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Chaos and GK Codexes Coming


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One codex is pretty big news – but sometimes that’s just not enough, so how about two in one week? This coming Saturday, you’ll be able to pre-order the new codexes for the Chaos Space Marines and the Grey Knights.

Codex: Chaos Space Marines brings some of the oldest enemies of the Imperium fully into the new edition of Warhammer 40,000 with loads of new content. The Heretic Astartes are an ancient and terrifyingly powerful force, and more so in the age of the Dark Imperium as they are empowered not only by centuries of hate and an arsenal of baleful relics but now also by the dark energies of the warp bleeding into the wider galaxy from the Cicatrix Maledictum.

The new codex represents the Chaos Space Marines in their ascendancy, allowing you to collect a force that reflects both your favourite units and Legions while remaining true to the background. Like Chapter Tactics, the Chaos Legions are getting new rules of their own to represent how they fight, as well as unique Stratagems, Warlord Traits and artefacts. You’ll be able to build powerful themed armies, from rebellious packs of Renegades to furious forces of World Eaters, and from terrifying battalions of Night Lords to the depraved duelists of the Emperor’s Children. There are 9 psychic powers too, as well as updated points costs, datasheets and much much more – we’ll be taking a closer look at each Legion every day next week, starting tomorrow.

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Codex: Grey Knights allows you to field an elite army of Daemon slayers. As one of the most elite armies of the 41st Millennium, the Grey Knights are trained and equipped for the direst of battles. In the new codex, you’ll be able to represent this expertise on the tabletop with a host of new rules allowing you to field a devastating force and take advantage of unusual tactics thanks to new Stratagems and psychic powers. This book is packed with new ways to play the Knights of Titan, and one of our favourites is the option to take a Grand Master in a Nemesis Dreadknight! This opens up the option to field an entire army of these crusading exo-suits.

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With six powers for the Sanctic discipline, you’ll be able to take full advantage of the psychic might of the Grey Knights, and this is paired with the stand-alone release of Grand Master Voldus – the strongest psyker in a Chapter of powerful warrior mystics. This hero will make for a worthy commander in the new codex, but you’ll also be free to create your own Grand Masters with mysterious relics and great Warlord Traits.

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If you’ve got your new Space Marines codex, you’ll have noticed that the Intercessors and Hellblasters have loads of options beyond those found in Dark Imperium. On Saturday, you’ll be able to order yourself the full multi-part kits for these models with all these options included.

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The multi-part Intercessors kit adds some great new weapons to the main line infantry of the Primaris Space Marines. You’ll be able to equip yours for a range of roles of the battlefield, and you’ll want to take a few squads to make the best use of all the options – advance up the field with auto bolt rifles, or hold down your backfield with long-ranged stalker bolt rifles.

The multi-part Hellblasters can be customised with an array of powerful plasma weapons. However you build yours, these heavy-support troops are great for dealing with heavy infantry, monsters and tanks alike. As well as the standard plasma incinerator, the heavy plasma incinerator boasts increased strength and range at the cost of mobility, while if you want to keep your units mobile, the assault plasma incinerator turns the unit into a great source of fast-moving firepower.

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The new codexes and units will be available to pre-order on August the 5th – in the meantime, we’ll be previewing all of them right here on the Warhammer Community website. You can get rules for the Hellblasters and the Intercessors in the new Space Marines codex, or start collecting Grey Knights or Chaos Space Marines today.

 
 
 
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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion. We’ll be looking at the Emperor’s Children, Iron Warriors, Night Lords, World Eaters, Alpha Legion, Black Legion, Word Bearers and the Renegade Chapters. If you’re wandering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting codexes of their own.

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Every Chaos Legion now has a Legion Trait. Legion Traits are powerful abilities available to Chaos Space Marine armies that provide bonuses to Infantry, Bikers and Helbrutes picked from the same Traitor Legion. Much like Chapter tactics, these are designed to represent the unique ways each Chaos Legion fights, from stealthy armies like the Alpha Legion, to full-on melee armies like the Emperor’s Children, who we’re looking at today.

The Emperor’s Children are a terrifying close-combat army in the new Chaos Space Marines codex, with access to a whole host of new abilities that’ll make the army one of the best melee forces in the game. Helbrutes and Chaos Lords alike

The Legion Trait:

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Attacking first in close combat is an enormous bonus; used correctly, and combined with power weapons, you’ll be able to wipe out enemies before they have time to react. This is a great defensive bonus too – anyone looking to charge a unit of Noise Marines could find themselves struck down before striking blows. In this way, your enemies are faced with a terrible choice; suffer waves of sonic firepower at range or be forced to attack you in close combat.

Top Units

Possessed are one of the most improved units in the new codex, gaining an extra Wound at no increase in points cost. Throw in Delightful Agonies from a nearby Sorcerer, and you’ll be able to weather even the heaviest of fire. You’ll be able to close on enemies fast and shred them with a high-volume of armour-piercing attacks. This is the core combat unit you’ll want in an Emperor’s Children army.

