Here are all the 10th Edition Warhammer 40k rules for Chaos Space Marines rules, including Dark Pacts, weapons, Stratagems, and index cards datasheets!
With army-wide rules, more datasheets, weapon profiles, and new stratagems, the picture of how Chaos Space Marines will work in 10th Edition 40k is starting to come into focus.
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New Chaos Space Marines 10th Edition 40k Rules: Datasheets & Index Cards
The rules come from Warhammer Community.
You can make Dark Pacts as many times as you like during a game, so the only limit is how many souls you want to offer up to the Chaos Gods in return. Even a Cultist Mob can gain great power through their patron’s blessing, turning their scavenged blades into something deadly and profane that can threaten any enemy unit.
This is actually pretty insane, as every unit in your army (with the keyword) can get huge buffs. Plus, all you have to do is pass an LD test, and even the Legionaries have LD6+, meaning you should statistically pass, and even if you do fail, it should only be one model falling.
This is very interesting, and while Games Workshop said this is really the first rule we’ve seen that could slow the game down, taking tons of LD tests every turn might take some serious time.
New Chaos Space Marines 10th Edition Warhammer 40k Datasheets
This squad can be kitted out to deal with almost any target, at almost any range – whether you want them to shred hordes at range with a reaper chaincannon, flamer, and boltguns, or tackle elites up close with roaring chainswords and a pair of heavy melee weapons. The right Dark Pact can make them even better at their chosen task, or help them to further diversify their death-dealing.
They can still take a massive range of weaponry, which is quite nice. The Havoc Autocannon gets two shots at Strength 9, -AP, and 3 Damage, while the Reaper Chaincannon gets eight shots but does hit on a 4+. Veterans of the Long War is still also here and now; it allows you to re-roll wound rolls of “1” or all wound rolls if they are on an objective.
Lastly, if you give them a Chaos Icon, you might as well do Dark Pact every turn, as you can re-roll the LD test.
New Datasheet
Abaddon is a rare character – he bestows powerful Aura abilities on nearby allies even while leading a unit, and can choose which of them to apply every turn. Appropriately for one who holds the Chaos Gods in open contempt, his Dark Destiny lets him generate a Command point every time he seals a Dark Pact and prevails in the resulting battle of wills – for the Ruinous Powers are just another tool in his grand ambition for the galaxy.
Abaddon actually has his statline go down a little with less toughness. However, here are all the changes below:
- One less toughness and move.
- Drach’nyen now has Strength 14 (up 5), now has devastating wounds and not D3 Mortals.
- Talon of Horus has one more Strength but fewer attacks and one less AP.
- He can now lose more than three wounds in a phase (unless Epic Hero or some other rule we don’t know yet does it)
- His aura now can be different each turn, re-roll hits, Invuln saves, or re-roll LD tests.
- Dark Pact can give you CP.
New Weapons
Chaos Space Marines are known for their desire to let the galaxy burn, and wield profane weapons warped over millennia or crafted in infernal forges for just that purpose. The notorious baleflamer has been the bane of heavy infantry since Heldrakes first darkened the skies, and it returns more reliable than ever, with more shots and the new ability to ignore cover.
Flamers still auto-hit, which is nice, but the new rule is called Torrent, which makes sense to go across all factions. With D6+3 attacks, D2, and Strength 6, this should be able to chew through infantry.
Likewise, the fleshmetal guns that sprout from Obliterators receive profile tweaks and a scattering of new weapon abilities to help each profile stand out even more for its specific job – whether that’s melting vehicles at close range or shredding hordes aplenty.
All three of these are pretty specialized, and each is quite strong. Focused Malice can tear through tanks, Ruinous Salvo can kill tough infantry, and Warp Hail should be great for infantry.
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