lesforgesdessalles.info Laws CHAOS SPACE MARINE CODEX PDF 7TH EDITION

Chaos space marine codex pdf 7th edition

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CHAOS SPACE MARINES. ATALE OF BITTER BETRAYAL AND CORRUPTION UNBOUND. Page 5. Page 6. Page 7. Page 8. Page 9. Page Page Is there somewhere I can download a pdf of this for free to check it out. The stores have them plastic rapped and I dont know if its the army I. The Codex Adeptus Astartes - Space Marines for the 8th Edition of Codex: Dark Angels (); Codex: Chaos Space Marines (); Codex: Imperial Guard Codex: Space Marines (); Codex: Tyranids (); Codex: Catachans (, Free PDF download) The following codices were released for 7th Edition.


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Chaos Space Marines army list made from 6th edition codex. Complete with updates to 7th edition. Includes some formations available to the army. Download . let the galaxy burn v pdf. МБ lesforgesdessalles.info .. Warhammer 40, - Codex - Chaos Space lesforgesdessalles.info The current Chaos Space Marine codex book is the oldest in current use, .. 7th edition helped in that wounds from a challenge may now "spill over" to as the Chaos Dreadnoughts have been removed from sale, find a PDf.

Also keep in mind that a model who ascends to Daemonhood loses all wargear and rules, so if you take one of these and ascend during the game you don't get to keep your toy. Combine with a Maelstrom of Gore formation for a guaranteed 8" charge minimum. Do it with a Fortress of Redemption Damnation? On average, this will multiply your total attacks by 1. Even a perils.

The Nurgle discipline is absolutely great with no real drawbacks, the Primaris is very much the unsung hero of the discipline, especially when up against those cheesy 'sit in the corner camping Tau lists' that are around the place.

Lost and Damned are only worth it if you take Typhus, otherwise a Hellcult benefits you more. Sure Chosen and Havocs get more guns, but you are much zippier and still decently survivable. But the most important thing to do with DG is to keep moving towards the enemy. You don't want your units sitting in the middle of bum-fuck nowhere getting their asses handed to them by a shit tonne of forced saves.

Oh, and keep out of the way of Rending and Poisoned. Not fun. The Night Lords have reasonably powerful legion tactics, and having the Raptor Talon as one of their core formation means that they can quickly overwhelm almost any non-fearless unit if they can get the charge off. Remember to include a mixture of Warp Talons and Raptors before you charge the enemy with both, forcing them to test for Fear at Against shooty armies excluding Tau, whose markerlights can negate your cover , tie their units up in combat with Raptors charging after deep striking using the Raptor Talon, while letting any footslogging units rely on their enhanced cover saves to survive until they can get into close combat.

You may also consider ground assault elements with Chaos Bikers, putting their enhanced Jink save to good use; just don't pretend to be a Ravenwing, they are still better than you in every way. Your Heldrakes become a nexus for panic, causing enemy units within range to suffer a Leadership penalty. Pretty useful when you factor in all the Fear your Marines cause. The other reason to take the Heldrakes?

Although you may think that going up against Space Marines is an auto lose cause of the whole "ATSKNF" thingy, Veteran's of the Long War more than makes up for it with re-rolling 4's to hit on the first round which is statistically better than hitting on 3's And being hit back on 5's?

With powerfists? Just keep in mind that you have to avoid dreadnoughts and S10 in combat if you do take him, and if he's your Warlord and why wouldn't he be? When selecting relics and other wargear, and what you want to aim for when rolling Warlord Traits, take heed of the redundancy in the kit afforded to you.

There are lots of tools to make your characters overwhelmingly lethal in close combat. The Stormbolt Plate is also a good survival tool to disrupt the success of enemy shooting. Word Bearers trade raw bonuses for versatility. They're the only other Legion besides Black Legion that can mix-and-match different Marks, they're potent at Daemon summoning, and their Warlord Table changes a lot of how they play. That said, when you re-roll this, you have at least 3 in 4 chance of getting a good trait, and they let you do things you normally can't!

Word Bearers tactical objectives focus around summoning daemons and getting into close combat with the enemy. The List-Building section expands on this more, but more so than other Legions, you care more about using your Legion's special detachment rather than a vanilla CAD; you don't care about Possessed as Troops, and either having Respawning Cultists or a tide of universally Objective-Secured units both matter more than getting Possessed Troops eww. Really, the only things you end up losing access to by not taking a CAD are some flexibility, access to Forgeworld units, and the ability to re-roll Warlord Traits on any table and not just the Word Bearers one.

If you make a Palanquin Sorcerer your Warlord and this is highly recommended, due to the mix of extra wounds and useful blessings , positioning is going to matter more than in most armies due to your relative slowness, even with Crusader.

Voice of Lorgar and the free boon from Eight-Fold Path take place at the start of your movement phase, meaning a Warlord with Voice of Lorgar should start within 12" of any units you wish to buff, while a Warlord Nexus of the Gods should be within 12" of any notable Characters! You have more leeway with the Psychic Powers due to your 6" move, but the traditional CSM trick of using a Bike Sorcerer to move 12", Psychic Shriek, then Turbo to safety is generally not going to be as much of an option for you.

Remember your Sorcerer is not Smashfucker and your goal is not to rush into a good fight. Rather, you are an anchor, and a force multiplier. Lore of Nurgle gives you options for Poisoned, or extra Strength, and Voice of Lorgar gives you access to several buffs. The most immediate use for Voice of Lorgar is to give Furious Charge to a unit that's already moving fast say, a few throwaway units of Relentless mostly lets your unit charge-after-firing, though that's more of a situational bonus.

