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 Chaos, , Heretic Astartes, <Legion>

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

  • 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 half 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. Helps make sure you make a hit.
  3. +1 S. A fine way to confirm that something will die.
  4. Shred. An awesome offensive bonus that makes more wounds stick.
  5. +1 A. Always welcome to scare anyone with Chosen/Termies with 3 attacks.
  6. FNP. Defensive potential bar none.
  • Allure of Slaanesh: Anyone who dares charge has to roll Leadership with the price of failure as getting knocked to 1 Attack for the turn.

Mark of Tzeentch Only

  • Breath of Tzeentch: Grants the model a Heavy Flamer with Soulblaze. Good for small goons, but kinda redundant when the Acolyte gains a tool with the same ability.
  • 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. RAW doesn't say if this is 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+, the Acolyte regrows 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.

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 <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 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.
  • 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.