Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Space Marines(7E)

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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. Heralds of Ruin in particular took strides in tying to un-fuck the massive damage inflicted by the growing scales of 40K while keeping them a fun force full of special tools. As a result, they have more choices available to them than almost anyone aside from the Space Marines.

Rules

  • Warp Assault: Termies, Warp Talons, and Obliterators/Mutilators all can Deep Strike. Good news for the Warp Talons and Mutilators, who have absolutely shit else going for them.
  • Chaos Boons: Because of the small scale of the game, the Spawnhood and Apotheosis options can never be used and the results must always be re-rolled. Similarly, any other boons won through this never stay in terms of Campaigns and will be lost the moment the game ends.
  • Icons of Chaos: The Icons of Chaos count as banners in terms of Combat Resolution and their effects can only affect models of the same mark within 3" of the Icon Bearer. A bit iffy, but it incentivizes taking mono-mark armies.
  • Traitor Legions: Mirroring the Codex Marines, Chaos Marines have an option for army-wide Chapter Tactics to make the team emulate one of the big Nine. Aspiring Champions, Chaos Acolytes, Chaos Marines/Bikers, Raptors, and Terminators can all pony up a bit to get bonus rules.
    • Alpha Legion (1PPM): All paying models get Shrouded for the first turn, which is a major help in keeping them alive. Aspiring Champions (so long as they're mere Power Armoured footsloggers) and Chosen get Infiltrate to give them room to get where they need to be, and Cultists get Scouts for free. Nice.
    • Black Legion (1 PPM): A little similar to the Black Legion supplement, all models get Hatred (Space Marines) and Chosen now become Core. Pretty good idea for a counter-marines meta when paired with non-mandatory VotLW.
    • Death Guard (4 PPM): A pricy tactic, but dead 'ard with models gaining FNP and Fearless. You're also forced to take Mark of Nurgle on all units with that option, which isn't a bad take.
    • Emperor's Children (2 PPM): Chosen now can issue/accept challenges (which is a good thing since they're no longer forced into it like most others), models are immune to pinning and gain re-rolls on 1's in combat. Also all models must take Mark of Slaanesh, which is good for a less shooty army.
    • Iron Warriors (1 PPM): Models get Tank Hunters and Stubborn, which is good for keeping gunlines in place. Sadly, you won't be able to take any heavier dakka.
    • Night Lords (1 PPM): Models get Fear and Hit & Run. Nice for agile forces and with some MoS, you'll be better on trolling Eldar.
    • Word Bearers (1 PPM): Models get Crusader and Possessed Marines can now become Core Choices. Awesome with more choppy, but Crusader isn't given to Possessed, meaning that they can't sweep out anything that flees as easily.
    • World Eaters (3 PPM): Models gain Furious Charge and Fearless, which gets bolstered with the army's mandatory Mark of Khorne for RIP AND TEAR goodness, though it makes Icons of Wrath less useful. You can also never use a Chaos Acolyte as a leader for the World Eaters.

The Thousand Sons are curiously absent for this, but they have their own special boons by allying with the big bird man...

Wargear

  • Relic Weapon: Grants one weapon Master-Crafted. Keep on melee or pistol weapons, where their effects are best.
  • Overcharged Weapon: A risky buy, this gives a gun +1 S, but also Gets Hot! If you're using this on a plasma weapon, this makes explosions happen on a 1 or 2.
  • Suspensors: A good tool for toting heavy firepower, this gives the model the ability to fire Heavy weapons even if they move. However, they now can only fire at have their max range, so choose with care.
  • Bionics: A cheap way to grant a guy 6+ FNP.
  • Smoke Grenades: Same as any other forces with this, it does no damage but the Large Blast now becomes 5+ cover for a turn.
  • Targeter: If a model doesn't move, they re-roll 1's to-shoot. A pretty good take.

Mark of Khorne Only

  • Talisman of Burning Blood: Useful on killing sprees, this gives a model that killed someone in the assault phase +1 attack to use for the rest of the turn. Definitely take it if you're in the thick of war.
  • Collar of Khorne: An additional tool for Khorne's contempt for sorcerers, this gives models within 6" a +2 bonus to Deny the Witch. A good take against Psykers.

Mark of Nurgle Only

  • Daemonic Name: Despite sounding like something suited to any force, the bonuses are definitely out to boost Nurgle's boys: IWND. YES.
  • Cloud of Flies: Another real nice Nurgle tool, this grants a model Shrouded, which is awesome for models that run in the open a lot.

Mark of Slaanesh Only

  • Combat Drugs: Yeah baby, they're back! Every assault phase, a model can roll d6 to gain a special rule until the next assault phase, which gives them a leg up on the Dark Eldar. The effects are...
  1. A sudden S4 AP- hit of OD.
  2. +1 WS
  3. +1 S
  4. Shred
  5. +1 A
  6. FNP
  • Allure of Slaanesh: Anyone who dares charge has roll Leadership with the price of failure being reduced to 1 Attack for the turn.

Mark of Tzeentch Only

  • Breath of Tzeentch: Not really useful on an Acolyte, this grants the model a Heavy Flamer with Soulblaze.
  • Inferno Bolts: A nice special tool, this gives a Bolter/Bolt Pistol AP3, which is kickass.

