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===CSM Melee Weapons=== '''Chaos Space Marine''' *'''Chainsword:''' The trusty reliable chainsword, +1 Attacks when used in combat and that's about it. This is the only melee weapon your rank and files marines get, and worth considering on one or two of them if you're going up against GEQ β more attacks means more targets you can tag in a single round of combat. *'''Power Sword:''' Removes armour saves from anything. Costs the same as a Power Axe, and is largely comparable to it. The sword is better against Scions and Sisters, the Axe is better against Orks and T5 and everything else is about the same. As with the axe, if you're willing to drop the 2 points on this, consider spending 2 more for the Fist instead. *'''Power Fist:''' The weapon of choice when you want something dead and you want it now, and the best (and most expensive) weapon to put on your Champion. Given how the injury system works, d3 damage is a godsend to making sure whatever your Champion hits doesn't get up β rolling 3 damage is almost guaranteed to take someone out of the action. The -1 to hit unfortunately prevents Death to the False Emperor, though this can be countered through the "Beseech the Gods" stratagem (though the +1 to wound will be wasted). *'''Chainaxe:''' Costs the same as a Power Maul, which is plainly superior. What's going through GW's heads when they make up points costs is beyond our comprehension. *'''Power Axe:''' The cheaper option when going up against marines. Wounds Death Guard on a 4+ and has more AP than the Power Maul, but also costs a point more. If you're dropping the points on this, might as well consider the Power Fist instead. Or alternatively, turn your champion into a budget Khornate Berzerker with a maelstrom of attacks to distribute by making him a Combat specialist and dropping Beseech the Gods on him. *'''Power Maul:''' Your best option when going up against GEQ, letting you wound most models in Kill Team on a 2+ and denying t-shirt saves. At mere 1 point it's practically a no-brainer to take, unless you're planning to spice your champion up further with something above. '''Chaos Cultist''' *'''Brutal Assault Weapon:''' Mechanically the same as a chainsword, it can make an assault cultist a bit more of a threat through weight of attacks. Or at least more then a slight irritant, depending on your target. '''Terminator''' *'''Chainaxe:''' Costs the same as a Power Maul and the Power Maul is simply better. What's going through GW's heads when they make up points m *'''Chainfist:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Power Axe:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Power Fist:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Power Maul:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Power Sword:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Lightning Claw''' For 1 point and getting to reroll wounds in melee is bonkers. On top of that they have -2ap which it makes for the best melee weapon point wise. *'''Pair of Lightning Claws:''' short of being the most terrifying looking monster on the board, there's not really a point in taking two claws. The extra attack is neat, but devoting a termy to 100% melee seems like a waste when they have access to the big guns that heretics are already limited on. '''Khorne Berzerker''' *'''Chainsword:''' The good ol' piecemaker, now with S5. Sub for the bolt pistol whenever possible to get more attacks and kill more stuff faster. *'''Chainaxe:''' Your source of AP against most things with Berzerkers, and allows you to reach S6 base. For 1 points, it's something to consider against most things, as AP even denying a save to some factions and wounding better for 1 point is a pretty good thing. *'''Lightning Claw(s):''' A single Lightning Claw for 1 point is a steal on your Berzerker Champion, enabling you to dish out S5 AP-2 attacks re-rolling to wound. You can take 2 Lightning Claws for 3 points for the cool factor and the extra attack with -2 AP against most things rerolling to wound. One of the main weapons. *'''Power Fist:''' Remember how Aspiring Champions can't wound on a 2 Plague Marines, Custodes and such? Forget that, and put this on your zerker Champion if you want it to be killier against stuff with big armor. With 4 attacks if it's a combat or a zealot spec and attacking twice, not much will survive contact. *'''Power sword:''' With the Lightning Claws around, not much of a reason to take the Power sword for -3 AP over -2 and lack the chance to re-roll failed wound rolls. *'''Power Axe:''' Looks cool, but its profile really doesn't offer much improvement from the Lightning Claw. *'''Power Maul:''' It looks really good on your models, but again, the Lightning Claw is strictly better. '''Possessed''' *'''Horrifying Mutations:''' It's not as if you really have a choice, but at least it's pretty decent as far as weapons go. S5 and AP -2 means you'll wound most things and they'll have a hard time saving against your 2 attacks on average.
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