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Work In Progress – Version 1.1 LEGION AND WARBAND TACTICS For Codex: Chaos Space Marines Since GW apparently doesn’t give a damn

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Work In Progress –

Version 1.1

LEGION AND

WARBAND TACTICS For Codex: Chaos Space Marines

Since GW apparently doesn’t give a damn

LEGION AND WARBAND TACTICS FOR CODEX:

CHAOS SPACE MARINES

Black Legion

Word Bearers

Alpha Legion

Iron Warriors

Night Lords

World Eaters

Emperors Children

Death Guard

Thousand Sons

Red Corsairs

The Purge

The Cleaved

Flawless Host

Company of Misery

The Scourged

BLACK LEGION

Chosen of the Warmaster: Chosen may be taken as Troops choices in a Black

Legion army, and have +1 Weapon Skill and +1 Ballistic Skill.

Vanguard of the Warmaster: Chaos Terminators in a Black Legion army gain +1

Weapon Skill and +1 Ballistic Skill, and may take one additional Heavy Weapon

in the unit (So, 3 models in the unit = 1 Heavy Weapon, 5 models = 2 HWs, 10

models = 3 HW’s). Furthermore, a model that can take a Heavy Weapon (Heavy

Flamer/Reaper Autocannon) may instead choose to take a Havoc Launcher for

12pts/model.

Veterans of the Long War: All units in the army must take the Veterans of the

Long War upgrade whenever possible.

Black Crusaders: As long as the Warlord is alive, all Chosen, Chaos Space

Marines, Chaos Bikers, Chaos Terminators, Chaos Raptors, and Chaos Havocs

have the Stubborn special rule, and may re-roll failed Morale tests.

For the Warmaster!: If a Black Legion army contains Abaddon the Despoiler, as

long as Abaddon the Despoiler is alive and on the tabletop, all units in a Black

Legion army have the Preferred Enemy and Zealot special rules.

Only the Best: Chaos Cultists may not be taken as compulsory Troops choices in a

Black Legion army.

WORD BEARERS

The Mark of Chaos Undivided: Any unit that is eligible to take a Mark of Chaos

may choose to instead take a Mark of Chaos Undivided for 3pts/model, and any

Independent Character eligible to take a Mark of Chaos may take a Mark of Chaos

Undivided for +15pts/model.

Mark of Chaos Undivided: A model with the Mark of Chaos Undivided gains the

Zealot special rule. Dark Apostles and Dark Councilors with the Mark of Chaos

Undivided instead gain the Fearless special rule.

Models with the Mark of Chaos Undivided may join units with other Marks of

Chaos, but do not benefit from any mark-specific Icons or other Mark-related

bonuses that the unit has (such as an Icon of Excess).

When playing with Chaos Daemons, models with the Mark of Chaos Undivided

count as being aligned with all four Chaos Gods when determining the effects of

the Warpstorm Table.

Dark Councilor: One Dark Apostle in a Word Bearers army may be upgraded to a

Dark Councilor for 65pts. A Dark Councilor gains:

+1 Weapon Skill

+1 Ballistic Skill

+1 Wound

+1 Attack

In addition, the Dark Councilor is a Psyker with a Mastery Level 1, and takes his

powers from the Daemonology (Malefic) Psychic Discipline. Furthermore, the

effects of his Beseech the Dark Gods special rule are extended to encompass all

friendly units within 12” of his unit, instead of just his own unit.

The Dark Councilor must be your armies Warlord, and is equipped with the Mark

of Chaos Undivided (included in costs).

Alpha Legion

Assault from the Shadows: An Alpha Legion army may Seize the Initiative on a

4+ instead of a 6+.

Covert Operatives: Before deployment, nominate D3 units. These units gain the

Infiltrate special rule (If your Warlord has the Master of Deception Warlord Trait,

you may instead roll two D3’s, and select the highest result).

Turncoat Militia: An Alpha Legion army counts an Astra Militarum Allied

Detachment as being Allies of Convenience, and an Astra Militarum Allied

Detachment treats an Alpha Legion army as Allies of Convenience.

