Page 1. cHAos sPACE. MARINES. Page 2. Page 3. Page 4. Page 5. Page 6. Page 7. Page 8. Page 9. Page Page Page Page Page Page CHAOS SPACE MARINES. ATALE OF BITTER BETRAYAL AND CORRUPTION UNBOUND. Page 5. Page 6. Page 7. Page 8. Page 9. Page Page Download as PDF or read online from Scribd. Flag for Chaos Space Marines 6th edition Rough Draft leaked Warhammer 40k 'Leaked' 6th Ed. Rulebook.
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let the galaxy burn v pdf. МБ terney.info .. Warhammer 40, - Codex - Chaos Space terney.info 8th edition has been marked by continual change, with unit entries being Several units in Codex: Chaos Space Marine have the DAEMON keyword. D6 S6 AP-2 D2 auto-hits at 18 inches, so roughly the same as Torrent range. New to Vigilus Ablaze is the Dark Apostle's ability to use one of six Prayers to the Dark. This edition Released: October So here it is the chaos space marine 6th. Codex chaos space marines 6th edition pdf download. There are sixteen colour pages.
Works well with lords as well as sorcerers. Your Daemonforge detachment, though all you select are Warpsmith which includes Lords Discordant and Hellwrights and Daemon Engine units. Want a specialized detachment for cultist uprisings? This fixes the Fallen's problem with transports nicely, and gives them some psyker support too. Warlord Trait Technically this is exclusive to Cypher and subsequently isn't actually a WT , but boy, it's a doozy. A psyker of Nurgle, Slaanesh, or Tzeentch may substitute their god power for one of the powers they already know.
All of these powers increase the durability of marked units in different ways. Note that all of them can be used on the psyker casting them. These powers are unique to the Master of Possession.
As you'd expect, they're all about powering up your daemonic units. There are 11 total prayers that dark apostles now have access to; 1 that every apostle has by default, 6 that you can choose from, and 1 prayer for each chaos god that are taken automatically depending on the apostles mark, if it has one. Each prayer can only be attempted once per battle round and there is no stratagem or ability that could allow one apostle to chant multiple times in one turn. Icons now cost 5 or 10 points, and with the new wound allocation rules you'll get your buffs for much longer as the bearers can't be sniped out.
Note that Relics no longer cost points. Instead, you get a single free relic per army, and can pay CP to get more. However, you can't put more than one relic on one guy. Also, because they mostly replace weapons, you can't give most of them to Daemon Princes or Sorcerers. This covers the legacy units without official models.
Their rules can only be found in Index: Black Legion. Red Corsairs. World Eaters. Emperor's Children. Bad news OK, with all the new releases the only Failcast special characters left are Lucius, Huron and Fabius, everyone else got a plastic model by now Chosen? Prepare your bits box. You can use the Dark Vengeance chosen but they are mono-pose and all armed with cc weapons.
Forge World upgrade kits are going the way of the dodo bird. So prepare your bits box. My suggestion for you is to steal heavy weapons from the devastators kits. New plastic Havocs are out, kit comes just with 2 of most weapons, so feel free to steal from devstators to fill out, your mileage may vary.
Luckily, since GW has decided that since we are the de facto bad guys of the setting, we're finally getting some goddamn attention. Hell yeah. Now, with the blessed Golden Age of Rountree having come around, we can build an entire army from starter sets. So prepare your anus for the Dark Gods , this is gonna be a bumpy ride.
For any CSM army, you're going to need a metric fuckton of cultists, but unless you wanna get 10 sets of the 5-man cultist squad or happen to have three sets of the 20 man from extra DV sets from two years ago, you're going to have to convert a lot.
Some ideas:. Get a Rhino, or better yet - a land raider. Put 8 Berzerkers with Chainaxes in it, put a power fist on the Sergeant for good measure as well. Also take power sword, so that you can produce yet even more attacks against those corpse-loving boot-licks. Add a Dark Apostle or better still Kharn for those magical re-rolls to hit.