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Havocs have a home in an Emperor’s Children army thanks to Endless Cacophony; this Stratagem allows any Slaanesh Infantry or bikers to fire again at the end of the Shooting phase – perfect for getting some extra value out of a unit with lascannons or missile launchers. Similarly, flamer-armed Chosen are a solid pick in an Emperor’s Children army and well placed to take advantage of Flawless Perfection in close ranged firefights.

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How To Use Them

You’ll want to try to get into close range as soon as possible with your Emperor’s Children army. From here, you have a choice; against other melee armies, you’re free to hold back – your shooting is decent enough, and even if you’re charged, your enemy loses their guaranteed first strike – and you’ll be able to hit them first in the next turn. This is the army for you if you want to decapitate the forces of the enemy in a single devastating Fight phase after toying with them over several withering turns of shooting – it’s a delightfully evil way to play.

Come back tomorrow, when we’ll be looking at the masters of siege in the 41st Millennium – the Iron Warriors.

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Ben from grim resolve channel ! : https://www.youtube.com/channel/UCXXhl19Xr2S1v2691Qq4kBw have a different reading !!

1. Alpha Legion = -1 to hit rolls when they are more than 12" away.
2. World Eaters = Extra attack when they make a successful charge.
3. Iron Warriors = Ignore cover when shooting and (I think, I can't be 100%) re-roll saves when themselves are in cover.
4. Black Legion = +1 Ld and Rapid fire weapons count as Assault weapons if the unit advanced.
5. Emperors Children = Attack first in combat just like Slannesh daemons
6. Renegades chapters = Advance and charge
7. Word Bearers = Re-roll failed morale
8. Night Lords = -1 from enemy Ld when within 6" and can stack up to the maximum of - 3 (you could probs use the Raptors ability on top and make it drop an extra -1 too)
World Eaters have a Stratagem that allows them to fight again in the fight phase (so that would be a 3rd time for berzerkers)
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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s Children, Iron Warriors, Night Lords, World Eaters, Alpha Legion, Black Legion, Word Bearers and the Renegade Chapters. If you’re wandering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting Codexes of their own. 40kLegionFocus_IronWar_Bannergdahv.jpg

The Iron Warriors are masters of siege warfare, pulling down enemy fortifications with massed firepower and vile Daemon engines. In the new codex, Iron Warriors are the strongest Chaos Space Marine army when it comes to ranged warfare, slaying the enemy wherever they may hide.

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The Legion Trait:

The Iron Warriors Legion Trait is Siege Lords:

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Similar to their bitter rivals, the Imperial Fists, this allows the Iron Warriors to ignore enemy bonuses to cover when shooting. Most Heretic Astartes armies are best used in assault, but the Iron Warriors are a deadly midrange army, easily capable of trading shots with massed infantry.

Top Units

Chaos Terminators are a great unit for Iron Warriors armies. These brutal juggernauts have long been one of the most popular choices for Chaos Space Marines forces thanks to their excellent saves and huge range of wargear, and the new edition has only served to make Chaos Terminators more powerful thanks to an additional Wound and huge improvements to combi-weapons. Give yours combi-flamers and use the Weaver of Fates psychic power and you’ll have a hugely durable firebase, capable of storming even the most redoubtable fortress with hails of punishing firepower.

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Daemon Princes in Iron Warriors armies can use the Fleshmetal Exoskeleton for an enormous 2+ armour save and a Wound healed every turn, turning an already durable unit into a nigh-indestructible juggernaut. If you’re looking for a leader for your Iron Warriors army in the new codex, this is it.

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How to use them:

The Iron Warriors way of war isn’t particularly complicated – set up camp on the objectives with your ranged units and unleash hell; the beauty of this army is that even if you’re charged, you’ll be pretty dangerous thanks to the natural proficiency of Chaos Space Marines in close combat. Combined with the Cold and Bitter Warlord Trait, you’ll be able to wear down your opponent while holding fast with huge units of Chaos Space Marines, Cultists and Terminators.

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This is the Legion for you if you want to wage grinding, attritional warfare with massed shooting and durable infantry. Come back tomorrow, when we’ll be looking at the masters of fear in the 41st Millennium – the Night Lords.

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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s Children, Iron Warriors, Night Lords, World Eaters, Alpha Legion, Black Legion, Word Bearers and the Renegade Chapters. If you’re wondering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting Codexes of their own.

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The Night Lords are famous for two things – their use of fear as a tactic and their distinctive winged headgear. Thanks to their new Legion Trait, the Night Lords are one of the most interesting forces in the new Chaos Space Marines codex, able to maximise casualties in the Morale phase and devastate even the most stalwart of soldiers.

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The Legion Trait

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Terror Tactics means that a Night Lords assault army is going to be very dangerous in the Morale phase – with -3, even high-leadership models risk suffering additional casualties.

The Best Units

Raptors have always been popular among Night Lords players, and in the new codex they’re an incredibly strong pick – use yours right and even Grey Knights will be running. Three units of Raptors equipped with Icons of Despair can knock enemy leadership down by 5 whole points – enough to turn even small losses into devastating mass panics in the enemy army.

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Night Lords Chaos Lords with Jump Packs are going to number among the deadliest combatants in the 41st Millennium. Take yours with the Claws of the Black Hunt, Night Haunter’s Curse and Diabolic Strength from a nearby Sorcerer and your lord will be dishing out six Strength 6 Attacks, each doing D3 Damage at AP -3 with rerolls to wound. With a reroll to a failed charge, this is a great assassin unit for killing key characters such as Primaris Apothecaries.

