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Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Space Marines(8E)
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Like their loyalist brethren, the [[Chaos Space Marines]] have a grand amount of customization available to them. Their basic troops are tough and they have a good list of guns available, and the access to the Daemons Opus and the newer books makes all their corners covered. Your common keywords are {{W40kKeyword|Chaos, Heretic Astartes, <Legion>}}, and {{W40kKeyword|<Chaos Mark>}} ==Rules== *'''Legion Traits''': While you get no new legions, some of the ones from Vigilus Ablaze did get amended. Additionally, you could just forgo the legions nonsense and get a free TP. **'''[[Red Corsairs]]''': Pretty much redoes the whole CP bit to fit HoR; +1 TP by default, raise to +3 TP if over half the points allotment went to chaos marines. **'''[[Crimson Slaughter]]''': Your ability to gain CP is replaced to TP. In addition, once you win 3 TP this way, your guys can automatically pass any Leadership checks, but can no longer wih any TP. **'''[[The Scourged]]''': Each model can re-roll one hit, wound, and save they roll each turn. **'''[[The Purge]]''': Your models can now shoot an enemy even if allies are right next to the target. Missing causes friendly fire, as does shooting with a flamer. *'''Champions of Chaos''': Similar to the loyalists, you can make models that share all of the leader's keywords into Core models or double the number you can take of certain Core models. This also includes the aligned ones, for better or worse. *'''Icons of Chaos''': The Icons of Chaos share their effects with people 6" from them. All right, that works. *'''Daemonic Ritual''': Your leader can summon lesser daemons for free once per movement phase. While an unaligned leader can summon any daemon, they have to roll above the TN (7 or 8) by rolling d6+Round; aligned leaders can only summon their god's daemon, but they count as passing if they hit the TN. Fortunately, these daemons don't count towards the rout check. **Horrors summoned this way won't split into smaller horrors unless you pay for it. ==Armoury== *'''Covenant of Blood''': Khorne leader only. You now have the ability to deny a power, which is perfectly necessary with your lack of psykery. *'''Covenant of Excess''': Slaanesh leader only. This adds an extra attack on the charge. If you intend to focus on melee, then you're going to like this. *'''Covenant of Plague''': Nurgle leader only. While double the price of the other covenants, this gives a lot more. See, your boss gets to deal a mortal wound on himself (Subject to being ignored if he gets Disgustingly Resilient) and for the rest of the turn, anyone within 3" takes a -1 to hit. *'''Covenant of Change''': Tzeentch leader only. You can cause perils if your deny test rolls a double 1 or double 6. In truth, it's a nice trick, but it's less vital than the others. *'''Covenant of Tyranny''': Unaligned leader only. You make anyone within the range of IP re-roll any 6s on a Ld check. Nice, because you'll need your troops where you want them. *'''Bloodslicked Warplate''': Khorne model without Terminator armor only. There's more than a few weapons with AP0, but if you know that the enemy floods the floor with them, take this for a re-roll against them. *'''Pox-Encrusted Adamantium''': Nurgle model without Terminator armor only. This suit's even heavier, granting +1T and granting a 6++ invuln, but your model now moves like it's always in difficult terrain. Better hope you're not going anywhere fast. *'''Ectoplasmic Armour''': Tzeentch model without Terminator armor only. This is evil, so EVIL. You know all those re-rolls those bosses give to their lackeys? Gone. All gone. And you just flipped them off. Just hope that the weapons aren't already enough to do you in. *'''Diaphonous Battleplate''': Slaanesh model without Terminator armor only. Flamers and other auto-hit weapons now need to re-roll the number of hits they deal and drop the highest, guaranteeing you a bit more protection form their kind. *'''SPIKEY BITZ''': By the dark gods, they return. Every fight phase gives you a chance to deal a mortal wound to one random schmuck within 1" of the model. *'''Occuli Maledictum''': Hidden models within 12" of the bearer are immediately exposed, making you a good foil for scouts and stealth suits. *'''Haunted Adamantium''': Good for more morale-busting, but not for sneaky. It bans hiding, but it makes anyone within 6" (or IP if the model has it) take -1 to Leadership. *'''The Arch-Summoner's Staff''': A force weapon custom-made to help summoners. This gives you the chance to re-roll a summoning roll, though any doubles you roll spell bad news. *'''Ti'Lath's Boon''': Tzeentch leader only. This is your single-use psyker-jacking power, and as such is worth the lulz you'll have when you steal a Grey Knight's hammerhand and toss it onto the possessed he's fighting. *'''The Edges of Madness''': Khorne leader only. You get a power sword/axe combo that grants an attack plus any more if the