Editing
Warhammer 40,000/7th Edition Tactics/Chaos Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Vehicle Equipment=== Huh. Looks like everybody else forgot these existed. In any case, there's some pretty interesting stuff in here worth a look. * '''Combi-Bolter''': No, seriously, I promise, there's interesting stuff in here. The vehicle combi-bolter is the same as the one in the Ranged Weapons section, giving you a little bit more fire. Not super-useful, but it's only five points. It also protects your actual guns from "weapon destroyed" results since now it is randomly rolled instead of chosen by the opponent - so if your big spiky Vindicator gets [[anal circumference|penetrated]] you have a 4+ save against Demolisher cannon removal for only 5 pts. * '''Dirge Caster''': Funny, if nothing else. Enemy units within 6" can't Overwatch. This can be usable in some cases (Land Raiders, Helbrutes, and Maulerfiends), but you can mitigate Overwatch without having to explicitly shut down your opponent's movement. There are some fringe cases where it can be useful (shutting down Supporting Fire or "Wall of Death", or "Reckless Abandon" if you're fighting a Corsair player), but you *are* driving your vehicles point-blank so be prepared! * '''Dozer Blade''': The Dozer Blade lets you reroll failed Dangerous Terrain tests, changing the odds of your vehicle becoming immobile battlefield terrain from 1/6 to 1/36, and makes your Rhinos deadlier when ramming stuff. For such a cheap price, it's worth taking if you find yourself driving through terrain on a regular basis. Since you don't get Drop Pods, and want your Marines to get from Point A to Point B, consider this a near auto-take for your Rhinos. * '''Warpflame Gargoyles''': Soul Blaze. Pass. * '''Combi-weapons''': You can take a combi-flamer, -melta, or -plasma. Well, you <i>can</i>, but it probably won't be all that useful. ** '''Second Opinion:''' Actually, one of the things that keeps Sisters competitive is Melta weapons on cheap, plentiful transports, so combi-meltas on Rhinos might be worth it. Sure, we don't get multi-meltas, but we also get more than 15 options and plastic models, so it's a trade off. * '''Extra Armour''': Vehicles with this count Crew Stunned as Crew Shaken when rolling on the Vehicle Damage table. Useful for a Land Raider (which itself is arguably not that useful), but for most other units, they'll die from HP depletion before this effect takes place, or they're effectively useless if Shaken anyway. * '''Havoc Launcher''': One of our more unique pieces of equipment, this is basically a frag missile launcher with 1 better S and AP. It's also twin-linked and only 12 points. It's very nice to stick on your Rhinos to add to fire power against GEQs. Putting it on other tanks can also help protect their more relevant guns. You too can rain fiery hell down upon your opponents! * '''Destroyer Blades''': Tank Shocking troops is nice right? Why not add some blades that do d6 s5 hits? Oh, they're gonna Death or Glory? Well take 2d6 S5 hits fools. The only problem is the price; on regular Rhinos, it almost increases their cost by 50%, while not making them any harder to kill, while your heavier vehicles generally want to be sitting back and shooting stuff. * '''Daemonic Possession''': Handy if your vehicle relies on blasts or templates to kill stuff. This means a Vindicator. Otherwise, it's mostly a pass: first off, it lowers your BS to 3, which is still okay, but not great. Secondly, on any transport vehicles, it has a chance of nomming a random member of a transported squad '''without any saves of any kind possible'''. On the other hand, it regains a Hull Point, which is nice. It can also ignore Shaken and Stunned results (although the riders don't). It might work, but there's always a chance it will up and kill a member of your expensive Terminator squad. On the other hand, Cultists becoming hull point sacrifices is somewhat of a possibility. * '''Malefic Ammo''' (Forge World): Only available to Infernal Relic vehicles, it grants Rending for Heavy Bolters, unless otherwise specified. It is, however, ludicrously expensive on the vast majority of models (30 pts on a relic pred, 40 on a sicaran!). Generally not worth your time, unfortunately. ====Legacies of Ruin (Forge World)==== A special purchase, this gives one vehicle per thousand points some special properties to indicate that it took part in either a special battle or has some one-of-a-kind customization done to it. Daemon Engines and Vehicles with Daemonic Possession/Daemonic Resilience can't grab it, which is a bloody shame, cause most of those would have been hilarious on a mauler or defiler. As it is, most of