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How to Use Them

If you’re playing Night Lords, you’ll want to take as many fast moving and morale-modifying units as you can. Throw in some Daemonic allies in the form of Be’lakor and you’ll be able to bring enemy Leadership down even further – focus on doing a small number of casualties to as many units as possible every turn, and let Morale tests handle the rest.

It’s worth noting one of the evilest strategies available to the Night Lords in the new codex: their Stratagem, In Midnight Clad.

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Why is this so powerful? Psychological and shock value. You declare this Stratagem AFTER your opponent has already started firing – meaning if they’ve decided to overcharge plasma weapons, suddenly their own models will be getting slain on a 2 or less. You’ll be able to catch powerful shooting units unawares with this one, and just having a Command Point spare at all times will mean your opponent is less likely to risk overcharging their weapons. With Hellblasters arriving on tabletops very soon, you’ll need defence against plasma, and this is a great way to get it.

Of course, if you’d rather not sneak around and prefer engaging your enemies more directly, there’s a Legion for that – come back tomorrow for our preview of the World Eaters.

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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s ChildrenIron Warriors, Night Lords, World Eaters, Alpha Legion, Black Legion, Word Bearers and the Renegade Chapters. If you’re wondering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting codexes of their own.

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So far, the Legion Traits we’ve looked at have been subtle, tactical choices for skilled generals to outmanoeuvre their foes with. Sometimes, however, you just want to smash your opponents in the face.

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We’ve got you covered. The World Eaters are back, and in a big way, packing a brutal Legion Trait that encourages risk-taking, fast-paced play:

The Trait:

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An additional Attack with every model on the charge is great and means that every unit is going to be pretty deadly on the assault. For heavy units like the Helbrute, that’s another devastating Attack with the Helbrute fist, while across hordes of Chaos Space Marines, those Attacks are going to add up fast.

Best Units

Chaos Terminators are a deadly unit in a World Eaters army, capable of capitalising on their additional Attacks with powerful weapons like lightning claws and power fists. It’s worth noting that power fists have seen a significant points reduction in the new Chaos Space Marines codex, from 20 points to 12, meaning your heavy assault squads are even more efficient for their points. Teleport in, reroll your charges with an Icon of Wrath and smash the enemy apart – if you don’t do it the first time, just try again with Fury of Khorne.

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Khârn the Betrayer is as powerful as he ever was and is a great general for a World Eaters force.

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By taking Khârn as your Warlord, you’ll be able to make use of Slaughterborn; this Warlord Trait allows Khârn to snowball into an unstoppable force of destruction on the tabletop. If your opponent likes to use lots of monsters in his army, he won’t after he fights Khârn. Just keep some Cultists nearby to absorb the odd “accidental” miss with Gorechild.

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How to Play Them

Take the Icon of Wrath on every unit you have and CHARGE. There’s not a single unit in the Chaos Space Marines codex that doesn’t benefit from this. You’ll want to take as many units like Raptors and Terminators as possible to minimise the amount of time you’re running up the field and getting shot, while the Brass Collar of Bhorghaster and Scorn of Sorcery should suffice to shut down any psychic powers (even with his bonuses to cast, the Might of Magnus is nothing to a very angry World Eater).

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If you want to dominate the Fight phase (or just roll a LOT of dice), the World Eaters are the army for you. Come back tomorrow when we’ll be looking at the cunning arch-traitors of the 41st Millennium – the Black Legion.

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Chaos is on the rise – but hope is far from lost. The new Grey Knights codex is incoming, and with it, new ways to build an army from Titan, new Stratagems, new psychic powers and more.

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With the new codex, the Grey Knights are getting their hands on some new units. The most exciting of these is the option to take a Nemesis Dreadknight for the Grand Master. The higher Ballistic Skill of the Grand Master pays dividends with the powerful ranged weapons such as the heavy psycannon, while the Grand Master’s iron halo makes the Dreadknight even more durable. Most excitingly, you’ll be able to field an entire army of nothing but Dreadknights by using Spearhead Detachments – by our calculations, you can fit about 8 into 2000 points comfortably.

Grey Knights players are also gaining access to the Stormtalon Gunship and Stormhawk Interceptor, adding some much needed and potent anti-air options in a largely melee-focused army.

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The new psychic powers are going to be great for every Grey Knights player. Moreso than any other army in the game (bar perhaps the heretical followers of Tzeentch), the Grey Knights are an army that dominates the psychic phase. You’ll be able to make use of all six of your psychic powers every game, and each one is very useful. Our favourite is Astral Aim, which allows Grey Knights units to ignore cover and even fire through walls – combo this with a Purgation Squad wielding psilencers to devastate crucial enemy units that try to hide from the Emperor’s judgement.

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Stratagems are another potent addition to the Grey Knights. With excellent Troops choices like Strike Squads  and Terminator Squads, it’s easy to grab loads of Command Points in a Grey Knights army, and there’s some great new abilities to spend them on:

Honour the Chapter is devastating – there’s very little in the game that can stand up to a unit of Paladins attacking twice.