bearer charges and takes hits on the overwatch. While this is dandy for making a killing off a pack of overwatching Tau or Dark Angels, it does jack for survivability. *'''The Death Toll''': Nurgle leader only. You get a hand flamer that goes d6 hits with S3 AP-1 D1, but the real kicker is the penalty to WS just for being wounded. If you ever needed to sic your marines at someone and have a shot at winning, you throw this first to soften them up. *'''The Killing Caress''': Slaanesh leader only. The profile's pretty unimpressive, being only a CCW with 2 Damage, but you then notice that you'll never need to roll more than a 4+ to wound, which is pretty decent. You'll always attack first, so you can use this even if you're not running Emperor's Children. Actually, you should because running this with EC is kind of a waste for something you already have. *'''Smoke Grenade''': Same as the other Opuses, this thing gives you a zone of obstruction, protecting you from anything trying to aim across it. *'''Screaming Engines''': Bikes and jump packs only. In the event that you really need to make a charge, this lets you roll 3d6 on a charge, dropping the lowest. *'''Hypercharger''': Gives a bit of an exchange between BS and one gun's Strength, which might be handy if you know how to game your odds. Especially useful since you lack snipers. *'''Bloodseeker Ammunition''': Not compatible with auto-hitting guns. This will give you a little push in demolishing any sort of armor, but this only triggers on a 6 to wound with a gun. *'''Willing Sacrifice''': This model can take a mortal wound in order to help accomplish a ritual. Since you lack any heals on this, you're going to need this on multiple models or else seriously limit your use of this. *'''Relic of Caliban''': {{W40kKeyword|Fallen}} only. This forces any loyalist Dangels to direct all their fire at the bearer, but if they ever die as a result of this, you give over an extra VP. Make sure the guy has major protection if you use this, because you just picked '''DANTE MUST DIE MODE'''. *'''Suspensors''': Pretty useful if you plan to tote around heavy weapons, though the range won't be the same. *'''Personal Teleporter''': {{W40kKeyword|Cult of Destruction}} and {{W40kKeyword|Terminator}} only. This is your one means of compensating for the crappy movements of these models, though it's just as random as advancing without any of the fallbacks. *'''Targeter''': Lets your model re-roll 1s to hit if they stand still. It's cheaper and easier to grab than a familiar. *'''Hungering Grimoire''': Psyker only. Lets your sorcerer heal a wound if they kill an enemy with mind-bullets or swords, but not with pistols. *'''Tome Malefic''': Ruinous Invoker only. The ability to swap one prayer is pretty useful, but you should be sure that you want it switched, since you're only able to do this once. *'''Daemonic Visage''': Robs 1" from all charges against this model, which is pretty nice. Combine with the right terrain and you have someone unreachable. ===Familiars=== You have a rather decent list of familiars available to more than just psykers. Leaders can pick two different ones while anyone else just gets one. *'''Reloader Familiar''': The EVIL armourium cherub. This only re-rolls 1s to wound, but it won't go away after one use. *'''Linkdevil Familiar''': This might make retreating a bad idea for the enemy, as it lets you shoot once with a pistol or make one whack if they fall back. *'''Combat Familiar''': This one's a bit of a mixed sell, since it costs more if your model's stronger, but weaker guys shouldn't be fighting anyways. In any case, it's two free attacks at the user's strength AP0 D1. *'''Spell Familiar''': Psyker only. This allows you to re-roll a warp die, but you perils if the re-roll matches the original roll. *'''Regeneration Familiar''': Leader only. Normally the most expensive familiar, but this gives the power of regaining lost wounds...until you roll a 1 and get another mortal wound instead. ==Philosophies== *''Whim of the Gods'': +1 TP for never using Tactical Re-roll. *''Mind Games'': +2 TP, but only if you aren't the first to make a Tactical Action. Evens the field a little if you face loyalists that use the one philosophy that demands that they do this thing. *''For the Legion!'': +2 TP for only using the {{W40kKeyword|<Legion>}} Tactical Action. With how many of your tactics involve pre-game shenanigans or single-use tricks, you'd be less likely to side with this. ==Tactical Actions== *'''The Galaxy Burns (2 TP)''': Your {{W40kKeyword|<Legion>}} models all get one extra attack for the fight phase. Especially useful for melee-focused forces. *'''Beseech the Dark Gods (2 TP)''': Your daemonic ritual now has a chance to summon multiple daemons. Quite nice if you plan on spamming them. *'''Chaos Boon (1 TP)''': The Eye of the Gods returns. On any turn were your leader slays another leader or 3+ lesser models, you can roll for a Chaos Boon, though you must re-roll being a prince or gribbly. *'''Escape Artist (1 TP)''': {{W40kKeyword|Fallen}} only. Remember that trick where Cypher can vanish