Finally add an Exalted Champion for those re-rolls to wound. The key to making this strategy work is making sure that your transport doesn't get blown up and all your dudes shot to bits before they reach the enemy. If you can avoid that You get 14 S6, AP-1 attacks, hitting on 3s, re-rolling all misses and all failed wound rolls. In addition it doesn't factor Death to the False Emperor or Legions Traits, which become even more brutal with re-rollable attacks. Just remember - if you are using Kharn as the source of your re-rolls - always activate the Zerkers before you activate him.
Otherwise you may find your ranks somewhat diminished before they even start hurting the enemy. Take as many units of Obliterators as you like. Mark them all as Slaanesh. Take a terminator or jump pack Lord, a Sorcerer with Prescience or even Abaddon, to keep them company. If he does, you can use them to blast again next turn.
About to charge into a sea of painful Overwatch, such as T'au, blob Guard, Shoota Boyz, or lots of flamers? On the turn you plan to do so, right behind them Deep Strike in a unit of Warp Talons, then charge with the Warp Talons before anything else.
No Overwatch for anyone! Consider multiple small units and go for priority targets, hoping to get that 9 inch charge and saving a reroll. Do remember that this tactic isn't meant to be used solo as Warp Talons have no native re-roll, so combo them with other Daemons or just expect them to get shot off when the enemy pulls back by then you should at least by in a good position.
Similar to the above, this involves Deep Striking in a Terminator Sorcerer and pulling Warptime shinanigans, but that's where the similarities end.
You'll also want to run them as Emperor's Children specifically. On Turn 1 or turn 2 if you feel like gimping yourself with the beta rules for no real benefit , Deep Strike these in preferably behind something that's especially scary and cast Delightful Agonies on them.
Now your opponent has to make a painful choice on their turn - fall back away from your Terminators but closer to whatever else you have running towards the enemy, or stay in combat with an extremely durable opponent that will also get to swing first thanks to the EC Legion Tactics. To be the ultimate asshole about it, don't even use actual Forge World models for these units, as normal Helbrutes and Drop Pods with some extra bits attached will do the job just as wel.
Relies on nightlord legion and all the lovely leadership debuffs. See that lovely big squad of custodians, or their jetbikes Just get your 2 raptors within 3" to be -5 leadership for them,that's before causing any wounds with the contemptor for another-1 leadership, and if you manage kill one with let's say, raptors melta gun, that's-7 leadership during morale, you don't even need get into close combat.
Good luck getting 2 or less on 2 dice, that or waste 2 cp to auto pass, but you did bully opponents other units too didn't you?! Situational, but reason I table custodes and other elite armies. Take a 20 man zerker unit as well as a dark apostle and use the Alpha Legion stratagem to conceal them. You can then set them up 9" from the enemy, guaranteeing a charge if you get first turn.
Also consider other cult troops for this role, plague marines or warpflamer rubric marines can provide a massive road block for your opponent.
If you don't get the first turn, consider stringing out said road block to hamper enemy movement. The main difference in our troops department over loyalist scum is that we can take 2x heavy weapon instead just 1 on our CSM troops, if you plan to play a big footblob this can be a win-win situation; remember that only models that move get -1 penality to shoot with heavy weapons; this mean you can move all the units except that single models as long it remain in cohesion.
This allow you to bring heavy support stuff like lascannons OUT of heavy support and also help those so heavy support stuff to be buried by bodies if you bring a 10 man squad, every 2x lascannon are hidden behind 8 bodies and last but not least you get an objective holder win-win-win situation. If you then add a morale controller Iron Warrior warlord trait , then the enemy has to remove every single model by wounds for them reach the cool stuff you are hiding. The best use is to put the lascannon right in front of the unit then make the rest of the unit jump in front of 'em your next turn you can decide what to remove from casualties, literaly where you want, so it dosen't matter where you put 'em.
This allows you to have 3 heavy support slots free for additional firepower of mauler-raping machine or whatever you plan on doing with interesting heavy support units.