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Only in Death Does Duty end is a lethal combination with Grey Knights characters and a great way to guarantee a dangerous enemy character pays for killing your favourite Grand Master, (especially if he’s in a Dreadknight).

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Wisdom of the Ancients is a useful aura ability and an efficient way to boost the accuracy of the high volume, high powered fire from Grey Knights weapons like psycannons.

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Finally, there are Relics for you to build Grey Knights heroes of your own. As well as returning classics like the Soul Glaive and the Cuirass of Sacrifice, there are some new and unusual artefacts like the Banner of Refining Flame, which allows a Grey Knights Paladin Ancient to incinerate enemies with a super-charged Smite:

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If you’re a Grey Knights player excited for new ways to play your army, or you’re looking to start your own army of these incorruptible psychic heroes, the new codex is for you. If you’re still hungry for more, tune in to Warhammer TV on Twitch this evening at 6:00 pm (UK time) to watch the codex in action in a battle against the Black Legion.

Codex: Grey Knights will be available to pre-order tomorrow.

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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s ChildrenIron WarriorsNight Lords, World Eaters, Black Legion, Word Bearers, Alpha Legion and the Renegade Chapters. If you’re wondering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting codexes of their own.

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The Black Legion combine a ferocious hatred for the Imperium with rigid organisation and discipline. In the new Codex: Chaos Space Marines, the Black Legion are manoeuvrable, versatile and have one of the best characters in the game as a force multiplier.

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The Trait

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Black Crusaders is a subtle but useful bonus that’s best on your core infantry. A Chaos Space Marines army with this trait will be able to make maximum use of Chosen, Terminators and standard Chaos Space Marines, capable of pulling back rapidly from dangerous units or closing in on the enemy while whittling them down with hails of firepower.

Abaddon the Despoiler

Abaddon deserves special highlighting as a key element in any Black Legion force; indeed, he’s as much a part of your Legion Trait as anything else. Abaddon is one of the strongest characters in the game, capable of dealing enormous damage in close combat, allowing huge swathes of your army to essentially ignore Morale and providing vital re-rolls to hit. He even gives you a couple of extra Command Points.

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This guy is the force multiplier that’s going to make Black Legion armies incredibly flexible and incredibly deadly. At the head of a rapidly advancing spearhead of Black Legion troops, he’ll make sure your shots are hitting and your larger squads aren’t breaking. Even Cultists are going to pack more of a punch fighting alongside the Despoiler.

Finally, Abaddon’s (or any other Black Legion character’s) Warlord Trait is First Among Traitors:

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Death to the False Emperor is already a powerful ability, and this means you’ll be triggering additional attacks on a 5+… that’s 1/3rd of the time! It’s also very important if you’re going to be using Chaos Terminators – while these guys usually won’t be able to gain additional attacks with their power fists due to the -1 modifier to hit, with this trait, they’ll be able to. It’s basically like a free Icon of Excess for all your units.

Best Units

Chosen with plasma guns have always been a popular pick in Chaos Space Marines armies, and in the Black Legion they’re free to close in on your enemy while laying down a hail of armour piercing fire before charging and unleashing a high volume of attacks. If you’re feeling brave, the presence of Abaddon should mitigate the risk of an overcharged plasma weapon attack.

Standard Chaos Space Marines are superb in a Black Legion army. You’ll be able to advance up the field while laying down a devastating hail of bolter fire, and, thanks to the improved Leadership of Black Legion units, you’ll be able to take them in full-sized squads of 20. Combined with the Let the Galaxy Burn Stratagem, these line infantry will be deadly. Alternatively, keep Abaddon nearby to ignore morale and let the squad re-roll their hits for free.

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It’s worth noting that with the new Chaos Space Marines codex, Noise Marines, Plague Marines, Berzerkers and Rubric Marines are available to a much wider range of Chaos Legions. The Black Legion has always been renowned for bringing together Chaos Space Marines from far and wide in its warbands, and any of the “cult marines” make for a strong choice in the army. Rubric Marines are a particularly potent pick, able to fire their armour-piercing inferno boltguns on the move thanks to Black Crusaders.

How to play them

Fill out your Troops choices with Chaos Space Marines and your Elites with Chosen or Terminators. Form up around Abbadon and begin moving up the field – either closing in on objectives or getting into close combat with vulnerable targets. This is an army where positioning to capitalise on powerful aura abilities is going to be key – use your Advance move to make sure that every unit is benefitting from Abaddon’s command.

It’s a pretty great time to be a Black Legion player – as well as having bragging rights for having (finally) destroyed Cadia, and the new codex, fans can look forward to Aaron Dembski-Bowden’s latest novel in his series following Ezekyle Abaddon’s ascent to power. ‘Black Legion’ sees Abaddon attempt to unite the disparate Chaos Legions for the first time and is a great way to get some inspiration for your own Chaos Space Marines.

That’s not all, however. Community team member Rhuairidh, who wrote this article, is so confident of the awesomeness of the Black Legion that he’s offered to prove it with a game on Warhammer Live. Tune in at 6:00 pm UK time on Twitch to watch it for free – he’ll be battling the Grey Knights.

