There are also a couple of easy ways to boost their longevity that are worth looking at: can make them harder to hit. Chaos Space Marines have two options at the Troops slot and neither is amazing. This makes them invaluable support units for casting Warptime on a key melee unit, or a buff like Prescience or Delightful Agonies. While not an ironclad rule, it’s a good idea to think really hard about that third psyker or 5th vehicle. Because you almost always want them firing twice with. Instead, we’ll cover each section with a general discussion of the good units, relics and stratagems, point out any traps, and then discuss how these pieces fit into a competitive army. Use at the end of the Fight phase. Its been a long hiatus from the 窶ヲ The upside is that all three can still pack some pretty nasty weapons, and on the whole they’ve got some of the best shooting that Chaos Space Marines get access to. They are so bad as before. The only downside is the range, which makes it really easy to “outkick your coverage” with a unit that will get the prayer bonus, then be out of range to get it again next turn. The good news is that you can mitigate this by taking a, , which gives him the ability to teleport into battle, +1 wound, a 2+ save, and a 5+ invulnerable save, making them much more durable and giving them some better shooting options. So suffice it to say, the current GW rules for Space Marines arent cutting the mustard in 8th Edition. This is unfortunately a fairly poor quality copy, but it is likely to be of 窶ヲ 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 bunch of faction synergies that Chaos Knights don’t get, such as having Benediction of Darkness cast on him by a Dark Apostle, or receiving the +1 to hit from being near a Lord Discordant. If you have 3 Chaos Predators within 6″ of each other in the Shooting phase, you can pop this to give them +1 to wound rolls and damage rolls against MONSTERS and VEHICLES for the phase. Dark Apostles are a powerful addition to your army, but remembering to activate prayers at the start of a battle round can be hell if you’re not used to playing with them. It also means you need a way to clear enemies off an objective and capture it that turn – and that will typically require melee units. The Lord of Skulls is like a less mobile knight that trades access to Chaos Knight Stratagems and rules for the and DAEMON ENGINE KEYWORDS. Until the next Psychic Phase, re-roll hit and wound rolls of 1 for friendly Daemon units within 6″ of the Psyker. Try to build an army that will reliably be able to score at least two secondaries regardless of the opponent or situation, and then make your third pick contingent. This gives you a 7-attack monster that hits at S14 and can tear up most targets, plus it has two Hellflamers, which give it some nasty firepower that will ignore the impacts of its degrading profile and can be fired at targets in Engagement Range. Now sitting at 135 points, it’s a more attractive option than it was before if you need a cheap unit to score Engage on All Fronts. Marks also fuel the army’s ability to soup with Chaos Daemons, as they help set up some of the cross-faction synergies. Just be careful about opening yourself up to, Click to share on Twitter (Opens in new window), Click to share on Facebook (Opens in new window), The Narrative Forge: Writing Better Battle Reports, Malicious Volleys (formerly Bolter Discipline), Build Armies that are Difficult to Pick Secondaries Against, Stack Effects With Endless Cacophony and Fury of Khorne, Getting Better at Warhammer 40,000: Upping Your Game, Getting Better at Warhammer 40,000: Understanding Probability, Start Competing: 40K Deployment Tactics – Surviving Turn Zero, Start Competing: This Game is Actually Not Bullshit – Playing From Behind and Hanging On When You Are Ahead, incredibly official Goonhammer store on RebBubble, Although they have their own Codexes, both. Back in 40k since 4th Edition! Use at the end of your Movement phase on a Heretic Astartes NURGLE Infantry or Biker unit. This is kind of a double-edged sword however, as it means Chaos Space Marines armies are light on characters in the Elites slot, and so taking more than 3 will often mean having two detachments. Nothing about the Fallen “works” in 40k the game however, and he doesn’t bring much to the table as a character. Chaos Space Marines now have access to the same Contemptor/Deredeo/Leviathan as loyalists, at the same cost. And for 8th Edition players, Creative Twilight brings the cultists up-do-date. This is best suited to making sure Possessed end up with 2+ Attacks per model, which dramatically increases their melee output. Chaos Space Marines 8th Edition Warhammer 40k Special Rules, Stratagems, Warlord Traits, Points, Psyhic Powers, FAQs, Army Lists, and Equipment. The Imperial Armour Compendium updated these to be 115 points and be able to arrive on the battlefield turn 1, but currently the passengers can’t get out when the pod arrives. Credit: That Gobbo. 