Post by Deleted on Nov 14, 2006 16:39:31 GMT -5
Introduction ~ Cults & Legions of Chaos
So you are interested in following the path of the damned? Do you want to expand your current force? Well the below is a summary of the Cults & Legions of Chaos, giving you a short, yet informative insight into the forces of the damned. Veteran or Beginner, use this guide to help you decide on which Legion best suits you.
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Black Legion:
Description:
The Black Legion is the 'Vanilla' army of the Codex, basically it is the Legion that can take everything in the codex without restriction or special rules. The Black Legion do not have any special upgrades or bonuses, but they are less complicated than the other Legions and in some cases are easier to master and allow for a player to adapt easily.
Summary:
You don't have any special bonuses and rules, as it just a Codex/Vanilla army.
They are the best Legion for first timers to the Chaos Space Marines.
Alpha Legion:
Description:
The Alpha Legion is an Undivided Legion, which means that they may only have the Mark of Chaos Undivided, or no mark at all. The Alpha Legion are an Infantry based army, as there upgrades only benefit Troops. An Alpha Legion force has access to a cheaper Infiltration skill, and also have a new troop type the Chaos Cultists. Cultists are GEQ infantry, they are used in massed numbers (Squads of Min. 10, Max. 20) and they receive the Infiltration skill free, and some select veteran skills free. The only units that can bear Chaos Icons are Cultists, so they are essential if you plan to use Daemons. So if you like to get right up close and personal, and cause Havoc within the enemy lines at Turn 1! Then the Alpha Legion would suit you best.
Summary:
The Alpha Legion is an Undivided Legion.
They have access to a unit unique to the Alpha Legion (Cultists.)
They have access to the Infiltration skill at a reduced points cost.
Daemons may only be summoned via the Cultists.
Iron Warriors:
Description:
The Iron Warriors are an Undivided Legion, which means that they may only have the Mark of Chaos Undivided, or no mark at all. The Iron Warriors are the most heavily armed Legion available. They prefer Siege and ranged combat over hand to hand fighting, and their rules reflect this greatly. The Iron Warriors have access to a 4th Heavy Support choice in exchange for 2 less Fast Attack choices, they have access to the Basilisk and the Vindicator and the 0-1 limit on Obliterators does not apply for the Iron Warriors. They have access to a new piece of wargear, called the Servo Arm which can repair vehicles similar to that of Imperial Tech Marines. And to reflect their mastery of Siege warfare the Iron Warriors receive the Siege Specialists skill for free. So if you like Big tanks, Big Guns and loads of shooting power then the Iron Warriors would suit you best.
Summary:
The Iron Warriors are an Undivided Legion.
They can have a 4th Heavy Support choice in exchange for 2 less Fast Attack choices.
The Iron Warriors Don't use Daemons (except possessed and Daemon Princes.)
The 0-1 limit on Obliterators doesn't apply to the Iron Warriors.
They gain the Siege Specialists skill for free.
They gain a unique piece of Wargear the Servo Arm.
Night Lords:
The Night Lords are an Undivided Legion, which means that they may only have the Mark of Chaos Undivided, or no mark at all. They use Terror as a deadly weapon, springing lightning quick raids to spread fear quickly, they use the cover of night to strike mercilessly, disrupting the enemy until they are thrown into disarray. The Night Lords are a Fast Attack based army, and as such may take a 4th Fast Attack choice in exchange for 2 less Heavy Support choices. The 0-1 limit on Raptors does not apply for the Night Lords, they receive the Night Vision skill free and they receive a cheap, unique veteran skill called the Stealth Adept skill granting the unit a higher cover save. Although the Night Lords do not use Daemons (except Possessed and Daemon Princes) they can still use Furies. So if you want a lightning quick force that can sow terror and disorder amongst your opponents front lines, then Night Lords would best suit you.
Summary:
The Night Lords are an Undivided Legion.
They can have a 4th Fast Attack choice, in exchange for 2 less Heavy Support Choices.
They get the Night Vision skill for free.
They receive a unique skill, the Stealth Adept skill.
The 0-1 limit on Raptors doesn't apply for the Night Lords.
They don't use Daemons (except Possessed, Daemon Princes and Furies)
Word Bearers:
Description:
The Word Bearers are an Undivided Legion, which means that they may only have the Mark of Chaos Undivided, or no mark at all. The Word Bearers are the most devoted Legion to the Chaos Gods, and as such they can take any type of Daemon without restriction. The Word Bearers still use Chaplains, known as Dark Apostles. These deadly leaders have access to unique weapons and skills. The first is the Accursed Crozius, a Daemon Weapon with unimaginable power, it can protect it's bearer greatly whilst being a deadly close combat weapon and serving as a focal point for summoning Daemons. Characters also have access to a new skill called the Demagogue ability which boosts the morale of any close by friendly units. The Word Bearers can have an extra 3 Troops choices for 1 less Elites, Fast Attack and Heavy Support Choices. So if you love Daemons, love having masses of Troops, or having Chaos Chaplains (Dark Apostles) who influence the army as a whole, then the Word Bearers would best suit you.
Summary:
The Word Bearers are an Undivided Legion.
They may use any type of Daemon.
The Word Bearers are lead by Dark Apostles, who wield the mighty Accursed Crozius.
They can have 3 extra Troops choices in exchange for 1 less Elites, Fast Attack and Heavy Support Choices.
Characters may be given the Demagogue ability.
