Warhammer: Chaos Gate
This is an old game but it brings back some
nice X-Com memories. There hasn't been too much info
about it, and that's why I made this faq/walkthru.
The thing to note is that this faq is made primarily
with the campaign missions in mind.
**STORY**
Set some 40,000 years in the future-humans have regressed
to being xenophobic, superstitious high-tech barbarians
that comprise an empire dedicated to the worship of the
Emperor (a long dead figure who was the greatest psyker
in human history and enabled safe interstellar travel) and
the conquest of the galaxy.
Foremost in protecting humanity against hostile alien,
mutants and supernatural forces, are the Legion Astartes
who are bio-engineered superhuman Space Marines and the
most elite fighting force in the human Imperium.
You control one particular company of marines from the
Ultramarine chapter, who are running low on manpower and
equipment after coming back from a previous crusade only to
find themselves embroiled in a new conflict over an artifact
that can endanger the Imperium.
**THE SPACE MARINES**
Since you are using a badly depleted Ultramarines company,
people who are used to the table-top game might be surprised
to see how poorly equipped and under-manned your troops are.
There's no way to replace Marines who have been killed (unlike
X-Com where you can simply hire a new recruit) and your troops
are broken into the smallest possible squads with only a limited
variety of equipment to choose from. At your disposal is
the following:
Squads (can choose up to 3):
1 Terminator Squad
5 Tactical Squads
1 Devastator Squad
1 Assault Squad
HQ Officers (can choose only 1 of each type)
4 Librarians
2 Apothecary
2 Tech Marines
1 Chaplain
1 Captain
All squads have are comprised of 5 men: a Sergeant and 4
regular Marines. One thing of note is that unlike the
tabletop game, the Marine Sergeant isn't statistically
superior to the other members of the squad. In this game
he's just one of the boys.
Terminator Squad-the most elite Marines are the ones eligible
to wear Terminator armour. As such you'll find that the
Terminators all have superior statistics to start and are
equipped with armour that is almost 3 times as tough as that
of a regular Marine which make them almost impervious to hurt
from anything other than Heavy weapons. Additionally all
Terminators can be outfitted with powerful melee and ranged weapons
unique to them. The cons of the Terminator is that their armour
is so bulky that they can't run or duck and they lack space to carry
anything other than the weapons they've been outfitted with.
Outside of that though, the Terminators are fantastic at any type
of combat. Only those Marines awarded with the Crux Terminatus can
be put in a Terminator Squad. One thing to keep in mind is that
your stats won't improve when you gain levels while in Terminator
armour. Also you can only have 1 Heavy Flamer and 1 Assault Cannon
in your squad. But other than that, you can outfit them in whatever
way you like.
Tactical Squad-the most common type of Marine squad, these squads
are outfitted for maximum flexibility. Under ordinary circumstances,
this would be true but not in this game. Tactical Squads here are
equipped with Bolters and Combat Knives with one Marine that can
exchange his Bolter with a Heavy weapon or Special weapon instead.
No one in the squad can use close-combat weapons other than a Knife
(a Tactical Squad can normally have 1 guy with the same weapons as
an Assault Marine). These guys are pure rank and file with not much
in the way of frills. Still keep in mind that the Tactical Squad can
be quite effective, especially against lesser foes. Their greatest
advantage is the ability to use Special weapons and you can usually
find a number of them inside the chests of the mission.
Devastator Squad-designed to destroy tanks and other heavily armoured
targets. However with resources so low, the Devastator Squad has gone
through some serious revamping. Devastaor Squads are all armed with
Bolters and Combat Knives, two Marines can be equipped with Heavy weapons.
So the only differences between a Tactical and Devastator Squads is a
single Heavy weapon and the ability to use Special weapons. Pretty
unimpressive and a serious downgrade from a Squad that can normally
carry 4 Heavy weapons. Still, just having that extra big gun can make
a fairly noticeable difference, especially since many of your foes
are resistant to standard Bolter attacks. However they lack the
flexibility that the Tactical Squad can potentially give you, since
they can't use Special weapons
Assault Squad-these are hardcore close-combat troops and have been
equipped with a rocket-propelled Jump-Pack for moving quickly into
hand-to-hand range. Unlike the previous two squads, the Assault Squad
went pretty much unscathed when it came to supply shortages. Assault
Squads carry a Bolt Pistol and a Chainsword but these may be swapped out
for any number of available pistols and hand-to-hand weapons. The
Jump-Packs gives them fantastic movement ability for only a small number
of Action Points and the weapons they can all carry gives them a huge
edge in melee. Their increased mobility also makes it easier you to
set up a Beat Down attack. With all these advantages, the Assault
Marines are amongst the most effective units in your squad
Librarian-as a member of the command team, the Librarian has superior
stats to start with. The real draw of the Librarian is that he's the
"spell caster" of the Marines and can learn up to 4 powers that will
attack the enemy or support friends and himself. The Librarian is also
a force to be reckoned with in close-combat as he's outfitted with a
Bolt Pistol and Force Axe. The Librarian is easily one of the most best
characters in the game
Techmarine-these are engineers of the Marines and maintain the equipment
of the company. In Chaos Gate, outside of being necessary to complete
certain missions, they have no special abilities that helps you out.
However they do have superior stats to start with and they're quite
effective in melee as they're armed with a Bolt Pistol, that Mechanical
Arm mounted on the back and a Power Axe which gives him even more attacks
a normal Marine of his level. A starting Techmarine has 3 attacks in melee
while a Mighty Hero Techmarine can use 5 attacks, with all melee attacks
being delivered via the Power Axe.