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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s ChildrenIron WarriorsNight LordsWorld Eaters, Black Legion, Word Bearers, Alpha Legion and the Renegade Chapters. If you’re wondering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting codexes of their own.

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The Word Bearers are the true faithful of Chaos, blending their prodigious skill as Space Marines with a fervent dedication to the Dark Gods. On the tabletop, Word Bearers armies will combine powerful aura abilities with daemonic allies, making for an adaptive and durable force.

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Legion Tactic

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Re-rolling failed Morale tests is great for Chaos Space Marines – the army favours large squads of elite troops, and this ability means that valuable multi-Wound models like Possessed and Chaos Terminators are unlikely to flee at an inopportune moment. This synergizes well with the Dark Apostle, who – thanks to Demagogue – gives nearby units a massive 9 Leadership.

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Best Units

The Exalted Champion is a great new unit in the Chaos Space Marines codex. Granting re-rolls to wound in close combat to nearby units, he can be paired with a Dark Apostle to create deadly overlapping effects.

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Chaos Cultists have long been a popular pick for Chaos Space Marines armies, and the Word Bearers are famous for the devoted throngs of followers that make up their forces. With a discounted points cost for matched play, re-rollable Morale tests and the aura abilities from the Exalted Champion and the Dark Apostle, Word Bearers Cultists are some of the most powerful horde infantry in an edition where horde infantry is already very effective. With Miasma of Pestilence and the Mark of Nurgle, yours will be nigh-impossible to shift, and should your enemy inflict critical casualties, so what? The Dark Gods provide, and for a couple of Command Points, you can set the unit up again at its full starting strength near any table edge.

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How to use them

The best way to play a Word Bearers army is going to be fielding loads of Cultists, backed up by powerful support characters. This is the anvil of your army. For the hammer, some Warp Talons backed up by some summoned Daemons can be deployed further up the field where they’ll do the most damage. Worried about summoning not being reliable enough? With Dark Pact, you’ll be able to re-roll your summoning roll and avoid losing a beloved Lord at a key moment, as well as making full use of more difficult summons, like a Bloodthirster.

The new Chaos Space Marines codex doesn’t just contain the Heretic Astartes, and there are rules for the four most common types of Daemon, too – Bloodletters, Daemonettes, Plaguebearers and Horrors. If you’re looking to summon these in your games, you’ll only need one codex, reducing the amount of in-game bookkeeping you’ll have to do.

Horrors of all kinds have been very popular in the new edition of Warhammer 40,000, and it’s hard to deny the appeal of a pack of malevolent, sentient magic. All the same, we’ve made some tweaks to Horrors to encourage a wider diversity of army builds. Firstly, you’ll need a full unit of 10 or more Pink Horrors to do more than a single Wound when you cast Smite. Secondly, Pink Horrors cost fewer points and Brimstone Horrors cost more. All other lesser Daemons have dropped in points, too, meaning whatever you’re, summoning you’ll get more for your reinforcement points.

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Come back tomorrow for a look at the most insidious Chaos Space Marines – the Alpha Legion.

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Here it is: https://www.youtube.com/watch?v=W069dPLTXg0

I'm gunna try and list everything I notice, as well as break down all of the legion traits, psychic powers etc.

Legion Tactics (In order of my best to worst):

Alpha legion: -1 to hit when over 12" away from enemy. Like Raven Guard, it's brilliant. Instantly makes your units and backfield obj guys tougher. Really punishes gunline armies.
World Eaters: +1 to hit for the fight phase. This has been covered a lot recently because it's brilliant.
Renegade Chapters: Can advance and charge. Fantastic. Best used with guys that get the most from advancing (bikers etc).
Emperors Children: Always strike first in combat. Really good. My main issue with it is that it's not as good as the WE one.
Night Lords: -1 to enemy leadership, stacks to -3. Been covered a lot. It's situational, and completely ineffective against some armies. Brilliant against others.
Black Legion: +1 leadership. Rapid fire weapons act like assault weapons when advancing. Not bad, not great.
Iron Warriors: Enemies don't get cover saves, and reroll failed wounds against buildings. It's bad, we know it's bad.
Word Bearers: Reroll failed morale tests. Not bad, but completely overshadowed by other tactics.

Psychic Powers (some are very juicy):

Warptime: Same.
Prescience: Same.
Infernal Gaze: Same.
Diabolic Strength: WC6, 12" range. +2 strength and +1 attack to a model. Can be used to get a guy over a damage threshold so that he's wounding enemies better. It's not bad, wouldn't say it's the best though.
Death Hex: WC8!! 12" range. Removes a units invuln save. Could be utterly brutal. If you've got a tough HQ relying on their invuln against your rending weapons, it's a great way to stick a finger to them. Not sure I'd take it over prescience or warptime, though.
Gift of Chaos: WC6. 6" range. Roll a d6, if it's greater than targets toughness, they take d3+3 mortal wounds. If a character is killed, you get a chaos spawn to rub salt into the wound. If you know you're facing a low toughness army, this could be a brilliant assassination power.