them are situational at best, and the others are downright unusable. Each legacy can only be purchased once per army, and several of them come with certain different prices based on whether or not it's a tank or a walker or if it's superheavy. *'''Veteran of the Scouring''': Tanks grab IWND and Preferred Enemy (Marines). Walkers grab IWND and Hatred (Marines). Both are pretty neat, though tanks grab the better bit. Quite good on Titans, as it basically give your Titan the Titan of Nurgle bonus, for cheaper, and leaves you free to snag one of the other upgrades. *'''War Within the Eye''': They all get AW and Preferred Enemy (Chaos Marines). Pretty cheap and a decent way to deny some targeted witchfires. *'''Maelstrom Raider''': All vehicles gain Outflank and Fear. It does sound pretty cool to outflank that Predator and make some surprising smashes or give some Land Raider a safer way to deliver its murderous payload. *'''Death of Kasyr Lutien''': Gives vehicles Fear. In addition, if a is within 12" and using casting a Malefic power, they can re-roll one d6 per hull left on the vehicle. However, if the test still fails, the vehicle has to take a pen. For the point-cost, this is an incredible benefit if you're taking Daemon allies. *'''Blood of Mackan''': Tanks gain Preferred Enemy (Blood Angels) and ignores all defense lines and barricades. In addition, if the tank gains Destroyer Blades, the damage it deals after tank shock and death-or-glory will have an AP equal to its current HP. Makes them a very vicious suicide unit. *'''Siege of Vraks''': Enables a vehicle to ignore damage from Dangerous Terrain on a 4+ and can re-roll to-hit on targets in defense lines. Pretty cheap, so it's worth a grab against some Aegis-exploiting Tau or Guardsmen. *'''Fourth Quadrant Rebellion''': Supports Cultists within 12" by giving them Fearless and gains a 4++ invul when it has 1 HP left. Fearless Cultists sounds nice, but you can just use the Helcult formation for cheaper. *'''Badab Uprising''': Tanks and superheavies gain Fear and Preferred Enemy (Marines) while non-SH Walkers gain Rage and Hatred (Chaos Marines). Walkers tend to benefit off it more. *'''Scourge of the Greenskin''': Tanks get +d6" movement for Tank Shocks and get Preferred Enemy (Orks). It's definitely going to need some scrapers to clean off the copious amounts of Ork stuck in the treads. *'''Last of the Forge''': The transport gains Preferred Enemy (Nids) and can ignore Stunned/Shaken on a 4+ while the troops inside get Hatred (Nids). It's a pretty decent way to keep it moving even without Nids as an enemy, but that's it. *'''Screams of [[Craftworld|Lugganath]]''': Grants vehicles Fear against Eldar (Very flimsy), but the awesome part is the boosting of Dirge Casters to 12" range. That's a save for anything that's gotta get in deep. *'''Perdus Rift Anomaly''': Gives the vehicle Preferred Enemy (Tau), but also gives you a re-roll for the seize/forces the other guy to re-roll the seize. The PE bonus versus Tau is cute, but the extra shot at Seize the Initiative or the insurance against it can help win a game by itself. If you're using Legacies, this is a really good one. *'''First War of Armageddon''': Gives Fear against IG and improves Daemon Saves for Khorne Daemons by +1, which makes them a whole lot more survivable. *'''All of the following legacies also give Daemonic Possession and Fear:''' **'''[[Khorne|Vessel of Akashneth of the Boiling brass:]]''' Every unit with an Icon of Wrath within 12" gets +d3 to combat resolution. **'''[[Slaanesh|Vessel of Shyak the seeker:]]''' Every unit with an Icon of Excess within 12" rolls an additional d6 for LD and takes the lowest 2. **'''[[Just_as_planned|Vessel of Tzenahk the Occluder:]]''' Roll a d6 at the start of the game; on a 1 the enemy gains +1 VP if it's destroyed, 2+ grants +d3 VP to you if it survives. **'''[[Nurgle|Vessel of Dhornurgh the reborn:]]''' Every unit with an Icon of Despair within 12" gains Gets Hot! and Rending in Close Combat only. Best suited for Plague Marines who already have Plague Knives, and their armor and Feel No Pain can compensate for Gets Hot! **'''[[Chaos_Undivided|Vessel of Auloth the Primordial Iterator:]]''' Every unit with an Icon of Wrath (read below) within 12" gains Fear and Feel no Pain. It's hella pricy, but these are some pretty nice upgrades. This one also happens to give the vehicle pinning on all of it's weapons. Slap it on a fire raptor and pin the world. ***IMPORTANT NOTE: Though it is officially written as applying to Icons of Wrath, it is actually Icon of Vengeance. Forge World has confirmed via email that it was a typo.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information