Load that shit up with your scary dudes of choice. Move up 12", either follow with or deep strike your Sorcerer nearby and Warp Time for another 12". Pick a target and fire both of the parts of the Combi-plasma for -1 to hit bonus points if your opponent has a -1 hit modifier on their dudes and hope for a 1 your rolls; rapid fire also works since getting a 1 on two dice is a bit easier. Due to Combi-plasma just outright killing whatever rolled a 1 on hit, the rhino blows up and is destroyed, and your party of scary dudes pops out hope for no or minimal casualties on your emergency disembark and you enjoy your first turn charge.
You likely can't and shouldn't buff your Deffiefex like this every turn despite the absolute destruction it can bring; this is a scare tactic. The goal is to have your opponent make 1 of 2 painful choices, either A: Realize it's part of a distraction tactic and leave it alone to wreak their shit, or B: Tired of Night Lords always being characterised as Khornates? Time to make the ultimate fear list. This will result in a -5 to the Leadership of anything within 6 , actually it will mean -3 to leadership at 6" -4 at 3" icon and -5 at 1" Raptors , and an additional -2 for whatever you wounded with your Butcher Cannon s.
It is possible to further drop morale through some other means. The easiest option is likely Chaos Spawn, since each unit causes -1 LD. The recently added Haarken, Vulgrar and his Nightmare Hulks are able to join in on this party too.
Zhufor, Sloppity Bilepipers, the Ogryn Beast Handler's Hounds and a few units of Furies are great additions to this, as they remove additional models when enemies fail their Morale tests, instead of piling on yet more, possibly redundant, Leadership penalties. Even Tzeentch can get on this! A Thousand Sons Sorcerer with Treason of Tzeentch combines beautifully with all this, and he can even bring some Mutaliths with him, just in case you need a bit more.
If you really want to go big or go home, Zarakynel and Cacophonic Choir can help bring an average of 7 Mortal Wounds to units in the debuff zone; you can even give her Phantasmagoria to really grind the salt in.
This all adds up to 16 with Zarakynel Leadership, meaning everything within 6" will be Leadership 0. Maybe bring along a Slaaneshi Herald with the Forbidden Eye to shut down any bothersome auras?
Renegade Knights can also get in on the action with their Traitor's Mark Relic, which hits everything within 12" with -1, and everything within 6" with Tack it onto a Knight Atropus, which adds an additional -1! And if you want to be really mean , take a Cerberus Heavy Destroyer and have fun auto-wounding every tank.
Average 50 wounds on everything with at least 8 wounds.
See that tank, I don't either. And while we're at it, let's just mention that the Chaos Warlord Titan also inflicts another -2, not that you'll be able to afford to run anything else alongside it.
Arguably, Chaos has so many options for shredding Leadership, it's almost possible to over commit to the gimmick. Leadership scores can only be forced down to 1 at a minimum, which can result in a lot of wasted rules. Be sure to spread your army out so that you aren't having identical rules overlap each other!
This one's quite simple, actually. Just take a Vanguard detachment that is 4 chaos decimators with twin soulburner petards points each , with a terminator sorcerer as HQ, and take a outrider detachment with four dreadclaw pods points each , and a terminator sorcerer. Starting turn 2, you will be able to deepstrike everything in your opponents face and vomit 16D3 mortal wounds on him, and cast prescience on two decimators.
Remixing is encouraged to suit your needs. Adding heavy weapons or swapping a lord in for a smith will increase cost, but potentially get more mileage out of your CP detachment. An alternate take on the Piratical Red Corsairs Renegade trait gives a detachment a total of 4CP. Handy if you're in need of extra CP, but it wouldn't be worth it to shave off for the minimum of for the This means that you can run your own traitorous smash captains who are still sub-par compared to their loyalist equivalents.
Aside from a decent profile, it deals Mortal Wounds on a 6 to wound. If you can hit him with the Dark Apostle's Soultearer Portent, it gets even crazier! The catch is that you are risking a lot by making him your warlord to get Flames of Spite and you are basically hoping he rolls one to three 5s or 6s to wound. He is only 93 points though! Of course at that point, you have invested 5 CP, warlord, and a relic.