God-specific powers (whatever mark your sorcerer has, he can elect to use his god's power instead of one of his chosen powers):

Tzeentch: WC6. 18" range. +1 to invuln saves. Models without one, get a 5++. Great for buffing a unit.
Nurgle: WC6, 18" range. Makes a unit -1 to hit. Like the above, it's pretty handy.
Slaanesh: WC6, 18" range. Gives a unit 5+ fnp. The best of the three, imo.

Warlord Traits:

Eternal Vendetta: Reroll wounds against Space Marines. Eh. Overshadowed by the god-tier +1 wound trait.
Flames of Spite: Wounds of 6+ inflict an additonal mortal wound. No.
Unholy Fortitude: +1 wound. 6+ fnp. YES. The best of them all. Seriously, a free wound and fnp (6+).
Hatred Incarnate: Reroll wound rolls of 1. Take an exalted champion and laugh at how bad this trait is.
Lord of Terror: Enemy must roll and extra die when taking moral tests for units within 6" of warlord and pick the two highest. It's not +1 wound, so...pass.
Exalted Champion: +1 attack. Can't complain.

Legion-specific:

Alpha legion: This is a familiar one. When your warlord dies, pick another AL character and he becomes your warlord. Great for denying your opponent slay the warlord. Also, you get to roll on the standard warlord traits table for each warlord you get.
Black Legion: Death to the false emperor triggers on 5+ for guys within 6". Isn't awful. But, it's hardly the best.
Emperors Children: +1 attack for each wound your warlord takes. Caps out at +3. It involves taking damage, which i'm not fond of.
Iron Warriors: Auto-pass morale when within 6" of warlord. Budget Abaddon. Comes with the tax of being iron warriors, though.
Night Lords: Once per round, reroll a die, or two for failed charges. Free cp reroll each turn. Pretty good.
Word Bearers: All auras range increased by 3". I haven't had any issues with my aura range so far. So, i can't say this is very good.

Stratagems (I'm only going to mention the ones I think are worthwhile (I'm too lazy to write all of them down)):

VOTL: 1 CP to give an infantry or biker unit +1 to wound in shooting or melee. Fantastic. Brilliant. Yessss. Want Lascannons wounding raiders on 2's? Want berserkers wounding infantry on 2's? (rerolling because of the beautiful exalted champion)
The Great Sorcerer: 1 CP to let a sorcerer use another psychic power. Good for when you really want to smite.
Endless Cacophony: 2 CP to let a slaanesh infantry or biker units shoot again. Got slaanesh havocs? Well, for 3 CP, you can have 8 shots against T8, that wound on 2's. GG, Land Raider, GG.
Daemonforge: 1 Cp to let a daemon vehicle reroll hits and wounds in shooting or melee. Makes daemon vehicles less terrible for being BS/WS 4+.
Blasphemous Machines: 1 CP to let a vehicle ignore the penalty for moving a heavy weapon. Great for redeployment.
Tide of Traitors: 2 CP. At the end of your movement phase, remove a cultist unit and redeploy it anywhere 6" from a table edge (not 9" from enemy etc). it also goes back to it's full starting strength. Very powerful. Not only can you spontaneously throw a big blob onto an objective or into your opponents face, you also regain everyone that your opponent wasted shots on.

Legion Specific:

Alpha legion: 1 CP to let a unit scout ahead before the game starts (more than 9" away from enemies, of course), and then reveal it's location at the beginning of the game. My favourite legion one. Currently thinking about using it on a character to get some daemon summoning happening turn one in the enemies face. Also pairs well with melee units.
Night Lords: 1 CP. -1 to hit an infantry unit. It's good. We like penalties to hit.
Word Bearers: 1CP. Reroll any dice when summoning, an you never suffer mortal wounds from doubles or triples. Great for getting a daemon unit in. Bad because it's word bearers and their tactics aren't good.

Relics:

Talisman of Burning blood: Khorne Only. Advance and charge in the same turn. Reroll charge range. Great for maneuverability. Almost irrelevant for renegade chapters.
Eye of Tzeentch: Tzeentch only. Add 1 to smite harnessing. You now get it on 4+, which is nice. Better relics than this, though - smite isn't hard to cast.
Intoxicating Elixir: Slaanesh only. +1 strength and attack. Really nice.
Puscleaver: Nurgle only. Replaces power sword with S user, ap-2, d3 damage, wounds on 2+, save for vehicles - which it wounds like normal.
Axe of Blind Fury: Replaces power axe. S +3, ap -3, D3 damage. Can't modify hit rolls of one, instead, they hit friendlies within 1". It's powerful, but risky. Not my preference.
The Black Mace: Replaces Power maul. S +3, ap-2, 2 damage. For each slain model, rol la d6. If you get a 6, that model's unit takes a mortal wound. My favourite of the weapons.
The Murder Sword: S +1, ap -4, 1 damage. Nominate one enemy character at the beginning of each battle round. The murder sword will inflict one auto-mortal wound on it in combat.