Apothecary-these are the medics of the Marines. They have superior
starting stats and unlimited healing ability. Unfortunately it's
rare for an Apothecary to gain any Action Points when leveling up
(my Apothecary Mighty Hero went from 49 Ap to 50 after 3 levels) they're
not outfitted for combat and carry only a Bolt Pistol. The other hand
is taken up with the Narthecium medical equipment. The Apothecary can
only fight in hand-to-hand with his Bolt Pistol! This puts him at a
significant disadvantage, such that Pink and Blue Horrors can actually
pose a threat to him. With that in mind, he's still very useful. Just
hope that your Apothecary starts off with really, really good stats.
Chaplain-the Chaplain has far less utility to him. In this game, he
has no special abilities however he starts off as a Hero and he's very
powerful in hand-to-hand combat as he's armed with a Bolt Pistol and
Crozius Arcanium. Unfortunately you get him during the 2nd last mission
and no matter how much experience he gains he won't be become a Mighty
Hero until after the last mission, which is a shame as that extra attack
from being a Mighty Hero would really be nice for this guy. I earned
over 10,000 experience for him in his debuting mission and all he gets
is recognition that he is a Hero (none of his stats improved). So you
should hope that your Chaplain starts off with alot of strong stats.
Captain-he starts off as a Mighty Hero but while Captain Kruger
is good at melee combat, his Power Sword and Plasma Pistol combo means
that he'll have difficulty fighting against tough enemies who are heavily
armoured. The Chaplain, Techmarine and Librarian are all much better
in hand-to-hand than he is. So he'll just take a role as a secondary
melee fighter. Besides he's only available at the last mission when
everyone other than your Chaplain will be a Mighty Hero
Now these are stats of your men:
Action points (AP) - Determines how many actions your Space Marine can
take. One of the most important stats, this is especially vital for Marines
that use Heavy weapons as their weapons take alot of AP to use. Terminators
benefit greatly from having high as they can't run and will use alot of AP
to move about. Assault Marines on the other hand benefit from having their
Jump-Packs and since they tend to fight in melee, a high number of Attacks
will more than make up for a low AP score. For starting Marines you want
a score over 40 and for a Mighty Hero you want a score of at least 56 (AP
seems to top out at 60).
Health (HP) - Determines how much damage you can take before you die.
Surprisingly you don't need that much since armour and Toughness will soak
up damage for you. Still it's important to not run low and be able to survive
the occasional hit from a Heavy weapon, so I'd recommend a score of over 43 for
a beginner and at least somewhere in the 80s for a Mighty Hero (if you're really
lucky your Mighty Hero might even get well over 100). It's of equal importance
amongst regular Marines but Terminators can get away with being a bit on the
low side as their armour is so good.
Armour - Determines whether a hit does damage if it gets through your Toughness.
Terminators have an incredible 110 while regular Marines get a very good 40.
Anything over 30 is quite effective especially if your Marine has high Toughness.
Terminators usually take the brunt of fighting and so it's especially important
for them. HQ are often the targets of choice for enemy units and often have to get
into the middle of a fray to do real damage so they need their armour in good shape.
Assault Marines who have poor Initiative will also be counting on armour to
help them out since their enemies will regularly get first strike. Tactical
and Devastator Squads will often need to wade into a fire zone in order to
get a good position but they do need armour the least as they can often count
on the enemy not getting 100% accuracy on their shots
Ballistic skill (BS)- Determines to-hit for ranged weapons. Affected by range,
weapon, cover and smoke. Of great importance to Tactical and Devastator Squad,
Terminators benefit alot from it as well as they have some nice ranged weapons.
Assault Squad can get away with not being able to hit the broad-side of a barn.
HQ doesn't need too much either as almost all of them can only use a Bolt Pistol.
A starting Marine should have BS at least in the 60s while a Mighty Hero should
at least be 100 (Seems to top out at over 120)
Weapons skill (WS) - Determines your skill in melee. Of especial importance
to Assault Squad and HQ. Terminators really benefit from a high score as they some
excellent melee weapons. OTOH Tactical and Devastator Squad just need enough
to not embarass themselves, if they get caught up in melee they're better off
having a high Toughness and armour. A starting Marine should have BS at least
in the 60s while a Mighty Hero should at least be 100 (Seems to top out at
over 120)
Strength - Determines how far you can throw stuff. This score is used in melee
if it is higher than the armour penetration of the weapon you're using. As
something of a hoarder, I rarely throw grenades and I tend to use really strong
melee weapons to begin with so this score was one of the least important to me.
A starting Marine should at least be in the 40s while a Mighty Hero should be at
least over 55 (seems to top out at 60)
Toughness - Affects whether you take damage or not from a hit. This is one of the
most important stats around and all will benefit greatly from a high score. Terminators
usually take the brunt of fighting and so it's especially important for them. HQ are
often the targets of choice for enemy units and often have to get into the middle of
a fray to do real damage so they need high Toughness. Assault Marines who have poor
Initiative will also be counting on Toughness to help them out since their enemies
will regularly get first strike. Tactical and Devastator Squads will often need to
wade into a fire zone in order to get a good position but they need Toughness the
least as they can often count on the enemy not getting 100% accuracy on their shots.
A starting Marine should at least be in the 40s while a Mighty Hero should be at least
over 53 (seems to top out at 60)
Initiative - Determines who strikes first in melee as well as who gets the first
shot amongst units in Overwatch. This is extremely important for Assault Squad
who often count on getting first strike and killing the enemy outright in order to
escape injury. Terminators also benefit greatly as they get into a lot of melee
combat. Tactical and Devastator Squad get little out of this unless they're prone
to getting caught up in melee. A starting Marine should have an Initiative over 40
and a Mighty Hero should be over 70 (seems to top out at 80)
Attacks - The number of unmodified melee attacks in one round of melee combat.