Rather, Summoning is about maintaining your positional advantage, and allowing the rest of your army to take the mid-field uninterrupted. If your opponent tries to rush the center of the board, you can take a few losses standing without much issue. If your opponent tries to hang back, you move to lock down objectives.

With Word Bearers, get used to the fact you WILL lose troops, and get comfortable with sacrificing them to control the board. With the right list, innate perseverance, and thinking a few "parts" of your turn ahead, you can win with Word Bearers quite handily.

Daemonology is still risky but you can mitigate peril wounds by taking a Mark Of Nurgle Palanquin Sorceror. Not cheap - he ends up in the something region - but could be an option. However, unlike the Space Marines and their variant detachments in Codex: Angels of Death, most of the detachments are very similar to one another; other than the Thousand Sons Grand Coven and the Black Legion Speartip, every Chaos detachment follows the same general template, with one or two modifications on top.

Rather than listing each and every detachment in full, this article will list out the "main" template for a Chaos detachment, and any major differences "Iron Warriors: They're like any other Legion, except they can take Fortification Auxiliaries".

Also note that depending on your detachment, certain formations or choices will let you substitute your Lord or Sorcerer for an appropriate Special Character. Other than the Black Legion and Thousand Sons detachments, every Chaos Detachment will have the below in common, unless stated otherwise: As a fun little aside, due to RAW, Crimson Slaughter and the old Black Legion supplement state that any formation may be declared as belonging to them, while traitor legions scales this up to detachments.

While taking a Black Legion formation within another detachment is only really viable with Thousand Sons As BL traitor legions overrules the old supplement , this does open up interesting variations with Crimson Slaughter e. Take a relic burdened Chaos Lord as a 'Lord of the Legion' while the rest of the detachment belongs to a formation with actually good Legion rules.

And, rules as written, nothing says that all the sub-detachments have to have the same legion rules. Alpha legion rocks for Lost and the Damned, but is less great for basically any other formation, due to lack of beneficial rules. General trend in this anons local area is this is fine for Black Crusade detachment, but iffy with Legion Specific detachments. You will notice that several of these Formations have a mandatory Warpsmith tax. Some people like 'em, some people don't.

Good luck trying to make them work. Not an actual formation, this still makes Iron Warriors currently the only Detachment of Formations in the game that can actually take Fortifications. The Grand Company has the following bonuses:. The Insurgency Force has the exact same organization as a Basic Chaos Detachment, with no modifications otherwise.

The Insurgency Force has the following bonuses:. Like a basic Chaos detachment, except can take the Maelstrom of Gore as a core choice. You "could" take a Trinity of Blood as an Auxiliary choice, but then you're playing Apocalypse where almost anything goes. Ever wanted to field khornate marines on foot with a charge threat of 36" or 39" with bezerkers? Well, now you can! First you get the pre turn move of 2D6 due to the detachment.

Then you'll have your normal movement of 6 for infantry increased to 9 if having a character with the talisman of burning blood in it. So turn 1 assault for infantry is minimum of 16", average of 26" and maximum of 36". In addition if you're really set to have a first turn charge, you can always add in 1k sons allies with the Astral Grimoire to become jump infantry so increases the charge threat with another 6".

Bezerkers charging possibly 45" is hilarious. Also note that the minimum charge range for infantry will be 22 making it an easy charge if both players deployed as close to each other as possible. Of course you can do this with lord on jug and bikes or that Sp But this actually makes Kharn and termie lord on foot not that bad for being slow.

So no land raider needed to transport Kharn to be able to see combat. Also funny for khornate prince with wings, give him an artifact worth of him to wreck shit turn 1 if opponent is stupid enough to deploy on his deployment edge. The Murder Talon has the following bonuses. The Grand Host has the following bonuses:. You take this formation if you want to bring a Black Legion detachment but you want to maintain Objective Secured.

This allows Black Legion to be run either hyper-aggressively, or relatively defensively. If you want to run Fabius or Huron, play hero-hammer with Path to Glory, run Special Characters from multiple Legions in the same detachment, or give Hatred Imperium to a Crimson Slaughter army, play this. It acts like a Basic Chaos Detachment with the following modifications:. The Black Legion Speartip rewards alpha strikes, but does not grant objective secured to anything at all.

Keeping this in mind, there are tradeoffs to either army list, very much like the Horus Heresy Rites of War. The veterans of your Legion are mostly Luna Wolves, after all, and that carries over into their battle doctrine. The formation bonuses are:. You don't get any Fast Attacks, and the formation cannot take any Marks other than Nurgle.

In exchange, any Missile Launchers in the detachment can take Chemical Rockets, and any flamer weapons can be swapped for Chemical Flamers for free. Not bad! There's a second bonus that any Barrage weapons from this Formation leave Dangerous terrain markers, but Chaos Marines don't get any barrage weapons anyway outside of Forgeworld, and the FW options they do get are expensive! Once you select one of these "core" kits, adding a good secondary bundle will help round off your army, and help it fit into a Legion detachment more easily.

The old Battleforce even more elusive had a Rhino, Khorne Berserker Squad, enough bitz for 2 Chaos Marine Squads, and a 5-strong Possessed Squad which you can easily use to make a Chaos lord with any of the new options, give Chaos Champions Lightning Claws, all the stuff you only have one of in the Chaos accessory sprue.

