|06 Nov 2005, 19:20||#1 (permalink)|
Introduction to the Cults & Legions of Chaos
[size=14pt]Cults and Legions of Chaos[/size]
[size=7pt]Brought to you by your friendly neighborhood Inquisitor, MalVeauX[/size]
So you want to start a Chaos army, or perhaps continue down another path with your existing army. The following is a summary of generalizations about the various cults and legions of the Chaos Codex to help inform you quickly to see if something suits your tastes. This was created in an attempt to bypass the need to ask which "Legion" or "God" to follow and quickly fast forward you to the creation of the army process, such as army lists and tactical usage and general advice. If you’re new to Chaos or not, use the following to help guide yourself into a choice that best suits what you may be looking for:
[size=12pt]:: The Black Legion ::[/size]
This Legion is the vanilla option of Chaos, which means, it is considered the most Undivided army as it has no alignment or specific root. It is merely the generic name of any Chaos army that has no real theme, governing cult or legion and doesn’t have any special rules or bonuses. The only true difference of the Black Legion from just a “Chaos Army” is that there is fluff and game background concerning the Black Legion, which you can get a glimpse of in the codex.
The Black Legion is merely a name, in terms of the game.
You gain no special benefits and follow no special rules. It is as generic and vanilla as it comes.
[size=12pt]:: Alpha Legion ::[/size]
The Alpha Legion is an Undivided legion, which means it may only contain the mark of Chaos Undivided or not marks at all. This Legion specifically focuses on infantry based bonuses, which involve but are not limited too, mass Infiltration at a reduced cost compared to the norm. Also, the Alpha Legion is granted a new Troop selection called the Chaos Cultists, which are an inexpensive horde type unit that come with many options, but most notably they can be marked undivided and they can infiltrate as well as take a few squad options, including a squad champion, all grenade types and Icons of Chaos. In the Alpha Legion, only the cultists may actually summon any daemonic units that you may bring. As a cheap massed infiltration based army, they make great use of surrounding their enemy with massive amounts of troops, formed from the cultists, for large attacks from all directions. If you like ambushes and lots of sneaky action, this army may suit you.
The Alpha Legion is an Undivided Legion.
They gain a new Troop selection (Chaos Cultists).
They have mass access to Infiltration at a reduced cost.
Daemons may only be summoned from the Chaos Cultists.
[size=12pt]:: Iron Warriors ::[/size]
The Iron Warriors are the most heavily armed Legion, and they are an Undivided legion and as such, may only bear the mark of Undivided, or no mark at all. This army takes the focus away from close combat and balance and instead, has larger emphasis on very large guns, huge siege attacks and steady firepower through out. As such, the Iron Warriors have access to a 4th Heavy Support selection, but as a cost, lose two Fast Attack selections. And with this new heavy support, they gain access to new battle tanks, including the Basilisk and the Vindicator. As a siege based army, the Iron Warriors are naturally gifted as well with the Siege Specialists veteran skill at no charge. Another perk of the legion, is that the limitation on Obliterators is lifted, and one is free to field up to three selections of them now. Because they focus so much on their firepower, the Iron Warriors make no use of Daemons. And being the Iron army that they are, they gain new access to a new bit of war gear, called the Servo Arm which can repair vehicles much like Tech-Marines. If you really like big tanks, loads of ordnance and just big guns in general, the Iron Warriors may be for you.
The Iron Warriors are an Undivided Legion.
They are granted a 4th heavy support selection to the force organizational chart in exchange for two fast attack selections.
The army benefits from a perk that allows them no limitations on Obliterators.
The Iron Warriors may not field Daemons.
They benefit from the Siege Specialists veteran skill at no cost.
They also gain access to the Servo Arm war gear item.
[size=12pt]:: Night Lords ::[/size]
The Night Lords are an Undivided legion, which means they may only bear the mark of Undivided or no mark at all, who use terror as a tool. They are the fast attack legion, so they benefit from the ability to have a 4th fast attack selection on the force organization chart, in exchange for two less heavy support selections. As a fast and stealthy army, the Night Lords benefit from a new veteran skill called Stealth Adept which grants a better cover save than normal. Even more, they are automatically gifted with the veteran skill Night Vision at no cost. To help benefit their use of Fast Attack, they gain another perk, which grants them unlimited access to Chaos Raptors allowing any number of squads to be included in the army. They do not, however, make any use of Daemons except for Furies, which are also Fast Attack. On a whole, if you enjoy entrenched armies with access to plenty of mobility and don’t care for the stationary nature of heavy support, the Night Lords may suit you.