This stat is one of the most important for Assault Squad and HQ. Terminator Squad
gets a lot of mileage out of this as well. Everyone gets the same Attack stat
though certain units will have their's modified by the weapons they carry
Leadership - This determines the likelihood of your guy running in a panic after
meeting a daemon, having high casualties and etc. All Marines are strong in this
department and Marines that are within 5 cells of each other use the Marine who has
the highest Leadership in making Break tests. This is one of the least vital stats
around. Unless you're unlucky, you shouldn't be having high casualties and I have
yet to see a minor daemon make a Marine run (and as for greater daemons-they should
be dealt with by long-ranged weapons). Far and away the most common reason for a
Marine to start running around in a panic is when he gets set on fire, but when that
happens your Leadership score is automatically bypassed. You should start somewhere
in the 80s and end up somewhere in the 90 range (tops out at above 100).
**COMBAT**
As a turn-based tactical game Chaos Gate is primarily
going to be about combat. People who are familiar with
the Warhammer 40K table-top game might find Chaos Gate
takes getting used to. Rather than working off of the
rules of the miniatures' game, it takes more from X-Com
and similar turn-based squad action games that have
RPG-ish character levelling up.
Every time a Marine does something, it uses up Action Points.
The number of Action Points used depends on the action-for
example, turning slightly only uses 1 point while firing a
Missile Launcher uses 28.
While Marines normally walk at 1 hex for 1 AP ratio, they
can run at 2 hexes for 1 AP but when they do so their accuracy
suffers significantly (about -40%). A walking Marine doesn't
get this penalty
Going from a standing position to a crouch costs 2 AP but this
makes it easier for you to hide behind cover. Going back to
a stand costs another 2 AP and this is necessary if you wish to
walk or run somewhere. Turning uses 1 point each time you turn
slightly. Assault Marines have Jump-Packs that have a 120 hexes
worth of fuel. By using 10 AP, the Jump-Packs can carry the
Assault Marine anywhere within line of sight or 120 hexes.
If you don't use up all the fuel, you can jump again until
you run out of AP or the Jump-Packs have carried you 120 hexes
altogether.
To fight, place your targeting cursor on an enemy. It'll
display your chance to hit (the symbol after is how likely
you'll harm the foe in a shot with that weapon-it'll keep
going up as you rip up the foe's armor) and the distance
between you and your foe. If you get a symbol of
a shield that's crossed out, it means that there's an
obstruction in front of your foe. If you get an eyeball
that's crossed out then it's your line of sight that's
affected. If you get a vertical column of convex lines
(they're supposed to be scanner waves) that's crossed out
then you're out of range for that weapon.
In hand-to-hand combat, when you fight with a melee weapon
your initiative value is pit against that of your opponents.
Whoever gets the higher initiative gets to attack and then
their respective WS are pitted against each other to see
determine the likelihood of hitting successfully. In one
match-up, you get a number of attacks equal to your Attacks
value and after you finish, the opponent gets to counterattack
up to his rating in Attacks. You can continue this until one
of you is dead, fleeing or you simply run out of AP. As mentioned
in the game's Read-me, you can gang up on an enemy to deliver
a "Beat Down" attack. When you have 2-3 guys in hand-to-hand
combat and they're using melee weapons, you can use the Shift
key to select them and command them to attack an opponent.
The first guy gets his regular attack(s) but the 2nd guy gets
an extra attack while the 3rd guy gets 2 extra attacks. Those
who've played the table-top game would know about this, but
ever wonder why your close-combat specialists are armed with
pistols? In melee combat, pistols are considered close-combat
weapons and will give your Marine a +1 attack for having a
close-combat weapon in each hand (Lightning Claws and the
Techmarine's Mechanical Arm have the same effect). You can see
this when you're equiping your Marines and you'll see that units
with a pistol and melee weapon get more than one attack. Note that
the extra attack in Chaos Gate is done with the melee weapon, not
the pistol.
Ranged combat doesn't make use of the Attack or Initiative
value. The biggest concern is how accurately you shoot, which
involves your base BS, the distance between you and the target,
any cover, if you aimed as you shot (the bonus varies significantly,
but it can almost quintuple your chance of hit at times) and whether
you ran. Once you shoot, you can make another shot if you still have
adequate AP remaining. Some weapons are rapid-fire automatics and
have the Sustained Fire ability. Once you take a regular shot,
the next shots after require only a fraction of the normal AP
depending on the weapon and at the same level of accuracy as the
initial shot provided that the targets you're shooting at are within
your field of fire (no need to turn). Also keep in mind that
ranged weapons can jam and if that happens you need to spend time
dislodging the jammed ammo. For players of the Table-top game,
Heavy weapons aren't move or fire here-you can still move and
still shoot.
Now even if you did successfully hit something, that doesn't
mean that you caused it any damage. The Toughness rating of
a creature reduces or eliminates damage sustained by an attack
and attacks that get past Toughness are then reduced or eliminated
by the Armour Rating. However Armour can be damaged by attacks
and as it sustains more damage, the protection value can drop
substantially until your Armour is completely worn away. Weapons
with high Armour Penetration value are more effective at depleting
armour or bypassing it completely. Damage that goes through
Toughness and Armour is then subtracted from your health depending
on the strength of the weapon.
When you're using psyker powers, each round there is a random
number of Force Points from 1-6 that a Librarian can use to power
his abilities. Each time you use your psyker powers, there's a
chance that you fail and nothing comes out. Once you manage to
activate your power it uses up that assigned cost in Force Points
and 20 AP, you can keep using powers until the Force Points run out
or your AP does. Certain powers are continuous and will drain the
same amount of Force points to maintain for the next round.
If you have the opportunity to use a vehicle in the mission, you
can board it with your men up to its maximum transport capacity.
Vehicles all have unlimited ammo for their weapons as well their
weapons have differing AP cost than the regular version. Now
vehicles take damage differently than your men. For a vehicle
it's a case of all or nothing. When a vehicle is shot, there's
a chance that the armour will stop it and in some vehicles the
armour is so heavy that many small arms have no chance of harming
it (most weapons vastly reduced armour penetration against vehicles).
However if a shot managed to get pass the armour, it will automatically
damage the part that was hit. This could range from a weapon being
disabled to the vehicle being outright destroyed in an ammo explosion.
