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===[[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>
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