Sabotage! Nominate D3 pieces of terrain on the tabletop. These pieces of terrain

have their Cover Saves reduced by -1 (This is cumulative with effects like Shatter

Defences). Any Special Rules these terrain pieces may have had are negated – they

have been rendered inoperable!

IRON WARRIORS

Iron Havocs: An Iron Warriors army may take Chaos Havocs as Troops choices.

Masters of the Siege: All friendly units in Ruins, Fortifications, and Buildings

count their Cover Save as being +1 higher (so Ruins would grant a 3+ cover save).

Warsmith: One Warpsmith in an Iron Warriors army may be upgraded to a

Warsmith for 45pts. A Warsmith gains:

+1 Weapon Skill

+1 Wound

+1 Attack

Fearless

In addition, a Warsmith successfully Repairs a friendly vehicle on a 4+ instead of a

5+, and the range of his Curse is extended to 24”. Furthermore, he may inflict

Shatter Defenses on D3 pieces of terrain instead of 1.

Scorn of the Faithful: An Iron Warriors army treats Chaos Daemons as Allies of

Convenience instead of Battle Brothers, and doubles the cost of taking Marks of

Chaos. Furthermore, Cult Troops (Noise Marines, Thousand Sons, Plague Marines,

and Khornate Berserkers) may never be taken as Troops choices in an Iron

Warriors army, even if the Warlord has the corresponding Mark of Chaos.

NIGHT LORDS Fear Incarnate: All units in a Night Lords army have the Fear special rule, and all

units of Chaos Sorcerers, Warpsmiths, Dark Apostles, Chaos Space Marines,

Chaos Bikers, Chaos Havocs, Chosen, Chaos Raptors, and Chaos Terminators are

themselves immune to the effects of Fear.

On Dark Wings: When taking a Chaos Lord or Chaos Sorcerer equipped with a

Jump Pack as the armies Warlord, Chaos Raptors may be taken as Troops choices.

Friendly units with Jump Packs arriving via Deep Strike that do not Scatter may

Assault on the turn that they arrive from Reserve.

In Midnight Clad: A Night Lords army may choose to begin the game with the

Night Fighting special rule in place, and all units have the Night Vision special

rule.

Scorn of the Faithful: A Night Lords army treats Chaos Daemons as Allies of

Convenience instead of Battle Brothers, and doubles the cost of taking Marks of

Chaos. Furthermore, Cult Troops may never be taken as Troops choices in a Night

Lords army, even if the Warlord has the corresponding Mark of Chaos.

WORLD EATERS

Scions of the Blood God: All units in a World Eaters army must be equipped with

the Mark of Khorne or Daemon of Khorne whenever possible. Units in a World

Eaters army treat all allied units with either other Marks of Chaos or who are

Daemons not aligned to Khorne as being Allies of Convenience instead of Battle

Brothers.

The Butchers Nails: All units with the Mark of Khorne gain the Hatred special

rule.

Angrons Legacy: Khornate Berserkers may be taken as Troops choices in a World

Eaters army, and all non-Character units with a Close Combat Weapon may

replace it with a Chainaxe for +3pts/model (Characters have the cost of taking a

Chainaxe reduced to +5pts).

Blind Fury: All units must re-roll successful Our Weapons Are Useless! Tests,

and may never voluntarily Go To Ground.

Hatred of the Psyker: All units locked in combat with a unit containing at least

one model with the Psyker special rule gain the Preferred Enemy (Psyker) special

rule.

Blood Overfloweth: Whenever a unit is destroyed in Close Combat (friend or

foe), roll a D6. On a roll of 4+, place one unit of D6+6 Bloodletters from Codex:

Chaos Daemons within 6” of the location the unit was destroyed. These

Bloodletters have no upgrades and may not assault on the turn they arrive, but are

otherwise under your control and count as a normal unit for the purposes of

determining Victory Points and Scoring.

Only the Best: Chaos Cultists may not be taken as compulsory Troops choices in a

World Eaters army.