One thing to keep in mind is that the level of armour doesn't deplete
from constantly getting shot, since vehicle armour is so thick and
solid. However no vehicle has any melee ability so they're vulnerable
to attacks with powerful melee weapons. Also most vehicles are so
bulky that they can't go through narrow space and can't move through
ground that's not level. Their marksmanship is mediocre as well.
Once you achieve your objective, you can still continue to stay
in the mission to collect any items that you have missed. When you
decide to end a mission, you'll automatically return to the ship
and get a debriefing to find out how much Experience you earn
and whether you get an honour awarded
**EXPERIENCE**
You get Experience for:
Mission Experience: 25
Combat Experience: 125
Completed mission objective: 50
*Completing a mission objective is only for the single Marine
who actually does the specific action. It also earns that Marine
an Imperial Laurel. Also with Combat Experience there's a bug
where I only got it when my Marines used ranged weapons. I had a
group of Assault Marines did not get that because they didn't fire
a single shot despite killing a large number of foes in melee.
For a Marine, they get the following:
Ranged Weapon Experience: 10
Close Combat Experience: 15
Successful use of Psyker Power: 30
Successful technical work/manipulation(s): 30
*Ranged Weapon Experience and its ilk are earned for each
success that the Marine has. A Marine that ends up missing
doesn't get an Experience award for that attempt
Experience in Combat:
Chaos Cultist: 12
Chaos Marine: 75
Chaos Marine (Aspiring Champion): 90
Chaos Marine (Mighty Champion): 174
Chaos Marine (Exalted Champion): 273
Chaos Sorcerer: 156
Chaos Sorcerer (Champion): 288
Chaos Sorcerer (Master): 453
Chaos Sorcerer (Lord): 603
Chaos Chaplain (Champion): 159
Chaos Chaplain (Mighty Champion): 252
Chaos Chaplain (Exalted Champion): 375
Chaos Lord: 500
Chaos Terminator: 228
Chaos Rhino: 150
Chaos Predator: 270
Chaos Dreadnought: 600
Pink Horror: 105
Blue Horror: 53
Flamer: 240
Lord of Change: 840
Khorne Berserker: 180
Flesh Hound: 228
Bloodletter: 210
Bloodthirster: 900
*Note that you never fight a Chaos Rhino
or Chaos Marine (Exalted Champion) in the
normal missions, however you can set up
a fight with one in the scenario editor
There are 3 ranks in Chaos Gate:
Veteran-500 Experience Points
Hero-1800 Experience Points
Mighty Hero-3500 Experience Points
At Hero rank, you get an extra Attack and at
Mighty Hero, you get another extra Attack
Note that you can only collect one rank at a time (at least
that's the case in Version 0.01). It doesn't matter how
much experience you earn in a single mission, you'll only
gain one rank
The honors awarded are:
Crux Terminatus-after finishing Mission 3, whoever gets 5 kills
in a mission is awarded this and can join the Terminator Squad
Imperial Laurel-awarded to the Marine who completes a mission
objective
Marksman Honor-awarded to a Marine who successfully attacks
10 times in a mission
Purity Seal-awarded to a Marine who goes 5 missions without
breaking.
**WEAPONS AND EQUIPMENT**
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These weapons are the most typically used weapons and are
standard issue to whatever squad can equip them.
Bolter-The standard weapon of the Space Marines, these would
be very effective under most circumstances but unfortunately
much of who you face are amongst the most heavily armoured
and hardiest units in the Warhammer 40K world. Unless you get
lucky, it takes a lot of shots to bring down Daemons and
Traitor Marines. Where this weapon shines is that the range
is quite decent and it takes only 10 AP to fire a shot. It just
lacks consistent penetration when it comes to foes in heavy
armour. You'll be forced to use these alot so get used to
working with them.
AP to use: 10
Maximum Range: 24
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Bolt Pistol-The only difference between a Bolter and Bolt Pistol
is the Bolter's greater range. It's only used by Assault Marines
and HQ officers, as these characters are more likely to engage
in close combat.
AP to use: 10
Maximum Range: 16
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
<>
These are potent weapons that aren't readily available and are
designed for a specific purpose rather than general combat. Tactical
Squad can use special weapons related to them while Assault Squad
can use pistol versions of these weapons.
Flamer-This weapons shoots a ball of flame that explodes on impact.
The range is atrocious and dwarfed by most pistols but this effective
weapon has an area of effect and most importantly it can set an enemy on fire.
This is a nice weapon when you need to clear up a small area full of enemy.
AP to use: 15
Maximum Range: 8
Blast Radius: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Hand Flamer-This is a pistol version of the Flamer. Because of its
small size, the Hand Flamer doesn't have an area of effect and the
range is absolutely horrible but it's still very good in a fight as
it can set enemies on fire and fairly good at going through armor.
AP to use: 15
Maximum Range: 4
Blast Radius: 0
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Plasma Gun-This gun has some nice armour-piercing ability and decent range
but it's sustained fire rate isn't that much of an improvement and this gun
has low amounts of ammo which means that you often run out during lengthy
battles. Still it is a nice weapon when you need something with a bit
of anti-armour power, just watch that ammo consumption
AP to use: 15
Sustained Fire Cost: 6
Maximum Range: 24
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 13
Plasma Pistol-While it shares the same armour piercing ability, the
already low ammo supply of a Plasma Gun goes down even further here.
You'll find yourself often running out of ammo right before you manage
to kill someone in armour. This isn't a weapon that I'm fond off
AP to use: 15
Sustained Fire Cost: 6
Maximum Range: 18
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 12
Meltagun-this gun has worse range than most pistols but it's ability to
do incredible damage, inflict high armour penetration and harm vehicles,
rivals that of a Heavy weapon. Taking considerably less AP than any Heavy
weapon other than the Assault Cannon, you can get off 2 or 3 armour melting
shots and still have plenty of time to run away.