He better get some serious damage done. There are a number of rules GW is considering on changing, and as such they've released their thought-of changes in the form of 'beta rules'.
These are unofficial and not meant to be used unless you're going to send feedback to GW as stated by GW , in addition they can only be used so long as both players agree on them. As such, changes that affect the army will be noted here in a collapsible section while the page as a whole will reflect the current, official rules. Jump to: This page is in need of cleanup.
It's a fucking mess. Warlord Trait Chosen of the Warmaster: Slap this on a Chaos Lord, and this becomes re-rolling all failed hits, which you seriously want if you intend on accompanying a retinue of termies and making use of the Brutal Subjugation strategem.
Stratagem Brutal Subjugation 1 CP: If you have a blendy pack of terminators or your lord up the front, this shouldn't be too hard to pull off. Chuck some Night Lords in there and this can get painful. Chosen Enforcers 1 CP: That unit automatically passes the morale test. Relic Foe Cleaver: Don't forget Death to the False Emperor. Warlord Trait Armor Bane: Stratagem Wall-Breakers 1 CP: Very similar to the Iron Warriors trait, but arguably even more garbage.
Punishing Volley 1 CP: Use at the end of your opponents first movement phase if you did not go first. That unit may shoot as if it were the shooting phase. Functionally, this gives you some ability to overcome the disadvantage of not going first, and can be used to squeeze out an extra bit of shooting against a crucial target advancing on your lines. Relic The Daemon's Eye: Useless for the Iron Warriors. Warlord Trait The Tip of the Claw: Add 2 to charge rolls made for friendly Host Raptorial units while they are within 6" of your warlord.
Stratagems Terror Strike 1 CP: When an enemy unit is destroyed by a Host Raptorial unit, all other enemy units within 6" of any Host Raptorial unit take a -1 penalty to Ld until the end of the turn. In a Night Lords detachment with Haarken Worldclaimer allied in and a few Icons of Despair, this can stack up to a staggering -6 Ld penalty even before you begin factoring in other means of debuffing Ld.
Looks good in isolation, but Chaos has so many sources of Leadership reduction that this is pretty much redundant. It shines better in smaller games where you can only have so many units to debuff the enemy with. Vicious Descent 1 CP: When a Host Raptorial unit is set up via deep striking, it re-rolls all its attacks for that turn.
Incredibly flimsy without access to The Tip of Claw warlord trait, and even then, you still need to pull off that charge after you land to benefit. Mostly safe overcharging plasma, anyone?
Season to taste with shooting twice. Black Legion can use this alongside their other reroll strategem for twin overcharging plas-raptor squads. Relic Chiropteran Wings: Roll a d6 for each enemy unit the bearer moves over during the movement or charge phase.
Put that boosted movement to good use. Warlord Trait Shepherd of the True Faith: Each time you make an unmodified wound roll of 6 for an attack made with a melee weapon by a friendly Daemonkin Ritualists unit within 6" of your warlord, that attack inflicts a mortal wound on the target in addition to the normal damage.
When changes are made, the version number will be updated, and any changes from the previous version will be highlighted in Magenta. Where a version number has a letter, E. The Errata corrects any mistakes in the codex, while the Amendments bring the codex up to date with the latest version of the rules.
Although you can mark corrections directly in your codex, this is by no means necessary just keep a copy of the update with your codex. Page 97 Helbrute Change points value to points. Page 98 Plague Marines, Plague Knife. Add the following Designers Note: Note that, for the purposes of the Plague Champion downloading items from the Melee Weapons section of the wargear list, his Plague Knife can be exchanged in the same fashion as a close combat weapon. Page 99 Noise Marines, Wargear.
Change the second sentence to read Plague Zombies are Chaos Cultists that have the Fearless, Feel No Pain and Slow and Purposeful special rules and cannot download options other than to add additional models to the unit. Page 69 Axe of Blind Fury. Page 91 superscript note 5. Page 94 Daemon Prince, Options. Q: Does a Defiler with a power scourge gain the effects of the Flailspecial rule, reducing its opponents WS in addition to fighting with its power fists?