Khorne Berzerkers: Difference between revisions

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Unlike those [[Noise Marines|pansy-ass rock star wannabes]], Berserkers are good at only on thing: melee. Needless to say their main tactical purpose is to get in close to the enemy and then kill, maim and/or burn. With the Mark of Khorne, 2 weapons and Furious Charge they'll win most fights and they will dominate in hand-to-hand provided they get the charge, supplying them with a major advantage of +1S, <s>+1I,</s> (ha! No more thanks to 6th edition and probably your [[Spiritual Liege]]) and +1A.
Unlike those [[Noise Marines|pansy-ass rock star wannabes]], Berserkers are good at only on thing: melee. Needless to say their main tactical purpose is to get in close to the enemy and then kill, maim and/or burn. With the Mark of Khorne, 2 weapons and Furious Charge they'll win most fights and they will dominate in hand-to-hand provided they get the charge, supplying them with a major advantage of +1S, <s>+1I,</s> (ha! No more thanks to 6th edition and probably your [[Spiritual Liege]]) and +1A.


The weaknesses of the Berserkers is that they have a price tag of 21 points per model and only have a few options, like a personal icon and a pair of [[plasma]] pistols, and the fancy wargear is accessible to the one model you upgrade to a Skull Champion. Not to mention that they can't fall out of the sky like a [[Night Lords|grimdark Batman]] or a [[Blood Angels|vampire]] or a goddamn [[Raven Guard|beakie]]; they'll need a [[Rhino|Metal Box]] or a [[Land Raider]] to get to grips with the enemy without being shot to death if fighting a [[Tau]] gunline or a [[Necron]] phalanx.
The weaknesses of the Berserkers is that they have a price tag of 21 points per model and only have a few options, like a personal icon and a pair of [[plasma]] pistols (mentioned above, shooting isn't their thing), and the fancy wargear is accessible to the one model you upgrade to a Skull Champion. Not to mention that they can't fall out of the sky like a [[Night Lords|grimdark Batman]] or a [[Blood Angels|vampire]] or a goddamn [[Raven Guard|beakie]]; they'll need a [[Rhino|Metal Box]] or a [[Land Raider]] to get to grips with the enemy without being shot to death if fighting a [[Tau]] gunline or a [[Necron]] phalanx. Their other problem is that they don't have power weapons, so they have difficulty with [[TEQ]].


{{Template:Chaos-Official}}
{{Template:Chaos-Official}}
[[Category:Warhammer 40,000]][[Category:Chaos]][[Category:Space Marines]]
[[Category:Warhammer 40,000]][[Category:Chaos]][[Category:Space Marines]]

Revision as of 20:10, 14 October 2012

THE RAPE TRAIN HAS NO BRAKES!

Berserkers are Chaos Space Marines who are dedicated to Khorne. They will fuck your shit up.

Berserkers started out as World Eaters who Angron decided should have their brains fucked with, like him. When that was done, they feel nothing but eternal RRRAAAAGGGGEEE. Apparently, it also makes them want to worship Khorne. Berserkers, also known as Khorne Berserkers, are normal Chaos Space Marines armed with Chainaxes. But what makes them different from a normal Chaos Space Marine? Well, the answer is simple:

Their huge levels of RAAAAAAAAAAAAAAAAAAAAGGGGGGGEEE that has spawned out of their worship of Khorne, and also partial lobotomizing, to make them have even more rage! Great job Angron! Also they carry Gifts of Khorne, which make them even more uberkill in melee, and that's the only thing they can do properly. By the Gods, I wonder how they manage normal life.

And everyone knows that Berserkers have a place in their soul for sex

Unlike those pansy-ass rock star wannabes, Berserkers are good at only on thing: melee. Needless to say their main tactical purpose is to get in close to the enemy and then kill, maim and/or burn. With the Mark of Khorne, 2 weapons and Furious Charge they'll win most fights and they will dominate in hand-to-hand provided they get the charge, supplying them with a major advantage of +1S, +1I, (ha! No more thanks to 6th edition and probably your Spiritual Liege) and +1A.

The weaknesses of the Berserkers is that they have a price tag of 21 points per model and only have a few options, like a personal icon and a pair of plasma pistols (mentioned above, shooting isn't their thing), and the fancy wargear is accessible to the one model you upgrade to a Skull Champion. Not to mention that they can't fall out of the sky like a grimdark Batman or a vampire or a goddamn beakie; they'll need a Metal Box or a Land Raider to get to grips with the enemy without being shot to death if fighting a Tau gunline or a Necron phalanx. Their other problem is that they don't have power weapons, so they have difficulty with TEQ.

The Traitor Legions and Warbands of Chaos
Chaos
Legions
:
Alpha Legion - Black Legion - Death Guard
Emperor's Children - Iron Warriors - Night Lords
Thousand Sons - Word Bearers - World Eaters
Legion
Offshoots:
Apostles of Contagion - Bloodborn - Broken Aquila
Foresworn - Mouldering Claw - Plague Fleet - Prodigal Sons
The Consortium - Warband of Subsector Aurelia
Fallen
Chapters
(Including
Judged):
Adharon's Reavers - Blood Gorgons - Company of Misery
Corpus Brethren - Crimson Slaughter - Deathmongers
Death Shadows - Invocators - Lords of Decay
Oracles of Change - Red Corsairs - Shriven
The Brazen Beasts - The Flawless Host - The Scourged
Skyrar's Dark Wolves - Steel Cobras - Voidrippers
Unknown/
Other:
Apostles of Minthras - Claws of Lorek - Disciples of Destruction
Dragon Warriors - Extinction Angels - Hakanor's Reavers - Punishers
The Cleaved - The Purge - The Pyre - Sons of Malice - Sons of Vengeance
The Reborn - Violators - Warp Ghosts - Bleak Brotherhood