Emperors Children

Favored of the Dark Prince: All units in an Emperors Children army must have

the Mark of Slaanesh or Daemon of Slaanesh whenever possible. Units in an

Emperors Children army treat allied units equipped with other Marks of Chaos or

Daemons aligned with other Chaos Gods are treated as Allies of Convenience.

The Kakophani: Noise Marines may be taken as Troops choices in an Emperors

Children army. Furthermore, any model that can take a Combi-Bolter may instead

take a Sonic Blaster for 3pts/model, and any model that can take an Autocannon

may instead take a Blastmaster for 30pts/model.

Vessels of Excess: The effects of Dirge casters are extended to 12”.

Chaos Predators may replace their Autocannon with a Blastmaster for 20pts, and

replace both of their Heavy Bolter sponsons with twin-linked Sonic Blasters for

10pts.

Chaos Land Raiders may replace their Twin-Linked Heavy Bolter with a Twin-

Linked Sonic Blaster for free, and replace both of their Twin-Linked Lascannon

sponsons with Twin-Linked Blastmasters for 50pts.

The Symphony of Pain: Chaos Lords, Chaos Sorcerers, and Dark Apostles may

take a Doom Siren for 30pts (May not be taken by models with a Chaos Bike or

Steed of Slaanesh).

Only the Best: Chaos Cultists may not be taken as compulsory Troops choices in

an Emperors Children army.

Thousand Sons Oracles of the Deceiver: All units in a Thousand Sons army must be equipped

with a Mark of Tzeentch or Daemon of Tzeentch whenever possible. Units in a

Thousand Sons army treat allied units with other Marks of Chaos or are Daemons

of another Chaos God as being Allies of Convenience.

Rubricae: Thousand Sons (the unit) may be taken in a Thousand Sons army as

Troops choices. Furthermore, an Aspiring Sorcerer in a Thousand Sons unit may

take an additional Psychic Mastery Level for +25pts, and may generate his powers

from the Discipline of Tzeentch, Biomancy, Telepathy, Daemonology, and

Pyromancy Psychic Disciplines.

Furthermore, a Thousand Sons army must take a Chaos Sorcerer or Ahriman as

their Warlord. All Sorcerers and Aspiring Sorcerers (including Ahriman) harness

Warp Charges on a 3+, add +1 to their Leadership (maximum of 10) when casting

a Psychic Power, and may re-roll Perils of the Warp tests (keeping the second

result).

Sorcerous Flames: All Flamers and Heavy Flamers in a Thousand Sons army gain

the Soul Blaze special rule.

Inferno Bolters: The effects of Inferno Bolts are expanded to include Heavy

Bolters and Combi-Bolters (including the Bolter part of a Combi-Weapon), and all

Chaos Havocs and Chaos Chosen may take Inferno Bolts for 5pts/model, and all

Chaos Vehicles may take Inferno Bolts for 15pts/model.

Veterans of Prospero: All units have the Preferred Enemy (Space Wolves) special

rule.

The Sons of Magnus: A Thousand Sons army may not include Chaos Cultists or

Chaos Bikers, and may not take Chaos Space Marines as compulsory Troops

choices. All units must take the Veterans of the Long War upgrade whenever

possible. Units may not take a Gift of Mutation.

DEATH GUARD Harbingers of Nurgle: All units in a Death Guard army must be equipped with a

Mark of Nurgle or Daemon of Nurgle whenever possible. Units in a Death Guard

army treat allied units with other Marks of Chaos or are Daemons of another Chaos

God as being Allies of Convenience.

Hand of Mortarion: Plague Marines may be taken as Troops choices in a Death

Guard army. Furthermore, Chosen units may replace their Close Combat Weapons

with Plague Knives for free. All Chosen, Chaos Space Marines, and Chaos Havocs

have the Slow and Purposeful special rule.

The Plague Gods Blessings: All units in a Death Guard Army gain the Feel No

Pain (6+) special rule.

Plague-Throwers: Any unit in a Death Guard army eligible to take a Flamer may

instead take a Plague-Thrower for the same cost:

Range S AP Rules Plague-Thrower Template 2 - Assault 1, Ignores Cover, Poisoned (3+)

Any unit eligible to take a Combi-Flamer may instead take a Combi-Thrower (a

Combi-Bolter with a one-use Plague-Thrower) for the same cost.