AP to use: 15
Maximum Range: 12
Armor Penetration: 80
Maximum Character Damage Potential: 110
Maximum Heavy Armor Penetration: 24
Master Crafted Bolter-this is a Bolter that's so well made that
it's range has increased to be superior that of an Assault Cannon.
While this is certainly an improvement, this weapon still suffers
from the Bolter's inconsistency against heavy armour. The description
mentions that this weapon is supposedly more accurate but I don't
notice any difference
AP to use: 10
Maximum Range: 36
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Master Crafted Bolt Pistol-this is a Bolt Pistol that's so well made
that it's range has increased to equal that of a Bolter. While this
is certainly an improvement, this weapon still suffers from the
Bolt Pistol's inconsistency against heavy armour. The description
mentions that this weapon is supposedly more accurate but I don't
notice any difference
AP to use: 10
Maximum Range: 24
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Serpents Breath Flamer-The encyclopedia somehow forgot to put
in a Blast Radius for this weapon and it mistakenly writes that
the range is improved over that of a regular Flamer. What this
weapon has improved on is its ability to penetrate armour and
increased damage, making an already excellent weapon even mightier
AP to use: 15
Maximum Range: 8
Blast Radius: 1
Armor Penetration: 60
Maximum Character Damage Potential: 70
Maximum Heavy Armor Penetration: 10
Purifier Hand Flamer-The encyclopedia was wrong about this weapon
having increased range, it doesn't. But it's certainly an improvement
over the regular Hand Flamer. It now has good armour penetration and
inflicts heavy damage.
AP to use: 15
Maximum Range: 6
Blast Radius: 0
Armor Penetration: 60
Maximum Character Damage Potential: 70
Maximum Heavy Armor Penetration: 10
Star Thrower Plasma Gun-I really like this weapon alot, it has fantastic
armour penetration and tremendous damage plus it has sustained fire to deal
with enemies that manage to survive a shot plus it's range is quite decent.
I find that the low ammo capacity isn't that much of a factor due to
this weapon's greatly increased power.
AP to use: 15
Sustained Fire Cost: 6
Maximum Range: 24
Armor Penetration: 80
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 17
Nova Storm Plasma Pistol-Despite the jingo and impressive name there
isn't any difference between this weapon and the regular Plasma Pistol
other than a gold paint job. I'm not a fan of this weapon for exactly
the reason why I don't like the Plasma Pistol
AP to use: 15
Sustained Fire Cost: 6
Maximum Range: 18
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 12
<>
Useable by Tactical and Devastator Marines, these weapons
are the ones to go to when you need to lay down some suppression
fire or destroy heavily armoured foes
Heavy Bolter-By Heavy weapon standards, the Heavy Bolter takes little AP
to fire and it still inflicts alot of damage. When it does fire, it can go
into a sustained fire rate that's only a quarter of the normal cost in shooting,
so you can really unload on something that withstood the initial shot. The clip of
the Heavy Bolter is large enough that it will be more than capable of supporting
long bouts of sustained fire. The biggest weaknesses of the Heavy Bolter is
that it has low range by Heavy weapon standards and it's ability to penetrate armour
is rather uneven. It's ability to affect vehicles is poor as well, especially
for a Heavy weapon.
AP to use: 20
Sustained Fire Cost: 4
Maximum Range: 40
Armor Penetration: 50
Maximum Character Damage Potential: 100
Maximum Heavy Armor Penetration: 15
Missile Launcher-with the ability to switch to different ammo types,
the Missile Launcher is the king of flexibility and it's tied with
a fully charged Heavy Plasma Gun for having the longest range in
a weapon. The big drawback of the Missile Launcher is that it
quickly runs out of the ammo as it has only 5 missiles per clip
AP to use: 28
Maximum Range: 72
Blast Radius: Based on missile type
Armor Penetration: Based on missile type
Maximum Character Damage Potential: Based on missile type
Maximum Heavy Armor Penetration: Based on missile type
Multimelta-this weapon is almost always fatal with the insane amounts
of damage it inflicts. What isn't mentioned is that the Multimelta is
a gun that has a Blast Radius as well. Besides its astounding damage
it goes through armour with ease and can easily blast through vehicles.
The weak spot of this gun is that the range is only as much as that of
a Bolter
AP to use: 30
Maximum Range: 24
Blast Radius: 1
Armor Penetration: 80
Maximum Character Damage Potential: 290
Maximum Heavy Armor Penetration: 38
Lascannon-This weapon is my favourite in long-ranged devastation.
While the Missile Launcher has better range, it doesn't match
the Lascannon in terms of ammo supply, damage and penetrating armour.
This is a great weapon for busting tanks and Terminators from a safe
distance. Armour can't withstand the power of a Lascannon beam
and the damage inflicted is incredible
AP to use: 30
Maximum Range: 60
Armor Penetration: 90
Maximum Character Damage Potential: 170
Maximum Heavy Armor Penetration: 26
Heavy Plasma Gun-I actually like this weapon alot. Not just when
it's at full power but even at half power the range is good and
so is the damage as well as armour penetration. The Heavy Plasma
Gun will always be running at least half power so there's never a
time when the gun can't be used. If you have the luxury of waiting
every other turn, than you can regularly fire this gun at full power,
which rends through armour like it was nothing, is effective against
vehicles and inflicts amazing amounts of damage all at an astonishing
range. What isn't mentioned is that this weapon has a blast radius
at full and even low power.