without conferring any VP if he dies? You get that chance too. *'''Murderous Descent (2 TP)''': {{W40kKeyword|Night Lords}} only. All flying models can re-roll their charge distances, but only if they arrived from reserves during this turn. *'''Misdirection (1 TP)''': {{W40kKeyword|Alpha Legion}} only. You can re-deploy any two non-cultist models before the game begins. Add this to the ability to use this multiple times, and you'll have redeploy your whole team - if you can spare that many TP. *'''Iron Bastion (1 TP)''': {{W40kKeyword|Iron Warriors}} only. Pick a single piece of terrain or block of 6"x6" mat with a model on it. You add +1 to any cover bonus this applies. Not very siege-like, but you have a big wall to protect your forces. *'''Fury Unleased (2 TP)''': {{W40kKeyword|World Eaters}} only. Your leader gets +1 attack for each enemy within 1", but rolling a nat 1 to hit makes them hit a friendly model within 3" with the anger of [[Kharn]]. *'''Dark Zealotry (3 TP)''': {{W40kKeyword|Word Bearers}} only. Your leader's IP doubles in range and all models within it auto-pass any Ld check, but you're barred from voluntarily routing. Pretty helpful for holding a line while calling up reinforcements. *'''Traitors Ascendant (1 TP)''': {{W40kKeyword|Black Legion}} only. Your DZ is now expanded by 3". Enjoy your extra room. *'''Unholy Perfection (3 TP)''': {{W40kKeyword|Emperor's Children}} only. Funny, they have the same pick-a-roll tactic as the Iron Hands. *'''A Taste of Freedom (2 TP)''': Renegade Chapters only. Your models can re-roll all 1s for one phase. It's only got one use, so make sure this counts. ==Unit Analysis== Your FOC is as follows *1 Leader *1-20 Core *0-3 Special ===Leaders=== *'''Aspiring Champion''': Your analogue to the infamous Chaos Lord, this guy gets all the customization doodads available to him, though he loses the options that aren't weapons. **'''Terminator Champion''': For 12 points, you get to grab Terminator Armor for your Champion, barring him from the cult choices but making Terminators Core. If you want a Termie-heavy team, this is your option, but it's going to be costly to kit them up properly. **'''Biker Champion''': Bikes are a popular choice for their mobility. Though the champion won't be able to access all that, you'll have plenty of lackeys now available to grab them. **'''Berzerker Champion''': A Khorne-themed Champion, you gain their extra attacks each round. That said, he can loses out on quite a bit. This especially hurts his weapons, as he now has to pay the same as anyone else for a Chainaxe. **'''Aspiring Sorcerer''': 7 points nets you psyker powers and the appropriate weapon for such. His powers selection is similar to the Sorcerer's Apprentice, but he can grab from the TS-exclusive Change discipline and his smite can never deal above a Mortal Wound. At least you get Rubricae as Core, 'cause they're pretty fierce. **'''Plague Champion''': A Death Guard champion that gets all their rules for a none-too-modest pricetag. His weapon choice is sadly limited to either the plague sword or the pistol. **'''Noise Champion''': A MoS Champion that's the cheapest cult champ. Though you've the options for melee, do yourself a favor and get that blaster and siren and help your boys turn up the noise. *'''Sorcerer's Apprentice''': Your mini sorcerer. It's got quite a few options for loadout, but their power choices are limited. You either pick Smite and a Dark Hereticus power, or you pick two discipline powers - either way, Gift of Chaos is out of the table for being too disruptive. **'''Arch-Possessor''': The Master of Possession. He owns all of his gigs and powers and he can also negate wounds he loses during rituals. His chief use is going to be with the possessed, so don't bother otherwise. *'''Cultist Champion''': Let's face it: If you're taking him, it's not going to be to fight. He's absolutely shit at that, and he can't even take anything aside from trash weapons. He's got a risk of backfiring on rituals, he lacks any benefits from {{W40kKeyword|<legion>}} traits, and he can only use IP on other cultists. So why take him? Because you wanna load up on your other boys. Simple as that. *'''Chosen Champion''': Slightly over the core champion, but his power lies in making Chosen into Core and little else. *'''Greater Possessed''': This is the guy you want to lead a possessed force. He makes 0-5 Possessed Core and has his extra mutations to bolster his lessers. If there's any issue, it's that fucking atrocious pricetag. *'''Fallen Champion''': Your not-quite-loyalist Chosen, able to turn Fallen into Core and allows for a gunline of plasma. *'''Raptor Champion''': Your air-boss and terror-bringer is more than capable of hauling in whatever he wants and his aura can potentially mess up an enemy's IP. **'''Warp Talon Champion''': A point cheaper than the Raptor boss, but these guys are frozen in loadout. Commence the rip-n-tear brigade. *'''Legion Executioner''': A slightly smaller Master of Executions. He retains his better Intervention range and his mean-ass axe, so you'll be needing to make