The four remaining Possessed you can use to make the five man Chaos marine squad into a nine man one. This allows you to field a complete army at about points if you split the Marines in two five man squads. If you want a quick start, get a second Marine box or a couple of Cultists from Ebay and you will have a complete playable Although not the most competitive army. From there, it takes a bit of planning and experimentation.

Chaos Space Marines differ greatly from their loyalist counterparts in that they are less forgiving of fuck ups. That is to say what works against one opponent will not likely work against another. Units like Plague marines, havocs and obliterators are generally all around useful against any opponent, so you can almost never go wrong with buying a box. Some players swear by some units while others think they are shit.

One thing to keep in mind is even your basic troops can start getting VERY expensive once the upgrades start piling up. A basic Marine can go from 13 to 19 or higher per model once you start adding on a close combat weapon, mark, Veterans of the Long war, icons, etc.

As players of full cult lists already know, this will lead to being outnumbered very frequently. Finding the balance between quantity and quality in a army full of options and strong expensive units is key. Keep in mind that 7e is focused on shooting - not exclusively, but predominantly. Many people get into CSMs for the marines. However, it is often a good idea to just take a minimal squad of cultists for your mandatory troop choice and use the remaining points on something that actually hits hard.

Consider using allies with cost effective troops to counter deficiencies in your lists. Chaos Daemons are the best ally to start with. Having at least one Psyker adds an extra layer of depth to your army, and Chaos Space Marines can bring the Psychic game.

One of the main reason Psykers remain useful in 40k is they generate their powers after army creation but pre-game, meaning you're paying for a "wildcard" gun you can tailor. For many games, Challenges are more a curiosity than an active part of the game: When you fight an army of Eldar Jetbikers or Tau Riptides, you'll find tough shooty units with nary a character a sight, and some armies Necrons and Tyranids may not have any characters whatsover except a single Lord or Flying Hive Tyrant!

Even when up against an army with multiple sergeants, challenges are an annoyance for many of your characters; a Cultist Champion is just as dead in assault whether or not in a Challenge, while a Space Marine Sergeant and a vanilla Aspiring Champion fighting against each other is effectively a coin-flip. It's when you're up against other melee armies or ones with special bonuses in challenges For example, Eldar, Space Marine Champions, etc that you have to be extra-careful in combat.

The first thing is to remember that Challenges are issued at the start of the Fight Sub-phase, and Challenges can only be issued or accepted by models that are Engaged. If you have a character you do not wish to engage in a challenge, keep him more than 2" away from the closest base-to-base model; he won't be Engaged at the start of the Fight Sub-Phase, so he won't have to issue a Challenge.

You then wait for the character's Initiative Step to happen, then have him make his 3" step so he's now Engaged and free to beat stuff up. Alternately, if your opponent wants to issue a challenge, it pays to have several sacrificial schlubs on-hand to "take one for the team".

This section is divided into three main parts: As usual, YMMV and caveat emptor and all that funky jazz. For the first time since the legendary 3. Alpha Legion is about sneakiness, infiltration tactics, and highly-trained Cultist teams. Alliances of Convenience with Orks are not unknown as one may recall from Dawn of War. Fortunately for you, the Alpha Legion tactics do just this, allowing cultists, Chosen, and Marines to infiltrate. In addition, they allow any character to generate a warlord trait after your warlord dies.

Who's the real Alpharius? Oh, and they don't get Slay the Warlord unless they kill every character in your army. Choice is the name of the game here. With no restriction on marks, you are the only Legion that has access to the entirety of the CSM range, minus characters.

Including the new TSons and soon Death Guard units. This makes a CAD rather interesting to play with. You also have two warbands to choose from. For killpoint games you have the Black Legion warband, for everything else you have the chaos warband, unless of course you feel like murderizing units off of objectives rather than competing with other ObSec units. Hell, you can even give TSons a run for their money in the psychic phase.

And being the largest Legion by far, it's all fluffy too. The Black Legion supplement provides a few starting points for fluffy lists. Hounds of Abaddon are a khorne warband with their own formation and it's a core choice for the speartrike. Khorne in general works really well with army wide Hatred. Plays similar to WE. Another option is to go ham on elite choices. We get ObSec terminators and chosen in a CAD and it doesn't interfere with turning the cult units of your choice into troops as well.

Spice with Forge World and formations as needed. Cultists are for peasants. Or go full glass cannon with the speartip and enjoy turn 1 assaults with possibly the best legion for the raptor talon and maybe a terminator annihilation force.

If you somehow still have points, bring the psychic dakka with a cabal and let the galaxy burn. The Raptor Talon was tailor-made for Night Lords players. Plus, now it's a core choice for the Night Lords Decurion! To make your horde of Fear-inducing Marines even more absurdly successful, bring the Heldrake Terror Pack formation to force more penalties on your opponents during fear tests.

Milage may vary against loyalist Marines, but you do have the cover saves to really make use of the re-rolled charge in the decurion. Still absurdly successful against most other armies in terms of failed fear tests. Iron Warriors play differently from most Chaos armies in that they emphasize shooting rather than herohammer. Their Warlord table has a lot of stinkers or depend on your army composition: It's because of this that the Cult of Destruction is ironically usually not worth taking for Iron Warriors!

If you take the Grand Company, you're doing it either because you love pieplates, or you want to re-enact the Iron Cage and plop down lots of Fortifications.