AP to use: 30
Blast Radius: 1
-Maximum Power Mode-
Maximum Range: 72
Armor Penetration: 100
Maximum Character Damage Potential: 150
Maximum Heavy Armor Penetration: 26
-Low Power Mode-
Maximum Range: 40
Armor Penetration: 70
Maximum Character Damage Potential: 90
Maximum Heavy Armor Penetration: 17
<>
Combat Knives-With stats equal to a Bolter, this weapon is inconsistent
in harming enemy who have high Toughness and armour. Depending on the Marine
wielding it, they can be useful against Chaos Cultists, Pink Horrors,
Blue Horrors and for finishing off meaner foes who are badly hurt. Mostly
when a Marine is fighting something with a Combat Knife, chances are
he's the one who's going to die unless he's a Hero or Mighty Hero.
AP to use: 10
Maximum Range: 1
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Chain Sword-More effective than Combat Knives when it comes to damaging
vehicles but beyond that and a +10 bonus to your Initiative they're just
the same.
AP to use: 10
Maximum Range: 1
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 16
<>
Power Sword-An alright weapon however the armour penetration is still
too inconsistent and so it can take a while to kill tough enemies with this.
They do give you a +10 bonus to your Initiative
AP to use: 10
Maximum Range: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 17
Power Axe-With better armour penetration than a Power Sword, this weapon
is effective at punching through heavy armour. A great weapon, initially
they're very useful when you don't have many Power Fists to go around but
later on they'll be left on the shelves when more Power Fists are available.
The biggest drawback is that they're too redundant. Anything they can do,
the Power Fist can do much better
AP to use: 10
Maximum Range: 1
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 17
Power Fist-These are fantastic at cutting through armour and are very good
at damaging vehicles, making the Power Fist one of the best weapons you can
have in melee.
AP to use: 10
Maximum Range: 1
Armor Penetration: 80
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 34
Force Axe-This is a devastating weapon that's fantastic in cutting through
enemy armour and inflicts considerable damage. The biggest drawback is
that only your Librarian can use this weapon, otherwise it's one of the
best weapons you can have in melee
AP to use: 10
Maximum Range: 1
Armor Penetration: 80
Maximum Character Damage Potential: 70
Maximum Heavy Armor Penetration: 17
Crozius Arcanium-One of the best melee weapons around, the mighty Crozius
Arcanium essentially switches a Force Axe's armour penetration with its
damage, making for a weapon that goes through armour easily and really
rips into the bodies underneath. The biggest drawback is that only
your Chaplain can use this weapon
AP to use: 10
Maximum Range: 1
Armor Penetration: 70
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 17
Vindicator Chain Sword-This is a very powerful weapon which is good at
penetrating armour, damaging vehicles and inflicts tremendous damage.
It also gives you the typical sword bonus +10 Initiative
AP to use: 10
Maximum Range: 1
Armor Penetration: 60
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 22
Juggernaut Power Fist-In the areas of armour penetration and especially the
ability to hurt vehicles, the Juggernaut Power Fist goes down in comparison
to the regular version. However it's still excellent for penetrating armour
and inflicts tremendous damage. In my opinion, the Juggernaut Power Fist is
easily the superior weapon of the two
AP to use: 10
Maximum Range: 1
Armor Penetration: 70
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 17
Reaper Power Axe-This is one of the best weapons in the game. It doesn't improve
any over a regular Power Axe, but what it does is increases your AP by 20 which
gives you substantially more potential actions.
AP to use: 10
Maximum Range: 1
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 17
Conciliator Power Sword-The only improvement on the modest Power Sword is an
increase to your Initiative by +30 rather than +10. Use this weapon when you
don't have enough Power Fists and Power Axes to pass to everyone but it'll quickly
be put in storage as better weapons soon become available.
AP to use: 10
Maximum Range: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 17
Liberator Power Axe-One of the best melee weapons you can get, this weapon goes
through armour easily, inflicts tremendous damage and is effective against
vehicles. This is a Power Axe with everything you want in a melee weapon.
AP to use: 10
Maximum Range: 1
Armor Penetration: 70
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 27
Righteous Fury Power Sword-This weapon increases your Attacks by +2. While
the extra attacks are great indeed, this weapon doesn't have any improved
armour penetration and that's its downfall. The extra attacks often fail to
do much against units with heavy armour and high Toughness. Use this weapon
only for someone who's at least a Hero, so that all those attacks combined
should be able to breach an enemy's armour and inflict enough damage to kill
them. In the hands of a strong Mighty Hero, this will be a very good weapon
but for lesser mortals there's a lot of better choices out there.
AP to use: 10
Maximum Range: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 17
<>
Storm Bolter-While the individual bolt is equal to those shot
from a regular Bolter, the Storm Bolter fires 2 of them per shot
and has a sustained fire which gives it an edge in combat over
the Bolter especially against enemy with no armour. It shares
the same ineffectiveness against heavy armour that the Bolter has
though it's more likely to penetrate just through the sheer number
of bolts fired. With an ammo capacity of 100, this gun will last
you a long time despite using up ammo twice as fast. As a standard
issue weapon, I like the Storm Bolter quite alot.
AP to use: 10
Sustained Fire Cost: 6
Maximum Range: 24
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Assault Cannon-the most devastating weapon in the game, the Assault
Cannon is excellent at penetrating armour, it's also effective against
vehicle armour and then there's the fact that a burst inflicts
astounding amounts of damage. The big kicker is that it only takes
15 AP to use which is amazing on a Heavy weapon and then the Assault
Cannon goes into a sustained fire rate that's only 1/3 normal. Despite
using up 20 shells per volley, you have lots of ammo and will likely wind
up killing everything before you come close to running out of ammo as
you have 2000 rounds to work with. The only drawback is that the range
is poor by Heavy weapons standard, but it's more than enough when dealing
with most opponents
AP to use: 15
Sustained Fire Cost: 5
Maximum Range: 32
Armor Penetration: 80
Maximum Character Damage Potential: 150
Maximum Heavy Armor Penetration: 24
Heavy Flamer-while a number of pistols have better range than this weapon,
this is one of the most effective weapons in the game. With greater range
than any other Flamer weapon-type, the Heavy Flamer launches a fireball that
explodes in a large radius. The flames are good at penetrating armour and
there's always the possibility of setting someone on fire. This is a great
weapon for clearing out entrenched enemy or delaying incoming enemy.
