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==Stratagems== *'''''Beseech the Chaos Gods (1 CP)''''': Use at the start of your turn. Select a unit without a mark and they gain one. It's fluffy, and extremely situational and borderline useless unless you're trying some kind of desperate "GOTCHA!" Strategy on your opponent. Pick the right mark before the game starts and you won't need to waste valuable command points. Basically made even more redundant by the Black Legion ability to give All Four Marks to a single target. Virtually useless though. *'''''Blasphemous Machines (1 CP)''''': Use before a vehicle attacks in the shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing heavy weapons or for advancing and firing assault weapons. *'''''Chaos Boon (1 CP)''''': The infamous boon table returns, now on 2d6 and triggered after a non-Daemon Prince {{W40kKeyword|CHARACTER}} kills any {{W40kKeyword|CHARACTER}}, {{W40kKeyword|VEHICLE}}, or {{W40kKeyword|MONSTER}} in the Fight phase. A single {{W40kKeyword|CHARACTER}} can benefit from it multiple times, and duplicates turn into '''7'''. Interestingly, Matched Play explicitly does not interfere with your Character transforming; the only restriction is that the transformed unit has to keep the Mark it started with. Since all of these results are good on a Champion and you can pick and choose who activates this, this is far better than what it used to be. **'''2:''' Spawndom. Replace your character with one of the gribbly things, set up within 6" of his former position. Not terribly bad, but this will likely remove many of the buffs and abilities you previously held. **'''3:''' All of the character's ranged weapons get a 6" range boost. Pistols and combi-meltas enjoy this, but allows you to throw Demon shells farther. **'''4:''' +3 M. Third leg **'''5:''' +1 S. Bigger biceps **'''6:''' +1 A. Third Arm **'''7:''' Pick any result other than Spawndom or Daemonhood. The gods are pleased! **'''8:''' Enemies targeting this character in the fight phase get -1 to hit rolls. Shifty ass Demon dance moves. **'''9:''' +1 to ''all'' saving throws. Metal demon skin. Damn good as well. **'''10:''' +1 T. Demon skin **'''11:''' +1 W. Bigger gut **'''12:''' Daemonhood. As Spawndom, but replace the character with a Daemon Prince instead; it must share a Mark with the replaced character, if it had one. Note that the spawned Daemon Prince doesn't have any of the Boon buffs. Again, you may lose certain abilities or have a reduced psychic output, but you gain a potent melee monster. *'''''Chaos Familiar (1 CP):''''': Use at the start of your Psychic Phase; a {{W40kKeyword|HERETIC ASTARTES PSYKER}} can swap one power known for another from the Dark Hereticus discipline. Very situational, but it can be useful. As written, this allows you to swap Smite for an extra Dark Hereticus power. Can also be used for other Chaos Marine factions, assuming you have a full detachment of Heretic Astartes in your list. Think Mortarion with Warptime. **Can also be used on a Master of Possession: debatably useful, maybe, but it does allow you to benefit from the MoP's 5++ and debuff aura while also being the same points cost as a similarly-armed Sorcerer (and 1 PL cheaper, whenever that matters), while using something like Warptime or Prescience. **Very useful for reacting to your needs with your psychic phase. More useful for Thousand Sons but remember this one if you need it. *'''''Daemonforge (1 CP)''''': Select a {{W40kKeyword|DAEMON VEHICLE}} in either the Shooting or Assault phase. You can re-roll all failed to hit and to wound rolls for the rest of the phase. This almost fixes the problem that most daemon engines have, a.k.a. 4+ base to hit & only being able to equip heavy weapons. A Forgefiend can carry its own weight as long as it keeps eating those, and a Tendril Maulerfiend can do some serious punching. Also guarantees that your Kytan will fuck up whatever it charges. *'''''Daemon Shells (1 CP)''''': Instead of shooting normally with a bolter, bolt pistol, combi-bolter, or the boltgun end of a combi-weapon, you can use this stratagem. Make one roll to hit with no re-rolls allowed. If it hits, it does D3 mortal wounds. If you miss, your character takes d3 mortal wounds. Not great on a full strength model, but very useful if you need to finish off a wounded tank or push a unit down a level on the damage chart. You know who can use this? A Chaos Lord with a Bolt Pistol. Which he can fire in melee. And hits on 2+. Oh dear. *'''''Fire Frenzy (1 CP)''''': Use on a Helbrute unit that did not move this turn. It may fire all its weapons twice but can only target the nearest visible enemy unit. Very nice when used to shoot a blob with a Twin Heavy and Combi Bolter 'brute, or when that tank in front of your Twin Las 'brute really needs to die. Very VERY nice on a Sonic Dreadnaught with two Blastmasters, no matter what it's shooting at. *'''''Flakk Missile (1 CP)''''': When an Infantry '''''model''''' shoots a missile launcher at a unit with Fly, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Really useful in case the opponent is packing Flyers. And something else: It works on any unit with Fly, so in case you don't like the look of those Vanguard Veterans flying at you, shoot 1-3 of them out of the sky. **'''Important Note!:''' This only effects a specific '''''model''''', not the entire unit! So, while at first glance it might seem like an incentive to take Havocs with 4 Missile Launchers, you can only apply this to one of them. That isn't to say this stratagem is bad, far from it--just that you'll get just as much out of it by taking 1-2 Missile Launchers on your normal Chaos Marines as you would by taking 4 with Havocs. *'''''Gifts of Chaos (1 or 3 CP)''''': Your standard extra artefact stratagem. 