Or you can do both: And the Battle Cannons reroll scatter! Fist of the Gods becomes a fun formation if you want to throw down 3 Vindicators, and if you use Legacies of Ruin, you can grant one of them Outflank to really keep your opponent guessing where the next attack will come from!

That said, don't go overboard. You can do Fortification-spam, Vindicator-spam, or even for more casual games taking an odd Defiler in support of Maulerfiends, but you won't be able to do it all at once; taking more than one Warpsmith in games less than points will be a heavy tax for most of your armies, and you should almost never take more than two. If you're playing at lower points or just want to field more bodies, the humble Munitorium Armored Crate is only 10 points more than a Spawn Auxiliary and provides a good deal of support for your Warband, from additional cover, ammo crates to help your Havocs shoot better, and even the Fuel Tanks can let you turn a unit of Chaos Bikes or two into a jury-rigged Torrent flamer team.

While Word Bearers have access to all Marks of Chaos, unlike most legions, they have some of the weakest legion rules, which revolve around a few particular HQ choices. Possessed as Troops in a CAD with no other improvements to their rules are still a bad unit, while the Dark Apostle 6" range is small and only gives Hatred and Fearless which other legions can get for free.

You will have to keep this in mind when building the list: Because Possessed themselves are bad, and Word Bearers do not get any other advantages to support running Forgeworld-heavy lists, most Word Bearers lists should start with a Grand Host rather than a CAD. Although Eight-Fold Path is mostly inferior to Path to Glory in the Black Crusade detachment you can use it on Daemon Princes or Warpack characters, but it doesn't benefit from Favored Scions and you can't pile blessings , Crusader allows your grunts to get across the board faster while the Word Bearers Warlord Table is rather nice.

The question is whether you want to do a Cultist-heavy build, or a Marine-focused build. The Cultist build is pretty simple: Use a Lost and the Damned Core, but try to balance the ratio of Cultists to actual killing power; the main reason for this formation is how expendable it is. The Warpack actually makes sense as an Auxiliary for this army, as taking several Daemonology Psykers means you have respectable odds of getting Cursed Earth, plus Warlord Psyker Defiler remains the most memetic Crab Cathedral Crabthedral to emerge from rule interactions; take advantage of Crusader so your Cultists can run forth, jam movement, etc.

The Marine-focused build will go for a Warband, and try to take advantage of the ability to mix-and-match Marks. If you want some Cultists to support this build, one option is to use a Helbrute as your mandatory "Heavy" requirement for the formation, then take an allied Helcult so you have a second Brute and two units of super-unbreakable Cultists. Bring Spawn or other.. No matter whether you go for a Marine or Cultist-focused build, a Palanquin Summoner is a good pick for your army, as the blessings from Lore of Nurgle can buff your army to do nasty things, while the extra wounds give you additional breathing room for casting powers despite Perils.

Though you can run Bike Sorcerers, you're not really taking advantage of the Word Bearers' main draw if you do this. When you can reliably expect to get at least two free units of Flesh Hounds per turn, while you're running lots of small threats, you can maintain a momentum over your opponent that is more powerful than it appears at first glance!

The Butcherhorde is pretty amazing. Fill in the rest here, World Eaters players! Don't mind if I do!

Warhammer 40,000/7th Edition Tactics/Chaos Space Marines

Use Nurgle Bikers to intercept enemy melee specialists. Cue Advancing Wall of Death. Very expensive but can really put a dent in things especially in Apocalypse games. Turn up your sonic weapons to 11 with the Kakophoni formation. Yeah good luck with that.

Good thing we all play 3k point games everytime, right? Things shall get loud now. A Helcult povides you with nice mobile cover, AP2 and is a good way to represent your pleasure slaves. Lost and Damned, while flakier, unlock -and take- Combat Drugs. The Raptor Talon really benefits from the Slaaneshi Decurion, especially when you combine it with a melee oriented Chaos Warband.

Edition codex pdf chaos space marine 7th

There are two ways to go about running Thousand Sons. The first way would be to run a Tzeentchian Sorcerer, unlock Thousand Sons troops, and Or start with a War Cabal and expand from there. Thankfully, Traitor's Hate gives you more leeway in running a wizarding army, and without the need to lock your own Sorcerers into using the Mark of Tzeentch.

Why not consider adding a Daemon CAD for additional variety as well? Ok so this has been playtested once and I will try it a few more times before my final verdict but after the first game this is my opinion.

The Ahriman's Exiles Formation. You cannot get any more elite than this. Now, this is a veeeery pricey formation in points, I played a 1k game and it had only four models in it. All were on discs, familiared when possible and level 3. I also threw in some artefacts like the Murder Sword which really paid off. Now I lost on points Crusade with three of five obj in the opponents board half made things tricky but that was partly down to my only mistakes early on and some bad luck. At you add some more Sorcerers and maybe a Malefic one to expand your presence and it could be quite nasty to handle.

Jump to: The anticlimax is real. You don't want this to happen to any tooled-up HQ you have, though it's not necessarily the end of the world if it happens to a rank-and-file Champion for some reason.

Note that a Champion that becomes one of Important Note - On Pg. Let me repeat that. Now that 7th edition allows any units to score objectives, this can be a detrimental flaw.

Pretty straight forward and never a bad choice. You could risk a re-roll for a more immediate benefit on something like say a poop bucket prince, but you will probably end up in melee eventually with CSM regardless of what rolls this and there's a good chance you'll end up with something worse.