AP to use: 15
Maximum Range: 12
Blast Radius: 2
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 11
Chainfist-These are incredible weapons and easily amongst the best melee
weapons around. They inflict carve through armour like it was paper,
inflicts tremendous damage and can really be devastating against vehicles.
They're upgraded Power Fists and really show it in their performance.
AP to use: 10
Maximum Range: 1
Armor Penetration: 100
Maximum Character Damage Potential: 90
Maximum Heavy Armor Penetration: 40
Power Fist-These are fantastic at cutting through armour and are very
good at damaging vehicles, making the Power Fist one of the best weapons
you can have in melee.
AP to use: 10
Maximum Range: 1
Armor Penetration: 80
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 34
Power Sword-An alright weapon however the armour penetration is still
too low and so it can take a while to kill enemies with this. They
do give you a +10 bonus to your Initiative. The Power Sword wielded
by a Terminator also has a shield attached but it's really just a
cosmetic feature
AP to use: 10
Maximum Range: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 17
Lightning Claws-Another devastating melee weapon for the Terminators.
In stats they're identical to a Power Fist but causing much more damage.
For a Terminator, the advantage the Lightning Claws have over other melee
weapons is that they give an extra attack. Considering how powerful
Lightning Claws are, this is indeed a significant advantage. Finally
they give you a +10 bonus to your Initiative. The only drawback is
that you will be a pure melee fighter only.
AP to use: 10
Maximum Range: 1
Armor Penetration: 80
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 34
Thunder Hammer and Storm Shield-Yet another melee powerhouse. While
I actually prefer the Lightning Claws over this weapon, there's no
denying the impact this weapon brings. It utterly crushes armour
and vehicles, it takes a miracle to survive the incredible damage
this weapon inflicts. You also get a +10 bonus to your Initiative
with this weapon. In the table-top game, the Storm Shield provides
the Terminator with a protective force-field. I believe its purpose
here is purely cosmetic. The only drawback with this weapon is that
you will be a pure mele fighter only.
AP to use: 10
Maximum Range: 1
Armor Penetration: 150
Maximum Character Damage Potential: 110
Maximum Heavy Armor Penetration: 100
<>
Krak Missile-these easily penetrate armour and do
fantastic amounts of damage. The only drawback
is that it's the only missile without an area of
effect. These will be the your most used missiles
until you build up a good supply of Melta Missiles
AP to use: 28
Blast Radius: 0
Armor Penetration: 80
Maximum Character Damage Potential: 150
Maximum Heavy Armor Penetration: 24
Frag Missile-stronger than the Frag Grenade
but it's ability to go through armour is still
suspect. Considering the amount of time it takes
to fire a missile, there's really no point in taking
these as you usually have other options available
that are more efficient
AP to use: 28
Blast Radius: 1
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Melta Missile-extremely destructive, these are
the equivalent of getting hit by a Meltagun but
with an area of effect as well. The premiere
missile of the game, when you accumulate a decent
supply of these-the Missile Launcher will really
jump up in value
AP to use: 28
Blast Radius: 1
Armor Penetration: 80
Maximum Character Damage Potential: 110
Maximum Heavy Armor Penetration: 26
Plasma Missile-essentially the same as the Plasma
Grenade, however unlike the Plasma Grenade I wouldn't
recommend picking these as there's a much better
option available in the Melta Missile
AP to use: 28
Blast Radius: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 11
Blind Missile-drops off a cloud smoke which keeps
the enemy from seeing you. This is very useful
in trying to prevent people from successfully
shooting you. The Blind Missile gives you significantly
more cover than the Blind Grenade does
AP to use: 28
Blast Radius: 5
Anti-Plant Missile-destroys trees and other plants in a big radius
and that's it. Almost useless in many situations but if you're
in a plant-infested area and need to clear it these grenades
can be handy. I'd still recommend against bringing them except
for Targets of Opportunity, they just end up taking space for
other equipment.
AP to use: 28
Blast Radius: 2
<>
Krak Grenade-it's good at penetrating armour and
inflicts incredible damage but it's not nearly as
effective as its missile counterpart.
AP to use: 15
Blast Radius: 0
Armor Penetration: 60
Maximum Character Damage Potential: 110
Maximum Heavy Armor Penetration: 24
Frag Grenade-with little chance of penetrating
armour, this weapon is used more for it's blast
radius and the fact that you have so many of them.
They're best used to distract strong enemies in
Overwatch or to cause some harm to weak enemies
like Chaos Cultists, Pink and Blue Horrors
AP to use: 15
Blast Radius: 1
Armor Penetration: 30
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Blind Grenade-drops off a cloud smoke which keeps
the enemy from seeing you. This is very useful
in trying to prevent people from successfully
shooting you
AP to use: 15
Blast Radius: 1
Plasma Grenade-these are just frag grenades with
much improved armour penetration. They're ability
to penetrate armour is still inconsistent but they're
certainly a big improvement over the humble Frag Grenade
AP to use: 15
Blast Radius: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 11
Rad Grenade-these grenades are quite effective at
penetrating armour and have a big blast radius. Once
a Rad Grenade goes off, it permanently leaves a field
of deadly radiation behind. Since it occupies a large
area and is invisible, be careful where you throw it
in case you have to cross an area that you ended up
irradiating. These grenades are excellent for keeping
Chaos forces at bay or hemming them in. Many Chaos
Marines have met their end trying to run through a
radiation field
AP to use: 15
Blast Radius: 2
Armor Penetration: 55
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 11
Vortex Grenade-the deadliest weapon in the game, make
sure you don't miss as it forms a vortex that destroys
anything within its blast radius before disappearing.
There's only 1 for you to find in the missions, so use
it only when the situation is really dire.