The Night Lords are an Undivided Legion.
They are granted a 4th fast attack selection on the force organizational chart in exchange for two less heavy support selections.
They may only use Furies daemonic packs.
They are able to take multiple units of Raptors.
They benefit from Night Vision at no extra cost.
The Night Lords may purchase a new veteran skill, Stealth Adept which heightens cover saves.
[size=12pt]:: Word Bearers ::[/size]
The Word Bearers are the most Daemonic oriented of the Legions and are an Undivided legion, and as such may only bear the mark of Undivided, to show their dedication to all of the dark gods. In order to shock their foes, the Word Bearers make exceptional use of Daemons and may field any type of daemon. Leading the Legion, the Word Bearers still contain Chaplains of a sort, who have fallen, and are now known as Dark Apostles, who replace Chaos Lords and Chaos Lieutenants. As the Apostles are guided through their visions, the Word Bearers are often times unbalanced. To represent this, the Word Bearers enjoy the gift of 3 more Troop Selections on the force organizational chart in exchange for one less of each other selection, meaning they may only have two fast attacks, two elites and [/i]two heavy supports[/i]. The Word Bearers also gain access to two new items in the armory. One is a potent Daemon Weapon wielded by the Dark Apostle known as the Accursed Crozius which is immensely powerful as it guards the bearer and is a potent weapon in combat and serves as a focal point for daemonic activity. The Word Bearers also gain access to the Demagogue ability, which may be taken on any independent character to represent the oratory that excites everyone to their cause. If you love Daemonic units, lots of Troops and true leaders of chaos who influence the army, the Word Bearers may suit you.
The Word Bearers are an Undivided Legion..
They may use any type of Daemon.
The Word Bearers are lead by the Dark Apostle who weilds the Accursed Croziusp Daemon Weapon.
They are granted three more troop selections in exchange for one less of Fast Attack, Elite and Heavy Support.
Characters may become Demagogues.
[size=12pt]:: Khorne; “The World Eaters” ::[/size]
The Cult Army “Khorne” is the most close combat (assault) oriented of the Cult armies. Members of the World Eaters bear the mark of Khorne, which provides several bonuses and draw-backs, which generally involve aspects of close combat, such as more attacks, the ability to become fearless, possible extra movement due to the drawback Blood Frenzy which also makes the models charge into anything in a blood raged effort to simply spill blood. Members of the World Eaters are denied aspects of Chaos, such as the Infiltration veteran skill and the units lose most options for special and heavy weapons in their squads in favor of more close combat abilities and war gear. They also lose the ability to field Chaos Havocs and Chaos Raptors. The flagship infantry of Khorne are called Berserkers. It is possible to play a pure World Eaters army, which is more typical, which has many bonuses that get even better when we follow the sacred number of Khorne, which is 8. The new war gear that we gain is mostly geared towards close combat, with many powerful new abilities. We also gain access to a special character, Kharne the Betrayer, when we use Khorne marks. The World Eaters also have the Greater Daemon Blood Thirster as a leader and the army as a whole does not use Psychic powers and is resilient against them. Overall, if you like savage, mindless killing with less shooting and more combat, then Khorne may be the army for you.
The mark of Khorne is a close combat oriented mark that grants bonuses that are helpful to assault.
The flagship infantry of Khorne are Berserkers.
Most units lose access to Infiltration, heavy weapons and specific units, including Havocs and Raptors.
Much more war gear oriented towards close combat.
Infantry has the ability to move faster on foot due to Blood Frenzy, but it is not controllable.
Psychic powers are not available; but the army is resilient against enemy Psychic powers.
[size=12pt]:: Nurgle; “The Death Guard” ::[/size]
The Cult Army “Nurgle” is a highly infantry based army that revolves around really tough units and medium and short range fights, or in other words, resilient. Plague Marines, which are the flagship infantry of the Death Guard, enjoy many gifts from Nurgle, including Daemonic Resilience, making them extremely tough. They also benefit from wonderful abilities, such as True Grit. The exchange for these bonuses, is the loss of all heavy weapons in units, but they may still take the normal assault and special weapons available. The Death Guard lose many options, such as Chaos Bikes and Raptors, making their fast attack choices limited, so as a result, the Death Guard may take Plague Marines mounted in Rhinos as a Fast Attack selection (after taking 2 rhinos in troop selections). The new war gear available to the Death Guard, revolve around combat and offensive items and they have their own minor psychic powers. The army also grants access to the special character, Typhus and may be lead by the Greater Deamon The Great Unclean One. A pure Death Guard army may be fielded, which will have special bonuses to the units within the army based on Nurgle’s sacred number, which is 7. Overall, if you enjoy really tough marines (Plague Marines) with lots of up-close bolter and assault and special weapon action, you may find that the Death Guard suits you very well.
