Warhammer 40k Black Legion Supplement Pdf Merge
Chaos Space Marines are the main antagonist of the Warhammer 40,000 setting; with the Horus Heresy arguably being the most pivotal moment of 40k's timeline. From a fluff-perspective, a Chaos Space Marine army can be a Warband derived from one of the nine original Traitor Legions, or a more recent group of Marines (or even an entire Chapter) that has gone Renegade, and the fluff for your army is; besides the normal question of 'what god(s) do your Chaos Marines follow?' , the backstory of how your former defenders of Humanity fell to Chaos can be every bit as compelling, as well as any driving motivations. After all, while some Chaos Space Marines may be occasional pawns in the grand scheme of the Gods, most of their own motives remain entirely human, whether it's the quest for vengeance in The Long War, carving out pocket empires, or researching forbidden secrets. In many ways, Chaos Space Marines are the army. For those that enjoy kitbashing and converting, you can do so with the help from pretty much any kit from any other race and not give a single fuck about what people say. You can legitimately say: 'Dude, I play Chaos, and Chaos can take any form'.
So long as you don't make a fool out of yourself and pretend that a Lizardman with wheels and spikes instead of legs would make a good Chaos Bike. Chaos Space Marines arguably exceed Orks in the sheer amount of room they allow for custom projects, as they can either be ramshackle mess of diseased maniacs, fervent technosorcerers with baroque war engines, a disciplined force of elite Infiltrators or otherwise. From a gameplay perspective, Chaos Space Marines can best be described as 'Space Marauders', compensating for a lack of uniform quality with a mix of psychic prowess, close combat saturation, and 'troubleshooters' to plug gaps in your battleplan.
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Unlike, Chaos Space Marines don't have too many 'over-specialized' units, but they have 'exotic generalists' that can be adapted to multiple roles in one go. That said, many of their advantages come with corresponding disadvantages. You lack And They Shall Know No Fear, which means you need to keep pressure on your opponent or else when you do falter, you may not properly recover from it. In exchange, you get the option to improve your Leadership beyond Loyalist standards (while most Loyalist Marine squads will be Leadership 8, you can easily have Leadership 10 throughout your army), while Fearless is easily available to units that pay a premium for them. Likewise, you lack a lot of the shiny toys Loyalists get, and notably lack access to.
In exchange, you get a lot of 'daemontech' tools, as well as the ability to jury-rig those vehicles you do get with a wide array of options. While the Loyalists can easily get units that will murder your melee units in a straight-up slugfest (if they pay top points for them), your rank-and-file will beat up their rank-and-file most of the time; add in a system where your heroes or unit leaders can receive herohammer buffs (or the chance to transform into Daemon Princes or those-that-must-not-be-named) for beating up your opponents, and Chaos Marines favor a very gung-ho playstyle. Pros [ ] • Herohammer Toybox: Although you don't have a character that has the sheer destructive crunch as Commander Smashfucker, you have a lot of cool relics on hand. Between all the codex options and legion-specific toys, you can make heroes that are really good at bringing the fight to your foe, and then tearing said foe a new one.
Add in a system that randomly buffs (though with its risks; this will be covered) your heroes when they RIP AND TEAR, and your characters have a playstyle that can be incredibly fun. • Rocking the Psychic Phase - Although you don't have the sheer ability to run Psychic shenanigans as an Eldar or Daemon faction, Chaos Space Marines have a fairly extensive psychic toolbox to work with. Other than Telekinesis (which is generally not considered a power discipline) and Divination (though one artifact does allow you to take it), you have access to most of the base rulebook disciplines, including Telepathy and Malefic Daemonology. Traitor's Hate helped out further by giving Chaos 'copypastes' of the Astartes powers from Angel of Death.
Unlike the Loyalists, your casters have the option to go up to Mastery Level 3 (or even Mastery Level 4 for one of them), and you have the single most powerful psyker in 40k available to you in Magnus the Red. Caligula 1979 The Imperial Edition Uncut Ruby. Instead of the Psychic Hood, the Spell Familiar is a fairly cheap upgrade that lets you re-roll failed Psychic Tests. So not only can you throw down more Warp Charge than a loyalist army, but you can make each one count for more. • Exotic Generalists: Chaos Marines have trouble-shooter units that can plug into multiple different roles at once. The Heldrake blends the line between an aerial interceptor and ground-attack aircraft, potentially doing both at once, while the Obliterator is always guaranteed to have the right gun for the right job, while being able to smash things in a pinch. Even the humble Rhino gets a few tricks up its sleeve in a Chaos army, with additional equipment options letting it deny Overwatch or serve as fire support.