Legion-specific:

Black Legion: Once oer game, select a visible enemy vehicle. On a d6 roll of 2+, it takes d3 mortal wounds. Not really that powerful.
Word Bearers: Replaces power maul. S +2, ap -2, 3 damage. Reroll wounds against imperium units. It's a better black mace.
Iron Warriors: 2+ armour. Heals a wound each turn. One of the best relics. One of the worst legions. You decide.
World Eaters: Bearer of this collar can try to deny a psychic power. If it succeeds, the psyker suffers perils of the warp.
Alpha Legion: Replaces chainsword. S +1, ap -2, 2 damage. Attacker makes d3 additional attacks. It's pretty powerful. Probably the best melee weapon for an alpha legion hq.
Night Lords: Replaces lightning claws. S +1, ap -3, d3 damage. Gives +1 attack ,and reroll failed wounds. Great melee weapon for night lords.
Emperors Children: Replaces bolt pistol. 6" range, assault d6, S user, ap-1, 1 damage. Can be fired in combat. If an enemy character is wounded by this, roll a die, on a 6+ it takes d3 mortal wounds.

Points Changes (copied from one of the YouTube comments. The terminator himself, seems to have wrote it):

" - noise marines from 16 to 15
- plague marines from 21 to 19
- mutilators from 65 to 50
- warpsmiths from 78 to 45 ( ! )
- vindicators from 160 to 135
- predators from 101 to 90
- cultists from 5 to 4
- maulerfiends from 149 to 140
- defilers from 216 to 152
- lord of skulls from 465 to 365
- bloodletters and daemonettes from 9 to 7
- plaguebearers from 8 to 7
- pink horrors from 10 to 6
- pairs of brimstone horrors from 2 to 3 (cry)
- power fists from 20 to 12
- and loads more points cost changes that I either couldn't decipher or that weren't on screen "

Unit changes (copied from the terminator):

" - cult units can no longer be troops
- characters on mounts or bikes are gone ( ripperino all your conversions )
- new HQ unit, the exalted champion, same profile as a chaos lord on foot with 1 less wound, costs 4 points less and has the same weapon options, instead of the re-rolling 1s aura of the chaos lord he has re-rolls to wound aura for melee , all wound rolls not just 1s
- since only units with the helbrute, infantry or biker keyword get to benefit from legion tactics, this will not include daemon engines, other vehicles, spawn and daemon princes
- doom sirens are now assault d6 instead of assault d3
- oblits now fire double as many shots, with no changes in points cost or anywhere else . . . take them
- same with posessed, 2 wounds instead of 1 with no other changes in profile or points cost
- with the lesser daemons now the only chaos daemon unit in the codex, they are the only unit you can summon besides other CSM units with the daemon keyword ( like daemon engines )
- there are LOADS of extra options for plague marines - since I don't play them though, I don't really care - here's a timestamp for anyone who is interested 15:16 ( this also means that there probably is a new kit for them on the way, since these options aren't included in the current boxes ) "

So, there we go. The new codex. I'm pretty happy with this. And look forward to running WE and AL together.

EDIT: Forgot to mention, we also have the same ObSec that space marines get.

EDIT 2: Legion tactics only effect infantry, bikers and helbrutes. Same as Space Marines

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I've been thinking more about the fact that Daemon Princes don't benefit from Legion Traits, and for many of them, it really doesn't seem to actually matter. Only World Eaters, Renegades, and Night Lords (and to a lesser extent, Alpha Legion), actually have Traits that would benefit a Daemon Prince.

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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s ChildrenIron WarriorsNight LordsWorld Eaters, Black Legion, Word Bearers, Alpha Legion and the Renegade Chapters. If you’re wondering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting codexes of their own.

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The Alpha Legion are notorious for their insidious tactics and expert training. An Alpha Legion assault strikes from several directions at once, as Cultists, infiltrators and vanguard units reveal themselves in a brutal crescendo of fire.

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The Trait

As we’ve seen with the Raven Guard, -1 to hit is huge as it markedly increases the durability of every unit in your army. What distinguishes the Alpha Legion from their loyalist brethren is their selection of units and new combinations available within the Chaos Space Marines codex. With this trait, you’ll be able to take full advantage of the flexibility of Chaos Space Marines, whittling your targets down at range then closing in for brutal melee if they dare approach you.

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Best Units

Chaos Sorcerers are an excellent choice in any Chaos Army, and their sheer versatility makes them a great fit for the Alpha Legion. The Dark Hereticus discipline allows for a range of different strategies, and you’ll be able to choose yours based on the battle ahead. If you need some extra mobility, Warptime is great either for fast-moving units like Raptors or for pulling some Tactical Marines out of trouble, while Death Hex is among the most useful new spells in the game. Stripping the invulnerable save off a unit means even elite characters like Roboute Guilliman become vulnerable to massed armour-piercing firepower – take your Sorcerer with a unit of Terminators wielding combi-meltas, drop them next to your opponent’s favourite model, then destroy them with a combination of Death Hex and melta-beams. One of the most fun features of the Chaos Sorcerer is the Chaos Familiar Stratagem – for a single Command Point, you can swap one of your old powers for a new one.