For any CC oriented characters this is a keeper. Nice on an HQ, pointless on single-wound models. Even then you might already have EW from a warlord trait or relic, plus most of our HQs only have 2 where having EW is only a marginal improvement.

Enjoy your S10 powerfist. This is pretty universally good too. Some khorne characters might not get much out of this on the charge due to already wounding on 2s on the charge, but even they benefit from this after the first round of combat.

So if it helps you wound better just roll with it. More often than not you will want to re-roll this if you can. However there are some less obvious characters that benefit from this, psykers still need to hit with some witchfires and our sorcerer is only BS 4.

Then there is also the chosen champion which can make use of this. On the other hand, BS 6 doesn't unlock re-rolls for blast weapons.

Also, while this looks interesting for a forgefiend or defiler, possession actually is a fixed modifier to 3 BS, so this won't actually help them shoot better. Can be nice on HQs to hit before the enemy head honcho, but generally more useful for our grunts who can now kill other sergeants before they can retaliate. Or for Death Guard to counter the initiative hit. Luckily you get to check what your opponent brought to decide on whether or not you think this could be useful for you.

Unless the character happens to be a walker, you're going to want to keep this. It's amazing. You really can't go wrong with this, although it's pretty much only for CC as majority toughness will cancel this out. Also, do check what this character is likely to face in CC. If you're going up against thunderhammers or fists, you're probably not going to get any use out of this.

One of the few boons that spreads to the unit. Roll this up on a biker champion and watch Dark Angels players eat their hearts out. Especially as Chaos doesn't get non-relic artificer armor.

Big boon for a prince, but still good for anything really. Pretty good, especially if you put it on a lightning claw. But don't forget that this is part of a weapon as opposed to a rule the character gains. It won't affect stuff like infernal claws or the talons of the night terror.

VERY situational, but not bad. However, it's a nice deterrent vs shrieks for a prince. Anybody else should probably opt for a re-roll when possible. Good when fighting low toughness armies or for khorny stuff since it's effectively shred on high strength models.

Pretty nice vs non non marine armies, especially nids. Against marines you're probably wounding on 4s anyway so try for something else. The other boon that spreads to the unit. Since this is random, you'll probably not care too much about the run bonus, but it's a pretty decent bonus to sweeping attacks. Of course that means you're more likely to overrun a unit, which you might not want, but it works when being charged too. Even if you loose combat, it will make beating that unit in a sweeping advance pretty hard, making this quite nice for non fearless tarpits.

It also combos very nicely with a spawn escort if you already have fleet. You more than likely don't want this. It's almost always one measly S4 wound and even on a prince or walker, it's still AP-. The only time you might want to hold on to this is when the character has infernal claws. In that case you gain 3 additional hits at the initiative 10 step. And unlike the HoW hit, those additional hits can benefit from smash. The character needs to be in base contact and typically you don't have that character at the front.

If the opponent doesn't accept the challenge, you end up being able to fight but not in base contact with anybody. Even when you do though, you're not likely to be in contact with more than 2, if that. It's ok for something with a large base like a juggerlord, but you could probably do better than this.

Infernal claws on the other hand, can make this a crowd clearer. Good luck tarpitting a prince with this and infernal claws. It ends up being like rampage on steroids. Same advice as for Only really useful on a prince to not get shredded by shrieks as much.

Nice if your Warlord has a Burning Brand or another cool ranged weapon, but pointless otherwise. A chosen champion with plasma gun can also make good use of this. Unless you already have hatred of course. This is gained on the character level, which means that this allows you to re-roll ALL to wound rolls in CC, not just those of you're weapon. Infernal claws raises it's head again.

So unless you only brought a lightning claw, you probably want to hold onto this. I don't care if you roll this on a cultist champion, you're keeping this. Hell, keep this even when you already ID on 6s. Debatable whether or not this applies to infernal claws or icy aura. If you're using the axe of blind fury, keep it. Won't benefit anyone in the champion's squad, re-roll whenever possible. Tiny bit better in BL and WB armies with crusader, but fuck it.

Try to re-roll to something better. You want it. Also doesn't work with walkers as it only triggers on unsaved wounds.

If not, choose which one of Big Four is its new patron. Avoid this like the plague on your tooled HQ's, but other stuff tends to be improved. Abaddon is the only Unique Character you can include in a Black Legion detachment, and any unit that can take VotLW must do so for free. You have Hatred Everyone and VotLW gets upgraded so you re-roll to hit against Loyalist shitheads any Armies of the Imperium every single combat phase.

Terminators and Chosen are troops, and any Psyker with a Mark of a chaos god can choose to roll all of their powers on their god-specific table. Traitor Legions updates the previous Black Legion rules, removing their infamous VotLW tax and instead letting them have it for free, and finally giving them their own detachment. A note on marks: Black Legion is one of two legions that has access to Thousand Sons units.

Not terribly useful, but it does give them access to the Exalted Sorcerer and Scarab Occult Terminators for anti-MEQ, divination and one-use orbital strikes. Warlord Traits 1: Black Crusader: Eye of the Gods: For a good challenge-based Warlord, this is a big save and it stacks with the Warband benefits for extra insurance. Bonus points for rolling this in a Black Crusade.

Gift of Balefire: Considering the goofiness of Soulblaze this isn't a really great gift. Still better than Black Crusader if you're facing a different army. Unholy Fortitude: Warlord gets It Will Not Die. Soul Stealer: When in combat, any to-wound rolls of 6 become Instant Death. Grab your Claws and go murder some MCs and characters. Chosen of Abaddon: Warlord and friendly units within 12" gain Stubborn. Relics Spineshiver Blade: AP3 Daemon Weapon.