1 CP gets you 1 extra or 2 extra for 3 CP. *'''''Killshot (1 CP)''''': (identical to the Space Marine version) Use in the shooting phase if a you have a Predator within 6" of 2 other Predators from the same Chapter. Add 1 to the wound rolls and damage for all of its attacks against Monsters and Vehicles. **Now only effects baseline Predators, not Hellforged ones. Probably hard to coordinate fire with a shrieking daemon, but it still sucks to not have. *'''''Linebreaker Bombardment (1 CP)''''': (identical to the Space Marine version) Use in the shooting phase if you have a Vindicator within 6" of 2 other Vindicators from the same Chapter. None of them can shoot their Demolisher Cannons. Instead, pick a spot within 24" of all three, and roll a D6 for each unit within 3", adding 1 if the unit has 10+ models and subtracting 1 if it's a Character. On a 4+, the unit takes 3D3 mortal wounds. ***Notably doesn't require hit rolls, so can be used via badly damage vindicators at no penalty. ***As written, doesn't have normal shooting weapon targeting restrictions since it just picks a spot on the battlefield. This means you can effectively [[Wat|shoot into melee, including shooting while enemy enemy models are within 1" of your vindicators.]] This can also be used [[Troll|after using smoke launchers or advancing.]] *'''''Tide of Traitors (2 CP)''''': One use only. Use at the end of the movement phase. Pick a unit of Chaos Cultists and remove them from the battlefield. They then outflank, arriving within 6" of the edge of the battlefield, more than 9" from any enemy models, and at FULL STARTING STRENGTH! *'''''Veterans of the Long War (1 CP)''''': Select a {{W40kKeyword|HERETIC ASTARTES INFANTRY}} or {{W40kKeyword|BIKER}} unit. They add 1 to all their to wound rolls for the rest of the phase. Hilarious on a unit of flamer Chosen, but this makes melta squads much more reliable, too. **Do not underestimate using this stratagem with mass bolters (and/or sonic blasters), especially against toughness 7 models. Having a S4 weapon wound a Predator on a 4+ is no small thing. And lets not even talk about how utterly hideous this gets when paired with Khorne Berzerkers. Remember that this works until the end of the ''phase'' so it works with Endless Cacophony and other shoot/fight twice abilities. ===Mark Specific=== *'''''Endless Cacophony (2CP) <sup>[Mark of Slaanesh]</sup>:''''' Use this stratagem at the end of your Shooting phase. Select a {{W40kKeyword|SLAANESH HERETIC ASTARTES INFANTRY}} or {{W40kKeyword|SLAANESH HERETIC ASTARTES BIKER}} unit. That unit can immediately shoot again. Is that a unit of 10 Slaanesh Terminators with combi-plasmas and a Chaos Lord dropping down and vaporising two units instantly with 40x S8 AP-3 D2 shots? I think it is! **This can be bonkers. Combined with prescience and/or VotLW you can absolutely OBLITERATE things. Prime targets for this combination is any large squads (because the math just works better the more models its affecting) but focus on Havocs, Obliterators, and the aforementioned Termies. Especially Havocs with Reaper Chaincannons (64 Heavy Bolter shots, anyone?), though be sure to ask your nearest Ork player for some extra dice. **Slaaneshi bikers can be extremely effective against backfield objective holders and can be used in combination with other units to table GSC and other deepstrike armies turn 1, using warptime they can move 28" then shoot twice with bolter discipline for 72 shots a turn and a 52" threat range. *'''''Fury of Khorne (3CP) <sup>[Mark of Khorne]</sup>:''''' Use this stratagem at the end of the Fight phase. Select a {{W40kKeyword|KHORNE HERETIC ASTARTES INFANTRY}} or {{W40kKeyword|KHORNE HERETIC ASTARTES BIKER}} unit - that unit can immediately fight again. Now you can give your basic Chaos Marines, Cultists, or Biker unit the Khorne Berzerker's gimmick. Speaking of which, use this on the Khorne Berzerkers to let them '''fight ''three times per phase'' and reap those skulls!''' *'''''Grandfather's Blessing (2CP) <sup>[Mark of Nurgle]</sup>:''''' Select a {{W40kKeyword|NURGLE HERETIC ASTARTES INFANTRY}} or {{W40kKeyword|BIKER}} unit. One model heals d3 wounds. If there are no wounded models in the unit, a single model that was slain earlier in the battle is returned to the unit with 1 wound. *'''''Great Sorcerer (1CP) <sup>[Mark of Tzeentch]</sup>:''''' Use at the end of your Psychic phase; a {{W40kKeyword|TZEENTCH HERETIC ASTARTES PSYKER}} can attempt to manifest one additional power. **This is the only one of the four compatible with non-infantry/biker models, such as Cavalry or Monster.
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