Plague Zombies: A Death Guard army is unable to take Chaos Cultists. However,

it may instead take Plague Zombies as non-compulsory Troops Choices, even if it

is not led by Typhus.

Slow and Implacable: A Death Guard army may not take Chaos Bikers or Chaos

Raptors.

RED CORSAIRS

Badab Veterans: All units in a Red Corsairs army gain the Hatred (Space

Marines) special rule. They may not, however, purchase Veterans of the Long

War.

Pirates Without Peer: All Chaos Bikers and Chaos Raptors gain the Hit and Run

special rule.

Corsair Tactics: When a unit has successfully rolled to enter play from Reserves,

roll a D6. On a 4+, the unit gains the Outflank special rule, and is deployed

according to the rules for Outflank. Units may also Assault when arriving from

Reserve.

Boarding Specialists: In addition to their normal upgrades, Chaos Chosen in a

Red Corsairs army may replace their Close Combat Weapon with a Chaos

Boarding Shield for 5pts/model. A Chaos Boarding Shield grants the model a +1

Cover Save, and allows them to re-roll failed Armor Saves when in base to base

contact with another friendly model with a Chaos Boarding Shield.

Ambitious Upstarts: Units in a Red Corsairs army may re-roll all failed Morale

tests.

Hail to the Tyrant: If Huron Blackheart is taken in a Red Corsairs army, he must

be the Warlord. As long as Huron Blackheart is alive and on the tabletop, all Red

Corsairs units gain +1 Leadership and the Stubborn special rule. If Huron

Blackheart is slain, however, all units must immediately pass a Leadership test

with a -1 penalty or Fall Back to their Deployment Zone.

Corsair Renegades: A Red Corsairs army may not take models with the Unique

unit type, with the notable exception of Huron Blackheart.

The Purge

Harbingers of Nurgle: All units in an army of The Purge must be equipped with a

Mark of Nurgle or Daemon of Nurgle whenever possible. Units in an army of The

Purge treat allied units with other Marks of Chaos or are Daemons of another

Chaos God as being Allies of Convenience.

Chemical Weapons: All units that can take either a Flamer or a Missile Launcher

may take Chemical Munitions. Chemical Munitions grant Flamers and Frag

Missiles the Shred and Gets Hot! Special rules.

Veterans of Vraks: All units in an army of The Purge may re-roll failed

Dangerous and Difficult Terrain tests. Furthermore, all units gain +1 to their Cover

Save in Ruins, Fortifications, Buildings, and Trench Networks.

Traitor Militia: An army of The Purge treats an Astra Militarum Allied

Detachment as being Allies of Convenience, and an Allied Astra Militarum

Detachment treats an army of The Purge as Allies of Convenience.

Unleash the Blight: An army of The Purge may take a unit of Blight Drones as a

Fast-Attack choice at cost (see Codex: Chaos Daemons).

Renegades: An army of The Purge may not take models with the Unique unit type.

THE CLEAVED Harbingers of Nurgle: All units in an army of The Cleaved must be equipped

with a Mark of Nurgle or Daemon of Nurgle whenever possible. Units in an army

of The Cleaved treat allied units with other Marks of Chaos or are Daemons of

another Chaos God as being Allies of Convenience.

From Beyond: All non-Cultist Infantry units in an army of The Cleaved have the

Deep Strike special rule.

Warp-Spawned Horrors: All non-Cultist Infantry have the Fear special rule, and

are themselves immune to Fear.

Icons of Summoning: Any friendly unit arriving via Deep Strike that arrives

within 6” of a unit with an Icon of Despair does not Scatter. This includes allied

Daemons of Nurgle.

Scouring Ruin: Plague Marines in an army of The Cleaved may commit

Sweeping Advances despite being Slow and Purposeful.

Renegades: An army of The Cleaved may not take models with the Unique unit

type.