Moreover, until faqed, this does not replace a weapon, so a prince with this gains an extra attack! Crucible of Lies: User has -1T, but can re-roll Invuln Save rolls of 1. Why would anyone ever take this?

Maybe you have a Terminator Lord or Sorcerer of Tzeentch with a Sigil of Corruption hiding in the middle of Terminators squad bodyguards. Could also work with a Disc of Tzeentch or Bike you'd still be reaping the benefit of a bike unit's majority toughness to negate the loss of Toughness, but then disallows the use of Terminator Armor. Last Memory of the Yuranthos: A Psyker with this Relic gains an additional Mastery Level, but instead of rolling for another power, you simply get the Sunburst power from Pyromancy.

Additionally, you have the option to cast Sunburst with an increased radius for a higher Warp Charge cost declare the "target" before rolling ; a minimum of 2 successes to use Sunburst with a 12" radius, and a minimum of 3 for an 18" radius.

Note that should you Perils for any reason, your Psyker is slain outright! Likewise, if you like running non-Battle Brother Allies, you'll also want to avoid this power because any Orks or Necrons you bring along for the ride will be hit by this power too! Having a Nova on-hand can actually help extricate smaller Marine units from nearby close combats with small units, and can effectively nullify certain "extreme MSU" threats to your army.

However, be careful because the moment your Sorcerer gets entangled in a fight, you won't actually be able to cast this power. If you're dead-set on running a Daemon Prince, then this is a handy "Fly By" power to cast before Swooping away from retaliation. You don't have to overcharge the Last Memory, but against certain "extreme MSU" builds mass Scatterpacks come to mind , sometimes it may be well worth sacrificing your Sorcerer to cover an 18" radius of the map in a de-facto neutron bomb.

Eye of Night: User can make one single-use Large Blast attack that is S5, AP4 and does 1d3 auto-pen hits to buildings and vehicles that ignore cover. Don't expect to ruin Land Raiders with this.

It can, though, intimidate that transport full of enemies or mess up artillery. At least one auto penetrating hit is not to be sniffed at, and against vehicle less enemies, it is great for clearing out tarpits. But it is also obscenely expensive, so make it count, and put it on something with BS5. It really comes into its own in low points games- above pts or so, an enemy can survive one vehicle being put out of action.

However, in small games, where the enemy has only one vehicle, it not being able to fire for a turn, or it losing the ability to ever move, is ridiculously good.

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Alternate opinion: Considering how hard it is to get a vehicle in a decurion, this might not be as expensive as it appears. Think of it as a cheaper, slightly worse triple-las pred. On average you will get 2 penetrating hits for 75 points as opposed to being forced to buy into a fist of the gods for some ish points.

With ignore cover no less. You might even get lucky and come up against a wall of armour. Skull of Ker'ngar: User has Eternal Warrior and Adamantium Will. This is your only place to get EW outside of lucky warlord trait rolls. Hand of Darkness: Not really gonna do much unless in challenges and being CSM, that will be often or if you want to pop a tank.

In a challenge this will mesh well with the Eye of the Gods trait. This became slightly better with Traitor Legions, as anybody that can take this now has built in hatred, meaning you get to re-roll your one attack.

What you want to be using this against is monstrous creatures with multiple wounds that you can take down before they get the chance to strike. Make your Apostle punch some Carnifexes or Tervigons in the face or something. Flying MCs start the game gliding. If you can get first turn in a speartip with a raptor talon, you can falcon punch that dirty flyrant back to the future before he takes off. Or D-Thirster, or whatever. This thing got a new lease with Traitor Legions.

This also applies to psychic buffs or things like the Riptide nova reactor. Mission Objectives 1: D3 VPs for killing every enemy Independent Character. Roll a D6 and get 1 VP when your Warlord controls the objective marker with the same number.

And you are paying a whole 1 point less per model in turn. Stick them in a Land Raider or deepstrike them and drive deep in to the warm moist folds of flesh of your opponent's army.

Traitor Legions Update: This strategy becomes much stronger in Traitor Legions. If you take the unique Black Legion detachment, you start rolling for Deep Strike reserves turn 1, and your Warlord's unit arrives automatically! This means you can build your list around dishing out a brutal alpha strike. Traitor Legions: Objective Secured Variant: Place objectives all over the battlefield then drop Objective Secured deep striking Terminators and Land Raiders all over the place, seizing ground while at the same time performing a massive blitz.

It may be advantageous to take Mark of Tzeentch or Nurgle for this strategy, to avoid getting shot off your objectives and losing them to the enemy. Melta Assault: Simple, take those chosen as troop, fill them up with all the Melta, Give them Mark of Khorne or Slaanesh along with the appropriate Icon for a better-than-average general assault squad Slaanesh arguably being better since Feel No Pain adds to your staying power with the potential to hurt anything in the game with all those melta guns.

Only special characters allowed are Ahriman and Magnus. Daemon Princes must take Daemon of Tzeentch. Rubric Marines are Troop Choices. Tzeentch Psykers can roll all of their powers on the Tzeentch Table.

Arrogance of Aeons: Warlord has Adamantium Will, and can re-roll 1 dice when trying to deny. Undying Form: Eternal Warrior. Aether Stride: Warlord and unit isn't affected by difficult terrain and do not suffer initiative penalty when charging through DT. Great on a Terminator Sorcerer bro-ing it up with Terminators. Lord of Forbidden Lore: Warlord knows an extra psychic power.