The mark of Nurgle is a resilient mark that grants bonuses to defensive aspects of the game.
The flagship infantry of the Death Guard are Plague Marines.
Units lose the ability to field heavy weapons but gain True Grit.
The Death Guard may not field Bikes or Raptors.
They may field Plague Marines mounted Rhinos as a Fast Attack selection (after 2 Troops).
A host of new war gear items and psychic powers and the special character, Typhus are available.
[size=12pt]:: Slaneesh; “The Emperor’s Children” ::[/size]
The Cult Army “Slaneesh” is a highly powerful and potent army which focuses on speed in combat and assault, and sonic weaponry in the shooting phase, which are very powerful compared to normal Chaos options. As a result, Slaneesh infantry, which are the flagship of the army, are known as Noise Marines. Fully upgraded Noise Marines are incredibly powerful in both assault and shooting with no trade off other than they are expensive. The Emperor’s Children have nothing but bonuses and additions to the army, in exchange for a higher point cost in fact, and only lose access to Raptors. They may upgrade their normal weapons and heavy weapons on infantry as well as on vehicles to the more powerful sonic weaponry. The army itself opens up the armory with more combat related items and plenty of shooting abilities, as well as a whole slew of very powerful psychic powers. The army grants access to the special character Lucius the Eternal and has the ability to be lead by the Greater Daemon The Keeper of Secrets. A pure Emperor’s Children army may be fielded and gains bonuses to units which follow the scared number of Slaneesh, which is 6. Overall, if you are looking for a very potent army that is highly flexible and powerful in all phases with zero drawbacks at the cost of raw points expensive, then the Emperor’s Children may be for you.
The mark of Slaneesh is a powerful mark that increases the speed of units in combat.
The flagship infantry of the Emperor’s Children are the Noise Marines who have access to a whole slew of Sonic Weaponry (as well as to vehicles).
They still have access to all units, except for Raptors.
The Emperor’s Children have plenty of new war gear and psychic powers and the special character, Lucius the Eternal.
The army has no drawbacks other than raw point costs of all the powerful upgrades.
[size=12pt]:: Tzeentch; “The Thousand Sons” ::[/size]
The Cult Army “Tzeentch” is a psychically oriented army, where Sorcerers are common place, and they enjoy the ability to use their psychic powers freely. The army itself however, is very limited from this mark and the infantry are cursed with the Rubric Sign, which makes them incredibly tough, with multiple wounds per marine, but as a result, they become very slow. The flagship infantry of the army are the Thousand Sons. The army trades off many options in exchange for the large access ad power of the psychic powers that they gain, meaning they lose Havocs, Bikes, Raptors as well as that they cannot field any special and assault nor heavy weapons. That means the army mostly fields bolters and psychic powers. The vehicles of the army become extremely important for mobility and for ranged heavy firepower that psychic powers cannot accomplish. They gain a slew of new items and powers for the characters in the armory, but also gain access to a new special character, Ahriman of the Thousand Sons. They may also be lead by a Greater Daemon The Lord of Change. A pure army may be fielded, which will be granted bonuses based on the squad sizes in accordance to the sacred number of Tzneetch, which is 9. Overall, if you like psychic powers, sorcerors and really tough marines backed up by daemons and vehicles, the Thousand Sons may be a solid choice for you.
The mark of Tzeentch grants the sorcerer ability to characters, but curses others with the Rubric Sign which limits their abilities, but grants them multiple wounds. It also means no veteran skills may be chosen by models with the mark of Tzeentch.
The flagship infantry units are the Thousand Sons.
The army loses access to Bikes, Raptors and Havocs.
They gain access to many new items and psychic powers in the army as well as a new special character, Ahriman of the Thousand Sons.
Psychic powers replace the ability to field most heavy and special weapons in the army.
[table][tr][td][/td][td][table][tr][td] [/td][td]Apocalypse is the only way to forty-kay.[/td][/tr][/table][/td][/tr][/table]
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