Leaders Only

  • Daemonic Essence: A good take for non-Nurgle armies, this grants a Leader FNP. A bit on the high side though, and taking an Icon of Excess gives it to more people.
  • Daemonic Flight: This makes wings grow out of the model's back and predictably gives the Leader a Jump Pack that lets them jump in both movement and assault. It bears mentioning that Termies and Bikers can't take this, but they have other options to offset this.
  • Chaos Hound: This grants your Leader a familiar that's pretty much a Fenrisian Wolf with no armor and Fearless and Rage instead of Counter-Attack and Acute Senses. He's good for a spare attack, so keep him as one since he's useless for model count.
  • Favour of the Gods: Instead of being a Warlord Trait you'll only get 1/6 of the time, you now get this for a cheap 5 Points! Take it!

Champions Only

  • Cthonian Blade: Made in the homeworld of the Arch-Traitor, this is a Fleshbane Power Sword. Really expensive, but it's a surefire way to kill troops.
  • Armour of Eternal War: Grants models within 6" re-rolls on Morale. This isn't said to replace either Power Armour of Terminator Armour, so it can be exploited for even harder Termie troops.
  • Daemonic Visage: Grants the Champion Fear and Fearless, this has varying uses depending on the army you take. On the plus side, it's a cheap grab.

Acolytes Only

  • Staff of Warpfire: A weapon taken from Last Stand, this turns your staff into a Heavy Flamer with Soulblaze. Great for weaker foes.
  • Tome of Hunger: Works differently from the way Last Stand has it work. Instead of killing copies and devouring life, you now have a chance to kill an enemy and convert him to health. When he dies, roll a d6, and on a 5+, he'll regrow a wound.

Terminators Only

  • Auto-Launchers: Grants a Termie infinite Assault Grenades, but they can never be thrown. A nice take in this field.
  • Cataphractii Pattern Armour: A really risky take for anything without proper protection like Papa Nurgle's boys, this gives a Termie a 4++ Invul, but replaces Relentless with S&P.
  • Tartaros PAttern Armour: A generally cheaper and safer buy, this gives Termies the ability to Sweeping Advance, which is priceless for Word Bearers.
  • Teleporter: Gives the model a 2d6" shunt anywhere at the cost of assaulting for the turn. A good way to get in (or out) of a mess.

FOC

  • 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 Sigil of Corruption (A bit of a blow) and Spell Familiar (Not a big loss, as there is a better psyker to use) and gaining a Back Banner to help him win combat. He can buy a bike to let more Bikers in as Core, buy a jump pack to bring more Raptors as core, or buy Termie armor to bring more Terminators as Core Choices. If you go with any of the cult choices, then their appropriate model then becomes a Core Choice because you're taking a Chaos Lord-lite.
    • Terminator Champion: For only 10 points, you get to grab Terminator Armor for your Champion, barring him from the cult choices, though he can take any marks and wargear he wants. For upgrades, he can only grab VotLW and Gift of Mutation (Both being welcome choices). If you want a Termie-heavy team, this is your option, but it's going to be costly to kit them up properly.
    • Berzerker Champion: A Khorne-themed Champion, you gain Fearless, Furious Charge, and MoK, so you can take this while not being locked in as World Eaters. That said, he can loses out on a lot of upgrades while only being able to get Melta Bombs, VotLW, Gift of Mutation, and the Juggernaut. This especially hurts his weapons, as he now has to pay the same as anyone else for a Chainaxe.
    • Plague Champion: A Death Guard Champion for those hesitant on going all the way. He gains Fearless, FNP, MoN, and gets a Plague Knife and Blight Grenade. He can also grab Melta Bombs, VotLW, Gift of Mutation, and the Palanquin. Keep him moving, laugh at what he shrugs off and make sure he feels the hurt.
    • Noise Champion: A MoS Champion with Fearless that's not entirely based on the Emperor's Children. He can also grab Melta Bombs, VotLW, Gift of Mutation, the Doom Siren, and the Steed. If you're running Emperor's Children, he gets a bit better with his re-rolls in challenges. Take the steed if you want to mess with the enemy through outflanking and general cover-hopping.
  • Possessed Champion: He runs like a beefier Possessed Marine, so keep him running like one. He can't make Possessed Marines free, so you'll be needing the Word Bearers for that, which works just as well for them.
  • Chaos Acolyte: Your Sorcerer-lite with ML1, he has access to all the same tools as the Aspiring Champion, though he exchanges MoK for a Spell Familiar and a Disc mount. If markless, he can only take Smite, Flame Breath, or Psychic Shriek, but taking a mark instead grants him access to that God's Primaris power instead. As it is, it's probably best to use the basic powers unless you're taking Slaanesh.
    • Aspiring Sorcerer: Remember how the Thousand Sons had no Chapter Tactics? This is why. For 18 Points, you grab MoT, VotLW, Aura of Dark Glory, and Inferno Bolts. Kitting it up normally would cost about 23, and even then you'd lose out on Fearless. As a bonus gift for this, you get Rubric Marines as Core. A good plus for this is that he can be dragged in for almost any other Chapter Tactic (aside from World Eaters), where he's not affected by them, though doing so may clash with your intended plan if they demand a certain mark.
  • 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 an Autogun and Shotgun (lolno), a Bolt or Plasma Pistol (Okay grabs) and a Power Weapon (Good ,but still not gonna cover his weakness). What you instead bring him for is to throw lots of cultists. By using him, you get 25 core choices, but you always need 2 Cultist Squads among them. Thus is his goal: Drown the other guy in bodies, sparing points for more deserving warriors of Chaos.