Flawless Host

Favored of the Dark Prince: All units in Flawless Host army must have the Mark

of Slaanesh or Daemon of Slaanesh whenever possible. Units in a Flawless Host

army treat allied units equipped with other Marks of Chaos or Daemons aligned

with other Chaos Gods are treated as Allies of Convenience.

Glorious and Pure: All Characters with the Champion of Chaos special rule in a

Flawless Host army receive a free Gift of Mutation.

Monstrous Arrogance: All units in a Flawless Host army automatically fail all Go

to Ground and Our Weapons are Useless! Tests. A Character can never undertake a

Glorious Intervention in a Flawless Host army.

Your honor compels you! Whenever a Character of the Flawless Host issues a

Challenge, the recipient of the Challenge must take a Leadership test with

appropriate modifiers. If failed, the recipient is unable to refuse the Challenge.

Duelists without peer: All Flawless Host Characters gain +1 Weapon Skill when

fighting in a Challenge, and all Independent Characters in a Flawless Host army

may upgrade one weapon to be Master-Crafted for 5pts each.

Insurmountable Disdain: A Flawless Host army treats all Allied Detachments as

Come the Apocalypse.

Renegades: A Flawless Host army may not take models with the Unique unit type.

Company of Misery

Of Ruin and Woe: All units in a Company of Misery army gain the Fear special

rule, and are themselves immune to Fear.

Nothing Left to Lose: Units in a Company of Misery army gain the Stubborn

special rule.

Summon the Witching Moon: Once per game, A Company of Misery army may

choose to Summon the Witching Moon at the beginning of their Movement phase.

The player rolls a D6 – on a 4+, the Witching Moon has been summoned, and

hangs ominously over the battlefield for D6 turns.

While the Witching Moon is active, the following occur:

The Night Fighting rules are in effect.

All Daemonic Invulnerable Saves are increased by +1 (Maximum of 3+)

All units in a Company of Misery army gain a 6+ Invulnerable Save, or

increase an already existing Invulnerable Save by +1 (Max. of 3+).

All Warp Charges are harnessed on a 3+ instead of a 4+

All Psykers suffer a Perils of the Warp on any doubles when rolling to cast

Psychic Powers.

All units with the Daemon rule attempting to arrive via Deep Strike scatter

only D6” instead of 2D6”, and may re-roll the Scatter Dice.

When the Witching Moon recedes, the following rules are in effect for the rest of

the game:

Night Fighting rules are automatically lifted, even if they would otherwise

be present.

All Warp Charges are harnessed on a 5+ instead of a 4+.

All units with the Daemon rule attempting to arrive from Deep Strike suffer

a -1 penalty to their Reserve rolls, and Scatter an additional D3”.

All Daemonic Invulnerable Saves are decreased by -1 (to a minimum of 6+).

Renegades: A Company of Misery army may not take models with the Unique

unit type.

The Scourged Oracles of the Deceiver: All units in an army of The Scourged must be equipped

with a Mark of Tzeentch or Daemon of Tzeentch whenever possible. Units in an

army of The Scourged treat allied units with other Marks of Chaos or are Daemons

of another Chaos God as being Allies of Convenience.

The Lies, The Lies, The Lies…: Infantry units in an army of The Scourged add

+1 to their Invulnerable save, in addition to the Invulnerable Save provided by the

Mark of Tzeentch (Max. 3+).

Lackeys of the Inquisition: Sorcerers in an army of The Scourged harness a Warp

Charges on a 3+ when using either the Daemonology or Telepathy Psychic

Disciplines. In addition, all units in an army of The Scourged have +1 Leadership

and the Preferred Enemy (Inquisition) special rule (This includes Grey Knights).

The Changelords Blessing: An army of The Scourged generates an additional

Warp Charge for every enemy unit with the Psyker and/or Brotherhood of Psykers

special rules.

Reclusive Brotherhood: An army of The Scourged cannot take Chaos Cultists.

No units in the army may take the Veterans of the Long War upgrade. Any Allied

Detachment besides a Chaos Daemons detachment composed entirely of Daemons

of Tzeentch are treated as Desperate Allies.

Renegades: An army of The Scourged may not take models with the Unique unit

type.