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 bunch of faction synergies that Chaos Knights don’t get, such as having Benediction of Darkness cast on him by a Dark Apostle, or receiving the +1 to hit from being near a Lord Discordant. This is really only going to matter on Sorcerers and Masters of Possession (Daemon Princes can still take this but all they get is +1 Strength, though that’s not nothing), and most of the time you won’t want to focus on making those better at melee when they could be better at casting. If there’s a less flashy trait than this, I’m not sure what it is. Pick a visible enemy unit within 12”. Tips & Tactics 8th Edition Chaos Space Marine Codex - Duration: 37:30. At 170 points, it’s probably not bringing enough firepower to the table to be worth it. Until the start of your next psychic phase, that model gets +2 Strength and +1 Attack. model’s lightning claws/malefic talons. The Coven of Nine is a warband of Chaos Space Marines dedicated to the service of Tzeentch, the Lord of Change. A great way to get that third power you often need if you want the extra versatility on your sorcerer, so you can have Warptime, Prescience, and either Death Hex or the god-specific power. This is the least exciting buff, but lowkey the most useful, since it helps your Apostle stay in lockstep with some of the units you’ll likely want to be buffing if you want his aura buffing units that are going to be getting stuck in for melee combat. This is solid when it’s on and worthless when it’s not. It’s still worth looking at having a Lord Discordant as your warlord, but keep in mind that they’ll be difficult to protect, and potentially easy Headhunters/slay the warlord points. Because of this and their overall power level, the powers you can pull off here make a Chaos Sorcerer or two basically auto-includes in Chaos Space Marine armies, and worth splashing in a sorcerer or two in a Death Guard army. This is a surprisingly viable strategy, especially when you can back it up with support from obsec Nurglings. This message was edited 1 time. – SLAANESH model only. With Daemon Engines and Obliterators being really priced to move in 9th Edition he’s an increasingly popular choice, and if you have a strategy that’s going in hard on either of these (or still using Possessed) you should almost always take one. As you build your army, be mindful of where you might be giving your opponent “easy picks” by taking enough of one kind of unit – such as PSYKERS or VEHICLES – that they can max out the relevant secondary. Ah, the mighty Chaos Cultist. You can summon on turn 1. You can re-roll rolls of 1 when taking a Psychic test for your warlord. The Hellforged Scorpius’ Whirlwind launcher is pretty solid and it’s the only indirect fire option Chaos Space Marines get, but doesn’t carry the AP bonus its loyalist counterpart enjoyed and doesn’t do a lot to support the current melee-heavy strategies of the army. That means they chafe pretty hard against 9th edition’s army construction rules, which tends to strongly limit the number of HQ choices you can bring. Chaos Space Marine tend to lack good long-range shooting, but they have a number of solid Heavy Support choices, both in terms of options for quality mid-range shooting and strong melee-focused daemon engines. Natfka 9/02/2012 We have a last minute set of rules for the Cultists before I head out the door. It also means you need a way to clear enemies off an objective. The Codex Warlord Traits are, overall, fine but not amazing-but Vigilus and Faith & Fury add some real gems (which we’ll cover in the legion sections). Because they aren’t Psykers, a Dark Apostle can slot into any legion, and because their prayers are legion-locked but not infantry-locked, they’re often helpful for buffing vehicles like the Lord of Skulls. Overall the Hell Talon seems to be bringing less to the table than the Hell Blade and so there’s not much room for it even at a reduced cost. rule now, making it so that including them in a detachment increases its cost by 1 CP. Use when a Heretic Astartes infantry or biker that isn’t from a Renegade Chapter shoots or fights. Faith & Fury is a huge help to Chaos Space Marines armies, which needed a boost to its subfactions. Codex: Chaos Space Marines (8th Edition), pg. I managed to find a copy, but I don't remember where I downloaded it. The closest things cultists have is an apostle who is about twice the price for a babysitter. 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