Most 1W Marines go up 3 for the 2nd wound; Terminators went up 2 (or less, but treat it as 2) for the 3rd wound; Bikes went up 5. The Malefic discipline is the clear winner of the two from a power level standpoint, but there are some gems in the Dark Hereticus Discipline youll want to consider. Pick an enemy unit within Engagement Range of that unit, then roll a D6 for each model in that JUMP PACk unit within Engagement range of the enemy unit. With 3 attacks and the ability to take chainswords plus the CORE keyword, Chaos Bikers are an alternative to Terminators and Chosen, albeit with more speed and with the ability to move 14 theyre a real threat for early charges. Pick a visible enemy unit within 18 and roll 3D6. Im not going to sugarcoat it; the biggest challenge Chaos Space Marines face is that their secondaries are just Not Very Good. Night Lords players can also have some fun with their extra -1 Leadership aura. Being able to psychic action and still cast one power is pretty solid, and that makes this a decent pick for psykers who need to cast Psychic Interrogation. If you happen to have them in an Emperors Children list, they also get the Slaanesh keyword, and become a solid target for Delightful Agonies. In Night Lords armies hell typically take Night Haunters Curse in order to get the free 6 to hit once per turn. That said hes perfectly capable of raising banners, and thats half his value in some of the Chaos Knights lists he showed up in alongside Abaddon. Its great on Chosen and Biker units who dont get an invuln innately unlike Terminators and Possessed, and likewise solid on big characters who need to tank a few more hits. This can be a solid defensive buff and stacks well with Armour of Contempt. This also does nothing against daemons, and armies like Harlequins that rely on invulns are generally a bunch of small units that youre often killing anyway when you focus on them. You also dont have to put it into deep strike its tough enough that if youre taking multiples they can just roll forward against some armies and weather the damage, though how much you can get away with this will vary wildly by army. PSYKER model only. Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn! There are also three additional powers you can access if your Psyker has the Mark of Tzeentch, Nurgle, or Slaanesh. During the first battle round, your army (and all its units) are engaged in. You can only include one CHAOS LORD, one DAEMON PRINCE, and one DARK COMMUNE in each Chaos Space Marines detachment in your army. A rhino full of berzerkers will do some serious work, and even a unit of 5 has a real chance of trading up when it throws out 26 Attacks. This lil daemon engine comes with S/T 7, 9 wounds, and 6 attacks base, and a solid damage profile, both ranged with its pair of 2-damage excruciator cannons, and in melee. These days the baleflamer is the clear move for the Lord Discordant, and getting D6+2 hits is just better than anything the Helstalker autocannon has to offer. Basically, your army is going to be getting a lot more hits no matter what round it is and your enemies should cower appropriately. Note that you can generally build an army with detachments from different books, but what well be talking about here are ways to build mixed-faction armies without losing access to the army-wide special rules (such as Let the Galaxy Burn) and secondary objectives. This is particularly a challenge when it comes to your Psyker characters: Youll typically want a Master of Possession, but will seldom want to waste his casts on doing Psychic Interrogation, forcing you to find a way to fit another psyker character into the army and that has to be an HQ choice. Get +1 to your Psychic tests and each time you make a Psychic test, if you roll an unmodified 9+ to cast, the power or action cant be denied. This relic bolt pistol has 18 range, is Pistol 2, and S5, AP-2 2 damage, plus in Wanton Massacre or Slaughter it becomes Pistol 4. Hes always got the AGENT OF CHAOS keyword, and if your army includes any CHAOS LORD models (which includes the likes of Abaddon, Lucius, Haarken, and Huron Blackheart, he can be included in a detachment without taking up a slot. Well talk more about these units in their respective sections. There are a few army-wide special rules that Chaos Space Marines have access to regardless of which legion they hail from, or which god theyve devoted themselves to. Use in the Fight phase when a TRAITORIS ASTARTES unit from your army fights. Note that this only affects a single. Dark Apostles introduce a non-Psyker way to buff your units and an answer to Space Marines Chaplains. to ensure that youre wounding your targets on a 2+/3+ with multiple units in your army on the same turn. This