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==Special Rules== As expected, Troops gain Objective Secured. That's right, even your cultists can cap points. Suck on that, you god-lovers. *'''Let The Galaxy Burn''': Replaces DttFE and is now your Doctrine Equivalent. It gives you exploding sixes to hit (i.e. the equivalent of +1 BS/WS, as appropriate) with certain weapons during certain turns AND synergizes with flame weapons by giving you 2 additional hits on top of whatever you roll. Compared to Combat Doctrines, your Let the Galaxy Burn has more overlap between weapon types (Rapid Fire is active in Destruction ''and'' Massacre, while Assault is active in Massacre and Carnage) ** You start the game with '''Wanton Destruction''', letting Heavy, Rapid-Fire, and Grenade (why???) weapons score an extra hit on a nat 6 to hit. ** At turn 2, you go to '''Wanton Massacre''', letting Rapid-Fire, Assault, and Pistol weapons score an extra hit on a nat 6 to hit. ** On either turn 3 or 4, you switch to '''Wanton Slaughter''', letting Assault, Pistol, and Melee weapons score an extra hit on a nat 6 to hit. ***Recapping, that's: ****Flame Weapons: Turn 1 onward. ****Grenade and Heavy: Turn 1. ****Rapid Fire: Turns 1, 2, and optionally 3. ****Assault and Pistol: Turn 2 onward. ****Melee: Turn 3 or 4 onward, depending on when you ditch Rapid Fire. ****Weapons that automatically hit which aren't Flame Weapons: '''''never''''', so consider ditching these. **The additional hits with flame weapons is extra <s>spicy</s> '''lit''' considering the D2 on Baleflamers and other unique hellfire weapons. The benefit of exploding 6s to hit vs additional AP is debatable, as in the era of AoC, more AP is better than AP-1 and AP0, but quantity has a quality all on its own, especially when it acts like +1 skill. ***Looking at it you can clearly see what you're ''supposed'' to do. On the first turn you plink away your heavy weapons and small arms, then on the second as the range closes your assault and pistol weapons get better while heavy weapons lose the buff, then when you ready you go to wanton carnage and let melee weapons get the buff instead of rapid fire. *'''Armour of Contempt:''' <s>The Q2 2022 Balance Dataslate came ringing in again to show how much GW fucking LOVES Space Marines (and anyone else walking around in power armor. βOh no, the Mechanicus are shooting them off the table! Whatever will we do!). Now any attacks against your army reduce their AP by 1, now absolutely forcing enemies to grab their AP2 guns. The only time this doesn't apply is if you already have a shield (though you don't exactly have any models who could) or any other AP reduction power.</s>NO LONGER APPLICABLE AS OF THE Q1 2023 DATASLATE *'''Champions of Chaos:''' The HQ restriction clause. Only one Daemon Prince, Chaos Lord and Dark Commune in a detachment. *'''Daemon Engine:''' You've got a lot of biomechanical monsters on your side. These beasts not only get a 5++ save, but they can also restore a wound once per round. *'''Daemon Weapon:''' Some weapons...aren't so happy being used by people. Each time the bearer fights, they must pass a Leadership test. If they fail, you have to pick between either d3 mortal wounds or not use the weapon for that phase to save your skin. *'''Malicious Volleys:''' 2nd Edition Returns. Any {{W40Kkeyword|Heretic Astartes}} model using a Rapid Fire bolt weapon can take double the listed attacks (2 for Bolters, 4 for Combi-bolters, etc) if at least one of the following is true: **The target is in half range. **The model is {{W40Kkeyword|Infantry}} that didn't move in the Movement Phase. **The firing model is a {{WH40Kkeyword|Terminator}} or {{WH40Kkeyword|Biker}}. ***Opinion: This isn't the most powerful rule by any means, but it kindles some life into small arms fire as well as increasing the effective range of Terminator Combi-bolters. Compared to the Imperium, you don't have as many bolt weapon varieties and lack Hurricane Bolters or Bolt Rifles to make use of the rule. What you do have though is Rubric Marines - who will love this rule. It also indirectly increases marine survivability as it gives Marine Squads the option of being able to sit in cover or on an objective and still benefit from rapid firing. Take a few squads with bolters and a heavy bolter or two and post them up on an objective for some solid objective campers. You can also do the same with regular terminators, 10 termies with combi bolters now always put out 40 shots in the shooting phase. Paired with their Melee abilities this makes them one of the most versatile units in the entire game, able to deal with hordes and vehicles alike. *'''Mere Mortals''': You can't take more cultists than you can take {{WH40Kkeyword|TRAITORIS ASTARTES CORE INFANTRY }} and your Dark Commune can't be the warlord. On top of that, they also can't benefit from your Legion traits though they do get Let the Galaxy Burn. So I'm sure the next question is "what counts as Core Infantry?" Legionaries, Terminators, Chosen The cult elite troops, Raptors and Havocs. It is doable therefore to bring the cultist as your entire troop force and fill your elites with an equal number of Terminators in reserve ready to teleport in. Still considering the push they got this is a bitter pill to swallow as it prevents you from really making a Chaos Guard list as it's [[derp|illegal to play solely with the shiny new cultists on their own.]] It's probably so they can make you buy another book to get an Army of Renown that lets you do it, which makes this rule even more [[Iron Warriors|bitter]] to taste. *'''Martial Legacy:''' Relic unit rules for certain Forge World models. If your army is battle-forged, you must pay 1 additional CP for a detachment that includes a unit with this rule.
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