enhanced Warriors ability, which lets you pick a nearby {{W40kKeyword|Traitoris Astartes Core Infantry}} unit (because those lousy cultists don't deserve shit), and roll d3 for a random +1 buff to Strength, Toughness or Attacks. **With his "assistant" of sorts, Bile's random buff becomes a bit less unreliable, as instead of adding to any result for an experiment you can instead roll twice and pick the one you want. The big drawback here is that this lackey is an actual model that can be targeted and sniped off the board. **Another noted drawback this edition is that Bill gained a bit of a bias against the marks of Chaos. He can now no longer experiment on any unit with a mark because it triggers his atheism. *'''Tactics:''' The Creations of Bile are a very fast, melee heavy army; compared to Emperor's Children, you have a lot less options so you'll probably be married to a single fighting style **The +1 to movement and strength is a welcome bonus, but comes at the cost of a mediocre warlord trait and other, better legion traits such as Red Corsairs or World Eaters. One other upside is the fact that unlike other legions, you are not limited to one particular god, which give you access to a number of useful spells and banners that other legions would be restricted from. Slaanesh and Khorne are great options for this army, again so long as you're okay with losing Fabius Bile buffs (and it's honestly not that bad, because Fabius is a random roll that requires him being close, while Marks are just always on) </div></div>
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