is separate from the HERETIC ASTARTES keyword in that it denotes the faction. And speaking of Terminators, are the Scarab Occult Terminators also going to gain a wound? The Executioners are fast and bring something to the table that Chaos Marines generally lack: Solid long-ranged shooting. There are a few ways to move things around and pick your current mode, which youll typically use to get into Wanton Slaughter early but may occasionally help you get more shots off with your bigger shooting units. ability. This is your option for bog-standard Chaos Space Marines, though thanks to Kill Team: Nachmund, they now have a ton of options and ways to be kitted out that make Legionaries useful includes in a Chaos Space Marines army. Decimators have more value when you can boost their odds of hitting, which is easier in Black Legion but can be accomplished with the Daemonforge Stratagem as well. On top of that, the Mark of Slaanesh gives you the Murderous Perfection Stratagem, letting you change a die roll for a hit/wound/damage to a 6 in the Shooting or Fight phase, while Excessive Cruelty lets you punish enemy units attempting to Fall Back by consolidating 3 or shooting the unit leaving. Well youve got a few options, though youre still probably only taking a single big unit: Word Bearers Chaos Cultists Credit: RichyP. Until the end of your Shooting phase, provided that unit does not move again it is considered to have Remained stationary. 2 Wounds confirmed! Some of the Chaos Space Marines vehicles are Daemon Engines, meaning theyve had powerful daemons bound within them, imbuing them with supernatural abilities. Park it on an objective and when an opponent pops it youve suddenly got a big unit sitting on the spot. You can also give them more shooting options with special weapons and a blight launcher in a 5-model unit, but these are just OK and again, the unit is pretty slow and not really more durable than a unit of Chosen. Though they lack the Objective Secured rule that Scarabs and Blightlords/Deathshrouds get, they have a host of other buffs they can take that make up for this. Chaos Cultists are an integral part of many Chaos Space Marines armies, and, in the 9th Edition codex, thats been recognised. overhaul in the 9th edition codex, getting an entirely new profile that its cousins in Codex: Space Marines and even Death Guard/Thousand Sons lack. Inside the codex youll find rules for Black Legion, Word Bearers, Night Lords, Iron Warriors, Alpha Legion, Emperors Children, Red Corsairs, and Creations of Bile. This can throw a real wrench into your opponents plans, and against some armies can make a big difference. Most competitive Chaos Space Marine lists pack a single unit of ten Terminators with the Black Rune (though some opt for Chosen instead). They still lack the CORE keyword. Now they make the Maelstrom their home, sending out raids for supplies, pirating nearby shipping lanes, and always working to further Huron Blackhearts dreams for power. Youll use this sometimes to increase damage or reduce variance against a key target, but its a lot harder to justify given how limited CP are for CSM in general. The Secondary Objectives available to Chaos Space Marines are not particularly good. nasty enough to put a dent in some targets. One of those is probably a Master of Possession, and you wont be fighting with him, which leaves at most 2-4 characters to work with. But his real value is his. Once your unit gets out, the Dreadclaw can still be a menace in its own right. While theyre not the most efficient units in the codex, they definitely have some real play depending on your Legion and playstyle. The Dark Apostle is a solid include in a number of lists, but can struggle to find a place in your lists if youve gone heavier on Daemonkin than Core units. Until the start of your next psychic phase, that model gets +2 Strength and Attacks. Black Templars vs. Night Lords. Outside of Creations of Bile and Word Bearers, youre mostly going to end up taking standard secondaries, and even those present challenges. But the real value is the Blastmaster, which can pick between a 48 Heavy 3 S8, AP-3 3-damage mode (which ups to 4 damage at <24) or a 36 Assault 6 S5 Ap-2 1-damage model (which ups to 2 at 18), either of which are very nasty. If you slaughter, then slaughter in the best manner. One of the most interesting aspects of Traitor Guardsmen is that they have the CULTISTS keyword, meaning they can be affected by abilities and stratagems that work on Cultists such as the auras of the Dark Apostle and Dark Commune (though note that they cant be brought back with Tide of Traitors as they are not a CULTIST MOB). That unit can immediately make a Normal Move as if it were the Movement phase, but cant charge this turn. Chaos itself has existed in the setting as long as sentient beings have drawn breath, but for Chaos Space Marines we have to look instead to three select individuals: the Emperor, WarmasterHorus Lupercal, and Lorgar, Primarch of the Word Bearers legion. Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. If you didn't see the news, Space Marines of all varieties are going up to two wounds. This gives Chaos Space Marines four solid Troops choices in their games, and thats pretty cool. There are some powerful effects here and a daemon weapon will make its way into almost every competitive Chaos Marines army. Otherwise, this is generally the mark of choice for Terminators and Chosen since getting to S6 with the Mark of Khorne isnt as useful as getting to fight first. They really need a Rhino, Dreadclaw, or other transport to get them to the fight, but they can be properly annoying to handle and theyre great for going up against tougher units with damage reduction. Chaos Space Marines want to spend CP on upgrading their Characters pre-game more than any other army in the game, and have lots of 1 and 2 CP stratagems they want to use in-game. Theres a lot more to Chaos Space Marines than just understanding the units; if you want to be successful you have to put them all together in a way that will work for you on the table. This will not be a problem for you, generally speaking there are a very limited number of HQ slots for you to work with and youll rarely want to double up on these units. Its not quite enough to justify the unit cost, and so Forgefiends dont often see competitive play, but note that it is significantly better than what a Defiler can put out with ranged attacks. Bikers are at their best in Creations of Bile, where being S5 and fighting on death makes them an incredible harassment unit, but they can be relatively scary in any one of Red Corsairs/Black Legion/Creations Of Bile or with the Mark Of Slaanesh, where the ability to Advance and Charge gives them easy turn 1 charges off a 20 move. Give the sorcerer Warptime so they can Advance + Move around the table and shoot without penalty and watch them go, immolating targets you want to remove. They are mini-terminators. On its surface this objective seems pretty solid, but once you start playing with it you quickly realize that scoring it is contingent on letting your opponent take objectives so you can kill them off those objectives or take them. Theres tons more to uncover in the 9th Edition Chaos Space Marines Codex, from new Psychic Powers and Prayers, to rejigged datasheets for many units. Its faster than either and has more range than the Vindicator but doesnt quite match the firepower either can put out, nor their durability. is what really makes this a quality add. Phew, that was an odyssey! Emperors Children Sonic Dreadnought Credit: That Gobbo. Its best value is going to be when youre fighting Harlequins, but youre better off shooting those. Note that CULTIST units can only know the first three prayers on the list, i.e. While there are other ways to soup, including lists that run Abaddon, Mortarion, and Magnus, the most common and popular ways to soup for Chaos Space Marines are to either include Chaos Knights in the army or a detachment of Chaos Daemons. Only Masters of Possession get access to the Malefic Discipline. If the opponent doesnt take care of the transport, you can use it for move blocking, LOS blocking, and charging key units as well dont be afraid to get in there with it. Also great for getting out some of those extra god powers, or occasionally throwing out a random smite after youve cast your buff powers to help finish a target off. Names, trademarks, and images copyright theirrespective owner. None of the basic faction secondaries are reliable, and only two of the Legion secondaries merit consideration. The third walking Lord of War for Chaos Space Marines, the Brass Scorpion is a bit more of a melee threat than most, with a pair of hellcrusher claws that do flat 6 damage (2 on the sweep) and 6 attacks base. All three of these are good and theyre free, so you arent really forced to choose between them and anything else. Their hellflamers benefit from the Let The Galaxy Burn, meaning youre throwing out 4+2d6 S5 AP1 D2 autohits every turn. Pick a NURGLE unit within 18. Pick a unit within 18. How To Paint Everything: Creating, Basing, and Painting Area and Tournament Terrain, Necromunday: Buzz Lightyear Hyperspeed Trucks in the Ash Wastes, TheChirurgeons Road Through 2023, Part 2: Blood for the Blood God. 5,071 views Mar 24, 2022 284 Dislike Share WhatThe40k 14.4K subscribers Rejoice! Granted, it has a bit more value in the current meta, where Harpies and Sunshark