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==Warlord Traits== ===Universal=== *'''''Eternal Vendetta''''': Re-roll wounds in the fights phase against models with the {{Template:W40kKeyword|ADEPTUS ASTARTES}} Keyword. Instantly better than Hatred Incarnate when against Marine armies (which should be common) and is pretty damn OP against them, but useless against anything else. **Huron has this warlord trait, but if you use Vigilus Ablaze to give him the Raiders from the Maelstrom Renegade Trait, he has Reaver Lord instead (see below). *'''''Exalted Champion''''': Add 1 to your attack characteristic. While this one seems underwhelming at first glance, it is also the most reliably useful of the universal traits, not relying on rolling 6s or hoping that reroll turns out better for you. A direct upgrade on the main book trait that gives +1 attack when you charge. **Especially fun on a Khorne Daemon Prince, who already gets +1 A. If you manage to give him Diabolic Strength with Malefic Talons, you've got 10 attacks at strength 9. Did someone say "Blood for the Blood God?" *'''''Flames Of Spite''''': On a to-wound roll of 6+ in melee, inflict 1 mortal wound in addition to any other damage. This warlord trait works best if your warlord relies on the weight of attacks, such as a Daemon Prince with two malefic talons or an Alpha Legion Lord with the Blade of the Hydra, or is likely to gain additional attacks from DTTFE. A Lord on a Steed of Slaanesh is also a fine choice as well. *'''''Hatred Incarnate''''': You must re-roll wound rolls of 1 for attacks made by your Warlord. An aggressive trait that is only really useful on a beatstick HQ. Great for a Daemon Prince or any HQ with high Strength weaponry (Plasma, Chainfist) or volume of attacks (Blade of the Hydra, Malefic Talons). Otherwise just average. *'''''Lord Of Terror''''': Enemy units within 6 inches must roll 2 dice for morale and use the highest result. This one doesn't do crap for most armies but is *brutal* with Night Lords (which is ironic, considering it is not a Night Lord specific trait). With the cumulative -5 while using Raptors with Icons (or more, if you use Be'lakor, too), making your opponents discard the lowest die result is very good. Fabulous Bill comes stock with this one, which kinda sucks. Haarken Worldclaimer also gets this, which works much better for him than for Bile. *'''''Unholy Fortitude''''': Add 1 to the wound characteristic and gain a 6+++ FNP. An improved version of the main rulebook trait. Just about any warlord will benefit from this trait, but for maximum durability, take an Iron Warriors Daemon Prince with the Fleshmetal Exoskeleton and the Nurgle keyword, so it can benefit from the Grandfather's Blessing stratagem and the Miasma of Pestilence psychic power. ===Psyker Only=== Per Codex: Daemonkin, these Warlord Traits can be taken if your warlord is a psyker (i.e. a Sorcerer of any type, non-Khornate Daemon Prince, or Master of Possession). *'''''Arch-Sorcerer''''': The Warlord knows one additional psychic power from ''any'' discipline on their character sheet. Unfortunately, all of your legal carriers of this only have access to one discipline, ''and'' all of them already know more powers than they can cast. Least bad on a Daemon Prince, where it doubles the non-''Smite'' powers to choose from (typically Warptime and Diabolic Strength are your best bets). *'''''Demon-Bound power''''': +1 to your warlord's strength characteristic. In addition, you can re-roll damage rolls for your warlord's force weapon, if he has one - remember, Daemon Princes do not. Useless on Sorcerers because Chaos Lords fight better anyway, but it does make Daemon Princes of Nurgle, Slaanesh or Tzeentch Str 8 - letting them fight anything except knights and still do well. Combined with Diabolic Strength, it makes DP's S10 which is enough to wound nearly all heavy Infantry on 2's. *'''''Devourer of Magic''''': The Warlord can deny one more power, and regains a wound for each power he denies successfully. Useful for a blitzing Daemon Prince against Psyker-heavy armies, as he can stop a smite or two and heal up in the process. *'''''Infernal Gaze''''': +6 to the range of your warlord's smite power. Feel like a Thousand Son for a game, or better still, take Thousand Sons instead. *'''''Reader of Fate''''': Once per battle, you can re-roll one psychic test or deny attempt. In addition, if your army is battle forged, each time your warlord casts a psychic power, roll 1d6. On a 6, gain a command point. One of the other Warlord Traits that lets you regenerate CP, but worse overall, because you need to cast a power to get a 1/6 chance of doing so. *'''''Warp Lord''''': When taking Psychic Tests, the Warlord may re-roll 1s. Perhaps one of the best options to stick on a Terminator Sorcerer or Master of Possession in a Council of Traitors detachment. Virtually eliminates double 1 perils, and will come in clutch in the late game where preserving command points is more of a concern. Can also be used to boost the difficulty of your opponent's Deny attempts, or in rare cases, you can gamble to push a regular smite into super smite. A good trait if you don't know what kind of army you'll be up against, *cough* *cough* tournaments *cough* *cough*.
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