Walker of the Webway: Warlord has Deep Strike. If he already does, he and his unit do not scatter upon deep strike. Lord of Flux: All enemies within 12" treat all terrain, even open ground, as difficult terrain.

Any unit that runs, moves flat out, turbo-boosts, or charges within this bubble must take Dangerous Terrain. Artefacts of Tzeentch Astral Grimoire: A single friendly unit within 12" gets the Jump Infantry rule. Note, this means any friendly and not just 1k Sons. This is probably the best all-comers option from Wrath of Magnus. Athenaean Scrolls: If you roll any multiples of any number when casting a psychic power, it cannot be denied.

Even a perils. This is if you want to sling lots of Witchfires and Maledictions around, as those are usually the easiest to Deny. That said, this artifact is near-useless against armies with no psyker presence, from Necrons to Gladius Razorspam to Tau and chances are you'll have a massive surplus of WC anyway. That said, the moment this helps you cripple a Wolfstar or Seer Council, it pays for itself then and there.

Ranged weapon: Can be situationally useful, but severely overcosted. However , you might notice that it is just about the only Pistol in the game that a Terminator can take. Lets you shoot some shmucks without losing your bonus attack.

Helm of the Third Eye: Again, trying to make up for the obvious shortcomings of the 1k sons. Consider using these on Mark of Tzeentch Obliterators, too! Stick in a mob of Tzaangors or Cultists for impractical yet hilarious overwatch. Alternatively, take a rubric marine squad armed entirely with warpflamers and attach a sorcerer with Helm of the Third Eye.

Watch as no one charges you ever. Seer's Bane: A Daemon Weapon with the following profile: Use the targets normal Toughness for the purposes of Instant Death. Particularly nasty for monster-hunting if you can Leadership debuffs from other sources. Entertainingly, for the Sorcerer legion, this is by far the best on a Chaos Lord: Staff of Arcane Compulsion: Remember Force the spell counts as a blessing for Blessing of Tzeentch, and is automatically known.

Kill 9 or more enemy models during your turn. Nullify a psychic power for a VP at the end of enemy's turn. Wording means you get this automatically if it was done at least once before generating that objective.

Kill loyalist scum unit during your turn. D3 VP if your opponent controls no objective markers and you control at least one. Kill a unit during psychic phase to score D3 VP. Manifest 3 powers of different types for D3 VP, but you manifest 6 powers of different types to be exact: Too dependent from your magic roster and more likely to be discarded in small games with a single HQ.

Thousand Sons Tactics The Thousand Sons are meant to be a very small, yet powerful fighting force, with lots of Psychic dakka. Requirements No unique characters which may change if Perturabo gets a model. No Chaos marks. Benefits All units which can take VotLW must do so for free.

Obliterators and Mutilators are troops. Havocs, Obliterators, and Mutilators get Tank Hunters. DP can roll all powers from their god's discipline. A waste on everything but a fluffy Heretech Sorcerer or Warpsmith. All are highly situational; 2 is nearly always useless, 3 depends highly on the terrain or if you took fortifications which, believe me, you should Specifically says it cannot be used on Fortifications that are part of your army list and gets neglected quite often , 4 would be a That Guy mono-build and even then, focusing all your soldiers on one point of the battlefield?

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Alternate view: A Lord with a huuuuge axe in a bubble of Dinobots and Helbrutes? Sounds like IW to me. Shove him into a Helcult and enjoy a virtually unkillable Hellbrute. For extra cheddar make your Warlord a Warpsmith for repair rolls, Relics Warpbreacher: You can possess a vehicle each turn as though it had Daemonic Possession vehicle equipment. Warpsmith only. Nest of Mechserpents: Warp Smith only In a challenge, resolve first 2 hits normally. If both hit the remainder of your attacks have Instant Death.

Warpsmith in CC? Could work, but they are way too expensive for this. Only worth it on a DP, otherwise unwieldy neglates the nice boni against walkers. Fleshmetal Exoskeleton: Fleshmetal armour with IWND.

Start building your own budget Smashfucker. Cranium Malevolous During the enemy shooting phase enemy vehicles within 2D6 of this relic suffer an automatic haywire hit, no cover allowed. Combine with Dreadclaw for extra lulz. Siege Breaker Mace: Actually, consider Not for a chaos lord anyways.

Put it on a daemon prince, and he's strength 8 in combat. Nominate an objective marker, get D3 VP if you control this at the end of the next turn or the end of the game. Iron Warriors Tactics Units that actually benefit from the master of annihilation rule: Defilers with battle cannons, vindicators and vengeance weapon batteries.

Nothing in the chaos arsenal has barrage. Future proofing? As for now, just stick with regular Traitor's Hate warband rules. Aegis Defense lines are a cheap way to get more out of your Havocs - they get cover, Fearless and their Sergeant can apply his Tank Hunter to air defense.

And of course look to Planetary Onslaught for other fortifications: Now IW is the only Decurion that includes fortifications at all! They work best as an Auxiliary Detachment for your main force - 2 units of Obliterators, 1 unit of Havocs and a Sorcerer fit in nearly anywhere.

Remember, you have Obliterators in Troops. In combination with Mayhem Pack your army becomes Deep Strike spamming clutches of fuck. It may be quite annoying, because your enemy does not know which your unit is more dangerous: If you like Daemon Princes, you cane give the Exoskeleton and Deamon of Tzeentch special rule to your lovely horny guy.