Bombers are more common, but even with it hitting on 2s and doing 4 damage per swing to those targets its unlikely to actually kill one in a single round of combat. Each comes with a solid, if not amazing melee profile, brandishing an Accursed Crozius for 5 attacks at AP-1 and 2 damage, plus two goober attendants with Cultist profiles. Weve come a long way from this guy costing 888 points for narrative reasons. Dont feel sad about seeing them get mown down; theyre only humans. This is a very good ability to have, and helps dramatically improve your damage output by helping you score additional hits. If you do this they get. Do you think this is a bridge too far or is it more its about time for the Chaos Marines? Use in your Shooting phase when a unit shoots. Get Tabletop, RPG & Pop Culture news delivered directly to your inbox. He comes with a Thunder Hammer and a plasma pistol by default and has no real value aside from being the cheapest possible way to get a re-roll 1s to hit aura for your CORE units. On the whole, the ability to toss out mortal wounds at 24 is pretty solid, and Decimators offer that on a fairly durable platform. After many lifetimes fighting in the eternal war, countless losses (including his much beloved friend Argel Tal), and seeing his Primarch, Angron, become a Daemon Prince, Khrn has descended into a rage that will never end. Their big advantage is that they come with the Mark of Khorne already baked into their cost, which makes them cheaper than they look, and means they can swing at S6 on the charge with AP-3 if you give them an Icon (or, if you boost their strength with Mutated Invigoration, S7). One of the most interesting aspects of Traitor Guardsmen is that they have the CULTISTS keyword, meaning they can be affected by abilities and stratagems that work on Cultists such as the auras of the Dark Apostle and Dark Commune (though note that they cant be brought back with. Warhammer 40,000 - Codex Chaos Space Marines 2 Page 166 - Stratagems, Forward Operatives Change to read: . Pact of Flesh is a reliable way to recur and heal bully units like Possessed and Black Rune Terminators, while Cursed Earth keeps your Possessed on the table and makes them harder to charge. Up to D3+3 destroyed models can be added back to that unit. The Crown has a 4+ invulnerable save aura which expands in range every turn, but again, the thing is only even deployable meaningfully in some tournaments and its not worth the effort to bring. Credit: SRM and Sam Duguin. Youll almost always want to swap their bolters for chainswords, since having 4 attacks at AP-1 is significantly better than having an AP0 bolter against most of the games targets. Its ability to deep strike and drop off 12 models is great to have, particularly for Emperors Children armies that can use. Hes not a particularly strong fighter in melee, and his axe, while solid at 2 damage, isnt good enough to really make him worth it. Until the end of the battle those Cultists automatically pass Morale tests and they get +1 to hit in melee. Use in the Fight phase when a TRAITORIS ASTARTES KHORNE unit is picked to fight. This is just very solid, and the ability to affect Daemon Engines is a nice touch that helps keep some of those relevant longer. Theyre fast, durable, and hit like a freight train, dumping out insane amounts of AP-2 firepower. These guys are still pretty dependable in the 9th edition codex, though how they work has fundamentally changed. This is a good way to punish units coming in, but even having this depends on having Tzeentch units that have meaningful shooting. Hes not worth taking, and its a shame they managed to make the standard army leader one of the most boring models in the book. Youll also have to pay the 15 points to give them the Mark of Tzeentch, but its worth it for the unit. Also, it means people can stop going on about it all the time. Armies leaning very heavily into Daemonkin or Daemon Engines might even want to consider running 2 Masters Of Possession for access to more of these powers. || Tabletop Spotlight, Warhammer 40K: New Marine Weapon Profiles Confirmed. On top of that he can intervene 6 and re-rolls wound rolls against characters. Pick a friendly CORE, CULTISTS, or CHARACTER unit within 6. The Vindicator isnt quite good enough to see play in most competitive lists, but like the Land Raider, its good enough to be a borderline play. This costs 2 CP if the unit is TITANIC. Chosen received a new kit and a massive overhaul in the 9th edition Codex, with a new datasheet that presents them as durable, versatile melee threats. Instead the upgrades youll want to focus on are the heavy chainaxe, which gives you a nasty heavy hitter (basically an AP-4 power fist), and the balefire tome, which