good on his beatstick-ness. *'''Ruinous Invoker''': A smaller Dark Apostle, he's not much different than in bighammer. He can even use two prayers during the game with the same stipulations. ===Core=== *'''Chaos Space Marine''': The basic goon, these are standard marines that can grab chainswordss in place of bolters to give them a bonus attack. Every 1 in 5 can grab a good variety of guns from melta to plasma guns to missiles. One can also grab an icon, which can help with spreading their love across the board and ease the load from the cult troops. *'''Chaos Cultist''': A pathetic distraction. Their only options are for one out of ten of these fuckers. Otherwise, figure out what you want them to die doing and keep them staying there while your real soldiers do business. *'''0-3 Chaos Biker''': Hardcapped at 0-3 without a biker champion. They're optimal at shooting up what gets stuck in combat, so tool them up with whatever wrecks them quickest. If you're looking for more mobile icons, then these guys are the way to go. *'''0-5 Raptor''': Marines with jump packs. Tool them as you would in the big game, with Plasma only being a must when dealing with tough infantry like Termies. ===Special=== *'''0-2 Dark Disciples''': Troops if the Ruinous Invoker is on board. They're otherwise just hangers-on that benefit their preacher if they're closeby and not hiding. *'''Chaos Terminator''': Big guys with mere power weapons, but a good deal more versatility. They can be seriously threatening when tooled up, but it will run up your costs, especially for a Termie-heavy force. *'''[[Khorne Berzerker]]''': The true murder machines of chaos. You're well-advised to make them a chainaxe/sword combo to maximize their choppy since nobody else can. If you're going to get an Icon of Wrath, stick it on a regular guy since you can't grab any more than five as core. *'''Rubric Marine''': The good ol' dustbin isn't very threatening by himself, and his loadout is limited. On top of that, he possesses the {{W40kKeyword|Psyker}} keyword while lacking any powers. *'''[[Plague Marine]]''': The priciest of the cult units, but in their cost comes a lot of goodies that can save them plenty. Between the two special plague weapons and the melee weapons, you can find a rather good frontline if you want, absorbing blows for fellow marines. *'''[[Noise Marine]]''': Cheaper than his contemporaries, the Noise Marine gets a plus by getting access to a free CCW to help him fight. Their Sonic Blasters are awesome and cheap buys, the one lucky goon that grabs a Blastmaster has a utility tool that gives him the ability to ssmoke out cover campers and their I5 lets them get the jump on most other forces. If you're running a Slaanesh-heavy/EC army, then give one the Icon of Excess for more FNP goodness. *'''Chosen''': Chaos Marines that get a bit beefier, but that's about it. They're a deal pricier than the normal guys, and they get a lot more weapon options for it. That said, if you need a specialist in a pinch, these guys can certainly fill a hole you need. *'''Possessed''': Deadly bastards, they are pretty good for their price and their random powers are useful in combat. However, they absolutely NEED to get into combat in order to be useful, and require support to get the most of it. *'''Fallen''': Cheaper than the Chosen and just as able to carry the heavy weapon load if you don't see Chosen as an appealing option. *'''Mutilator''': With Deep Strike, he can be effectively shock a whole gunline, but his abysmal movement means that he'll fall to kiting. The limitation of only 3 slots makes them hard-pressed to make their worth, but if you take one, you're assured an engine of utter devastation. *'''Annihilator''': The Obiliterator under a fancier and edgier name. The randomized nature of his guns does a number on his reputation as the do-it-all gunrig, they still remain the ultimate in wiping out the biggest nasties you can face. They lack the melee power given in Shadowspear, but that's all for the better - you need them for shooting, not punching. *'''[[Chaos Spawn|Those Thingies]]''': Expensive units, but using even one gives you a unit easily capable of tying up whatever comes across it. Throwing one at an enemy while escorting a Leader or other key unit can force the enemy to prioritize between firing at the thing as it charges them and use up their Overwatch or ignore it to fire the other guy and get charged anyways. Whichever the case, you're bound to make some points back, especially since you've taken a unit that's non-learning and thus incapable of getting upgrades. Give it a Mark of Nurgle, stick him in some ruins and laugh at the sheer amount of fire he can take. *'''Warp Talon''': Their ability to charge after arriving makes them a menace without compare in HoR. They're able to join in with the icons, but they also get benefits from the Arch-Possessor and Greater Possessed's abilities since they all count as daemons. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]][[Category:Chaos]][[Category:Space Marines]]
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