Black Mace also adds some deadliness. Requirements Your army contains no unique characters discuss with your opponent if you are using Arkos the Faithless and no marks of Chaos.

Any unit that can take VotLW does so for free. He generates a warlord trait immediately. You can do this as long as you have characters to do it with.

You can even do this with returned units of cultists, so with lucky return rolls, you can have infinite warlords. Forward Agent Gain Infiltrate. Though slightly annoying Alpha Legion characters don't get this already, nice to have. Faceless Commander Once per game, your warlord can switch positions with another friendly character of the same unit type.

Could be used for fun shenanigans. Take note that if you're swapping with a regular champion - not an IC - he and his squad would have to run towards each other trying to restore coherency. And it could be super easy to remove them from play with tank shocks later on.

So, keep this in mind. Expert Timing From turn 2 on, one unit auto passes reserve rolls. Remember that having Infiltrate automatically confers Outflank, so if you roll this one consider leaving units in reserves for auto-Outflank. Hidden in Plain Sight Gain Stealth. Excellent; remember that one model having Stealth confers the cover save to his entire unit. Wondering what if you roll Shrouded on HQ or champ of the squad he has joined to?

Stealth and Shrouded are cumulative just like for Tau Stealth Suits. Get your warlord into the backfield and enjoy your endlessly respawning, outflanking, angry cultists. Alpha Strategist Acute Senses and Outflank. Unlike Infiltrate, a single model with Outflank can confer it to the entire unit, so use it to take units that don't get infiltrate like Havocs and Terminators into the enemy back line.

Relics The Mindveil At the start of your movement, instead of moving normally, the bearer and his unit get to move 3D6 immediately. This can take you from combat and the enemy cannot consolidate. Makes a wonderful companion for the Soulswitch Psychic Power. Mindveil out of melee, switch places with something scarier, then gain charge bonuses to beat the stuff you struggled with.

On average, this will multiply your total attacks by 1. A model with a champion of Chaos rule must always issue and accept challenges whenever possible. At the start of each fight subphase roll a d6 - on a 1 the model immedately suffers a wound no save and WS is 1 for the rest of the phase. A model or a unit may purchase a Mark of Chaos.

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Rapid Fire, Gets Hot! Pistol, Gets Hot! If it hit with all of its attacks it makes 2 additional attakcs against one of the models it hit. These hits are resolved at Initiative Step 1. All enemy units within 12" of the Warlord suffer a -1 Ld. Warlord has Rage and Furious Charge. However if the Warlord or any unit from Crimson Slaughter he joins is within 12" of an enemy model at the beginning of the Shooting phase he cannot shoot and must attempt a charge in the ensuing Assault phase Your Warlord and his unit have the Crusader special Rule Enemy models in base contact with the Warlord each take d6 S3 AP- hits at initiative step 10 of each assault phase.

The bearer has the Daemon, Fearless and Fleet special rules. Bearer has -1 Toughness but may re-roll failed saves of a '1' Psyker only. Units with Mark of Tzeentch only - All boltguns, combibolters, heavy bolters and bolt pistols carried by models with a MoT in a unit equipped with an icon of flame have the SOul Blaze Special RuleWhen determining assault results, add 1 to total if there are more than one or more friendly units with a Chaos Icon locked in that combat.

Units with Mark of Nurgle Only - All models with the MoN in a unit equipped with this icon have the Fear ruleWhen determining assault results, add 1 to total if there are more than one or more friendly units with a Chaos Icon locked in that combat. Units with Mark of Slaanesh only - all models with the MoS in a unit with this icon have the FnP ruleWhen determining assault results, add 1 to total if there are more than one or more friendly units with a Chaos Icon locked in that combat. All models in a unit equipped with this icon have the Fearless ruleWhen determining assault results, add 1 to total if there are more than one or more friendly units with a Chaos Icon locked in that combat.

Additionally a Psyker with a Mark of Tzeentch must generate at least one power from the Discipline of Tzeentch Armorbane If a Maulerfiend hits with at least 1 attack in the Fight subphase, it may make an additional attack with one of its MagmaCutters against the model it hit.

Transformed into a Chaos Spawn, Place a Chaos Spawn model within 3" of Champion orvehicle and more than 1" away from enemy units. Warlord and unit gains Hatred.

Psyker only. When making Close Combat Attacks, the Bearer can instead choose to make a single attack with the following profile: Armorbane If a Maulerfiend hits with at least 1 attack in the Fight subphase, it may make an additional attack with one of its MagmaCutters against the model it hit. Chapion is transformed intoa Daemon prince. However if the Warlord or any unit from Crimson Slaughter he joins is within 12" of an enemy model at the beginning of the Shooting phase he cannot shoot and must attempt a charge in the ensuing Assault phase Does not replace any Weapons - When the bearer kills an enemey model in the fight subphase he unlocks the key's power.

Does not replace any Weapons - When the bearer kills an enemey model in the fight subphase he unlocks the key's power. Chaos Space Marines army list made from 6th edition codex. Complete with updates to 7th edition. Includes some formations available to the army. Download as Xlsx to view all content. Flag for inappropriate content. Related titles. Jump to Page. Search inside document. Stephen Melnik. Evan Gora. Nick Hopkins. David James Eckberg. Kyle Neely. Chris Nye. Jayme Buter. Daniel Foyster.

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