turns the unit into a PSYKER, with the ability to cast Smite and one of the first three powers in the Dark Hereticus Discipline . Units with this ability can be set up in blasphemous reserves instead of on the battlefield. Its not amazing but its very solid, but the reason it makes lists so often is that extra little aura: Friendly PSYKER units within 9 get +1 to cast. For example, if you run Mortarion in a Supreme Command detachment alongside a unit of Iron Warriors, your Iron Warriors will lose their Legion trait and no longer ignore cover or turn off Wound rerolls. AP 0 isnt great, and means that you typically dont want them trying to weight-of-fire big vehicle targets, but AP0 is often as good as AP-1 these days with Armour of Contempt in the mix. Not enough value because they become invalidated so quickly. Chosen arent an every list type of unit since they compete with the more durable Terminators and the faster Possessed, but theyre great midtable units that have a lot of the same deadliness of terminators at a heavily discounted cost. Forum adverts like this one are shown to any user who is not logged in. . Its 10-model transport capacity is great for moving a unit of 10 Chosen, Plague Marines, or Rubric Marines. It also has a much more sturdy defensive profile, and an improved version of the thermal jets rule for stuff it flies over. On the whole, the Enforcer is just OK. This is a helpful ability for protecting a key Nurgle unit, and stacks well with the marks defensive buff to make some very durable targets. Until the end of the phase, they get +6 range on their bolt weapons and each time a model in that unit makes a ranged attack with a bolt weapon, improve their AP by 1. As a unit their best value is loading them up with melee wargear like the cleaver and flail so they can do a bunch of high-damage wounds to opponents, but this just makes them a very slow melee unit in an army that is already flush with melee options that move faster and hit harder. And the Dakka. The faster, less killy brother of the Lord of Skulls, the Kytan is essentially a Khorne Chaos Knight, only it retains the HERETIC ASTARTES, DAEMON, and keywords and is a DAEMON ENGINE, and so can benefit from a some faction synergies that Chaos Knights dont get, such as getting +1 to hit in melee form a Lord Discordant, or getting access to Chaos Space Marine Stratagems. On top of that, Legionary squads being able to take psykers means they can often fill in similar gaps, and that means that Sorcerers are really only as good as your need to cast powers 4-6 from the Dark Hereticus tree. The bearer knows an additional prayer and each time they chant, if they succeed, the closest enemy unit within 18 and visible takes D3 mortal wounds. Before we jump into the specifics, note that there are some basic resources you should be aware of and familiar with that are helpful for every army: OK, with that out of the way, lets jump into some specifics. After the legion fell to Chaos, he continued his quest, facing down many in single combat to prove that he is the finest swordsman who ever existed. Each time an attack with that weapon is allocated to an enemy model, invulnerable saving throws cant be made against the attack. This is going to do its best work on Raptors and Chosen, where you can pile up a bunch of S4 and S5 attacks that might otherwise wound on 4s or 5s. This is solid for upping your damage output, though really youre just in it for Slaughter on your Khorne units. Its also solid on Raptors, who enjoy having S5 attacks, though youll find most of the units you really want it on cant take icons. Use when an enemy unit within Engagement Range of a TRAITORIS ASTARTES SLAANESH unit form your army Falls Back. The Terminator variants are a bit more durable and better at fighting thanks to being able to take a Force Axe (again, options in the new book leave much to be desired), and have a bit more casting utility thanks to the Chaos Familiar giving them a single re-roll to cast per game. Here's the Quote from Games Workshop: via Warhammer Community They come with 3 attacks and chainswords, plus a -1 Leadership aura. This is a solid strat for preventing your opponents psychic nonsense, and will most commonly be done with Abaddon, who bears all four marks and doesnt mind being in the middle of the table. Combos well with Pact of Flesh to get back protected wounds. Use when a TRAITORIS ASTARTES INFANTRY or BIKER shoots or fights. This was written in December 2022, after the release of. . units in a CSM Detachment, using their datasheet from Codex: Death Guard, in which case their faction keywords become CHAOS, NURGLE, HERETIC ASTARTES, TRAITORIS ASTARTES, and . 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