World Eaters: "Khorne"
The World Eaters are a heavily close combat orientated force. They live only for one thing, to claim skulls in the name of Khorne. The World Eaters are one of the most brutal Close Combat armies in the 40k universe, sacrificing shooting, tactics and psychic powers, they prefer brute force. To reflect this units given the mark of Khorne become fearless, they receive the Blood Rage ability granting them extra movement. But so great is their rage that they will attack the nearest target, they get an extra attack and the unit must always sweeping advance, plus units marked by Khorne can upgrade their close combat weapons to Khornate Chaniaxes, great bestial axes which cut through Armour easily (similar to that of Ork Boy choppaz). Any Character given the Mark of Khorne has access to many great weapons and abilities, some of which deny psychic powers and psychic weapons, Daemon weapons which heighten the bearers Rage greatly and many arcane artifacts that drive the bearer on to kill more. If you decide to do a World Eaters army you will lose the ability to field the following: Chaos Raptors and Chaos Havocs. So if you like senseless, brutal slaughtering, then the World Eaters would best suit you.
Summary:
The Mark of Khorne is a close combat orientated mark, granting bonuses that work very well in assault.
The main infantry of Khorne are Khorne Berzerkers.
Khornate wargear is designed for close combat.
Infantry can move faster due to Blood Rage, but then the unit becomes very difficult to control.
Although the army cannot take psychic powers, they are very resilient against them.
Death Guard: "Nurgle"
Description:
The Death Guard Legion is a Infantry heavy army, relying on their incredible resilience, the Death Guard make for a great offensive/defensive force. Units given the Mark of Nurgle get an increased Toughness, they become fearless and they get the True Grit skill. But Nurgle marked units lose the ability to field any heavy weapons. Characters with the Mark of Nurgle gain access to pieces of Wargear that are very potent indeed, the Nurgle wargear is geared toward an offensive style of play, Nurgle marked characters also have access to psychic powers. If you decide to play a Death Guard army you lose the ability to field the following: Heavy Weapons, Bikers and Raptors, and when a squad of Plague Marines (Chaos Marines with the Mark of Nurgle) are given a Rhino transport, they become a Fast Attack choice (After you have at least 2 Troops choices). So if you like absolutely rock solid Marines with lots of close action bolter battles and special weapon madness, then Death Guard would suit you best.
Summary:
The Mark of Nurgle grants the bearer better Toughness, making them brilliant defending units.
The main Infantry of Death Guard are Plague Marines.
Units marked by Nurgle lose the ability to field any Heavy Weapons.
Units receive the True Grit skill.
The Nurgle Wargear is unique and incredibly potent.
Emperor's Children: "Slaanesh"
Description:
The Emperor's Children Legion is a very deadly army, excelling in all fields of combat, the Emperor's Children are the most balanced Chaos Legion available. Units given the Mark of Slaneesh receive the warp scream ability which is capable of crushing the enemy Initiative. Slaanesh marked units also become fearless and have access to Sonic Weaponry, ranged weapons that are the equivalent of Imperial Storm Bolters. Any unit given Sonic Weaponry will become incredibly vicious on the battlefield, gaining the ability to excel at shooting, assaulting and movement. The Wargear and Psychic powers unique to Slaanesh are very lethal, and can perform in all rounds of the game very well. If you decide to play an Emperor's Children army you lose the ability to field the following: Chaos Raptors. If you like relatively small armies that excel at all phases with no drawbacks (except at the expense of points) then the Emperor's Children would best suit you.
Summary:
The mark of Slaanesh is very deadly, enhancing the speed of the bearer in the Assault phase.
The main infantry of the Emperor's Children are Noise Marines.
They can be equipped with incredible weapons (Sonic Weapons.)
They can still have access to all units, except Raptors.
The Slaneesh Wargear and Psychic Powers are unique and very lethal in all phases.
The army as a whole has no drawbacks, except the hefty amount of points you will have to pay for these upgrades.
Thousand Sons: "Tzeentch"
Description:
The Thousand Sons Legion is a Psychic Power heavy army, where Sorcerers are common place amongst the ranks of the Thousand Sons. Chaos Space Marines given the Mark of Tzeentch receive the Rubric Sign, an ability which makes the unit fearless, receive an extra wound and have the slow & purposeful ability. But Tzeentch marked units cannot take heavy and special weapons and cannot take veteran skills. The Wargear and Psychic Powers unique to Tzeentch are powerful, but the wargear is geared toward enhancing the Psychic Powers of the army. Independent Characters, Chosen, Possessed and Aspiring Champions with the Mark of Tzeentch receive the Sorcerer ability, plus the unit or character will never have to take psychic tests. If you decide to play a Thousand Sons force you will lose the ability to field the following: Heavy & Special Weapons, Chaos Bikes, Chaos Raptors and Chaos Havocs. If you like Psychic Powers, Sorcerers and Ultra resilient Marines then the Thousand Sons would best suit you.
Summary:
Chaos Marines marked by Tzeentch become cursed, they are very slow, cannot take heavy & special weapons and cannot take veteran skills, but they do get an extra wound.
When marked by Tzeentch, Charcters and Champions get the Sorcerer ability.
A Thousand Sons force cannot field: Chaos Bikes, Raptors and Havocs.
The Wargear of Tzeentch is geared towards enhancing Psykers.
Tzeentch has the most powerful Psychic powers available to a Chaos force.