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Helbrutes in Alpha Legion armies are also great – they’re fast, they’re durable, and they’re strong in every phase. All Helbrutes benefit from their Legion Trait, so you’ll be able to keep yours safe from incoming fire as it advances on the foe. Anyone that tries to get close has to reckon with a deadly Fire Frenzy:

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How to use them

The beauty of the Alpha Legion is flexibility. Take advantage of the versatility of Chaos Space Marines by deploying far away from combat armies or close to shooting armies with Forward Operatives. If you’re feeling particularly cunning, stock up on characters to make maximum use of I Am Alpharius; this Warlord Trait allows your Warlord to inexplicably escape death by revealing that he was one of his underlings ALL ALONG – every time he dies.

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Come back tomorrow when we’ll be looking at Renegade Space Marines, alongside the mysterious Fallen.

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Hmmm... some cool stuff, but I'm a bit disappointed that a chunk of the renegade chapter tactics and the like are identical to some of the loyalist ones. It makes the individual chapters less unique. I'd rather the renegade tactics be different, but equally cool.

For example, they made the Alpha Legion basically a bad-guy Raven Guard instead of making them the cultist-horde insurgents they've been in the past. 

There's some cool stuff, for sure, but I was hoping for more variety.

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28 minutes ago, JMGraham said:

Hmmm... some cool stuff, but I'm a bit disappointed that a chunk of the renegade chapter tactics and the like are identical to some of the loyalist ones. It makes the individual chapters less unique. I'd rather the renegade tactics be different, but equally cool.

For example, they made the Alpha Legion basically a bad-guy Raven Guard instead of making them the cultist-horde insurgents they've been in the past. 

There's some cool stuff, for sure, but I was hoping for more variety.

Command points and stratagems sir. Many are the legions that are sides of the same coin, basic tenants are similar but actual practice varies. I'm actually really digging the tying together of many legions. Cultists can be taken and given fancy deployment i bet, they have the keyword Heretic Astartes in the indexes and are cheaper than mariners for battalion fun...

 

Edit: cultists are even legion!

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The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s ChildrenIron WarriorsNight LordsWorld EatersBlack LegionWord Bearers, Alpha Legion and the Renegade Chapters. If you’re wondering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting codexes of their own.

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The original Traitor Legions aren’t the only Chaos Space Marines in the galaxy, and the last ten millennia have seen thousands of Space Marines betray the Emperor and fight against the Imperium. Some of these Renegade Chapters have become feared names in their own right, from the Red Corsairs to the Crimson Slaughter. Meanwhile, Chaos armies of all stripes often seek aid from shadowy allies, whether it’s the other Legions, the mysterious Fallen or, for the most influential, the legendary Fabius Bile. Today, we’re looking at using Renegades in your games and how every army can make use of allies.

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The Trait:

In the new Chaos Space Marines codex, Renegade Chapters are represented by a single, powerful Legion Trait:

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Dark Raiders means that Renegades are able to close the gap on opponents quickly, and is perfect for an assault army.

Best Units

One of the best units for the Renegades is Chaos Bikers; these models always advance 6″ and so have a huge threat range on the battlefield. As an assault unit that can effectively move 20″, each bike has the potential to reach targets as far as 32″ away, making a first-turn charge against an unprepared player very possible. Chaos Bikers can be equipped for a range of duties, and with 2 Wounds and Toughness 5, they’re durable too.

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Combat characters like a Chaos Lord with a jump pack are great in an assault-based Renegades army like the Crimson Slaughter. With seven non-Legion-specific Artefacts to choose from, you’ll be able to build a range of deadly characters. The Murder Sword, for instance, allows a Chaos Lord to chase down and reliably kill lesser characters by dealing loads of mortal wounds.

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If you’re playing a Renegades army, choosing the Red Corsairs allows you to field Huron Blackheart, one of the most versatile characters in Warhammer 40,000. Coming in at only a few more points than a regular Chaos Lord, Huron Blackheart is a decent close combat character, can provide valuable psychic support to your army, and even provides an additional Command Point for your Stratagems. In smaller games, he’s a highly efficient choice for any Renegades army.

Fallen, Fabius Bile, and Allies

As with the Space Marine Chapters, Legion Traits are awarded by Detachment. This means you’re free to add other forces of Chaos to assist your Legion, whether you’re taking support from Renegades or a pack of Daemons. If you’re feeling particularly clever, you could take Detachments from Legions based on role – perhaps three units of Havocs and a Sorcerer from the Alpha Legion, and three units of Berzerkers and a Chaos Lord from the World Eaters. As well as using the Detachment system, every Chaos Space Marines army can include Fabius Bile or any Fallen units in their army without losing their Legion Trait.

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Fallen are a strong choice for a range of armies – both for the Imperium and for Chaos! If you want to include Cypher or his followers in your Imperial forces, you can do so, thanks to the Imperium keyword. In a Chaos force, Cypher and the Fallen are a great source of accurate firepower, and they’re particularly handy packing plasma weapons thanks to their ability to re-roll 1s to hit.

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 Fabius Bile is a powerful addition to any infantry based Chaos Space Marines army thanks to his Enhanced Warriors ability.

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Unlike in previous editions, this works on all Chaos Space Marine Infantry, and so, with a lucky roll, you could be looking at Toughness 6 Plague Marines or Berzerkers with 3 base Attacks.

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If you’re looking to field an army of Renegades, or are interested in adding some Fallen allies to your Chaos Space Marines, you can pre-order the Chaos Space Marines codex today.

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