AP to use: 15
Blast Radius: 1
Maximum Character Damage Potential: Destroyed if hit
Maximum Heavy Armor Penetration: Destroyed if hit
Stasis Grenade-encases the victim in a force field which
completely removes all their AP, however it makes them
immune to damage. As a test I did throw a Vortex Grenade
at some enemy in stasis and it did suck them up so certain
attacks will bypass stasis.
AP to use: 15
Blast Radius: 1
Anti-Plant Grenade-destroys trees and other plants in a big radius
and that's it. Almost useless in many situations but if you're
in a plant-infested area and need to clear it these grenades
can be handy. I'd still recommend against bringing them except
for Targets of Opportunity, they just end up taking space for
other equipment.
AP to use: 15
Blast Radius: 2
Haywire Grenade-It causes guns in ordinary foes to shut down
and I've instantly blown up Dreadnoughts and Chaos Predators
with this weapon. However when I used it on Chaos Terminators,
they were able to shoot and move. So watch what version of
the game you're using.
AP to use: 15
Blast Radius: 1
Maximum Heavy Armor Penetration: Automatic if hit
Melta Bomb-This is a time bomb that you place at your feet.
A timer will then be set for detonation, make sure you get
out or you'll be caught in a blast that hits with the power
of a Meltagun. This is a good weapon for leaving in front
of groups of foes and then running away
AP to use: 15
Blast Radius: 1
Armor Penetration: 80
Maximum Character Damage Potential: 110
Maximum Heavy Armor Penetration: 34
<>
Laspistol-These are useable by Chaos Cultists only. No one
else uses one and with good reason. The Laspistol has very
little penetration, don't be surprised if a Marine gets hit
by 10 Laspistol shots and he comes out without a scratch.
Not only that but it's also slow to fire.
AP to use: 15
Maximum Range: 16
Armor Penetration: 30
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 9
Combi-Bolter-Firing 2 bolts at once but lacking sustained fire,
the Combi-Bolter lies between a Bolter and Storm Bolter in terms
of effectiveness. Mind you by the time you make your first
encounter with a Chaos Terminator, your men should all be at least
Heroes with a number of Mighty Heroes amongst them. With high
Toughness and Power Armour or Terminator, Combi-Bolters aren't much
of a threat to you unless they get lucky. Usable only by Chaos
Terminators
AP to use: 10
Maximum Range: 24
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Combi-Melta-relying on the Bolter when you're outside of Meltagun
range, this is a very dangerous combination as the Meltagun will
cut through your armour and inflict tremendous damage to you as well
as significantly weakening your armour. Useable only by Chaos
Terminators
AP to use: 15
-Bolter-
Maximum Range: 24
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
-Meltagun-
Maximum Range: 12
Armor Penetration: 80
Maximum Character Damage Potential: 110
Maximum Heavy Armor Penetration: 24
Combi-Flamer-this is an annoying combination to face but at least
it doesn't present the danger that the Combi-Melta does. The Chaos
Terminator will open up with the Bolter while you're out of Flamer
range but once your within range, then you can expect an incoming
fireball. The main purpose of the Combi-Flamer is to set your men
on fire in order to render them helpless. Useable only by Chaos
Terminators
AP to use: 15
-Bolter-
Maximum Range: 24
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
-Flamer-
Maximum Range: 8
Blast Radius: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Auto-Cannon-this is one of the most deadliest weapons waiting for
you. With superior range and sustained fire rate, it's a match in
effectiveness with your Terminator's Assault Cannon. This weapon
will easily chop through your armour and does tremendous damage as
well as seriously downgrading your armour's effectiveness. Be
sure to make any Chaos Terminator carrying this weapon a priority.
Usable by Chaos Terminators only
AP to use: 20
Sustained Fire Cost: 4
Maximum Range: 40
Armor Penetration: 80
Maximum Character Damage Potential: 110
Maximum Heavy Armor Penetration: 20
Chain Axe-essentially equal to a Power Sword but without the
Initiative bonus and a slight decrease in depleting armour.
This weapon isn't much of a threat to you unless your Marine is
an Apothecary or armed only with a Combat Knife.
AP to use: 10
Maximum Range: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 16
Bloodthirster Whip-being on the receiving of this weapon
is a death sentence and will shear through even Terminator
armour with ease, so make sure to avoid getting close
to the Bloodthirster.
AP to use: 10
Maximum Range: 3
Armor Penetration: 80
Maximum Character Damage Potential: 70
Maximum Heavy Armor Penetration: 24
Axe of Khorne-as nasty as the Bloodthirster Whip is, the
Axe of Khorne a Bloodthirster wields is even more powerful.
All the more reason not to get close to a Bloodthirster
AP to use: 10
Maximum Range: 1
Armor Penetration: 90
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 24
Hell Blade-wielded by Bloodletters, this is a pretty
nasty weapon that's on par with getting smacked by a
Power Axe, it's also effective against vehicle armour
AP to use: 10
Maximum Range: 1
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 24
Lord of Change Claws-while not as potent as the
weapons of a Bloodthirster, the other Greater Daemon
can still cut through armour easily so you'll
want to shoot it from a distance.
AP to use: 10
Maximum Range: 1
Armor Penetration: 70
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 13
Flesh Hound Jaws-in most cases the mediocre armour
penetration means that the Flesh Hound will often
fail to cause injury, however it has so much AP to
work with that it can unload flurries of attacks that
wear you down
AP to use: 10
Maximum Range: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 11
Flamer-the Daemon's flame throwing ability is
identical to it's namesake weapon. It's not
likely to injure you but being set on fire is
never fun
AP to use: 15
Maximum Range: 8
Blast Radius: 1
Armor Penetration: 50
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Pink Horror Attack-the melee attacks of a Pink Horror
are just the equivalent of a Combat Knife
AP to use: 10
Maximum Range: 1
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 10
Blue Horror Attack-even weaker than a Combat Knife,
this has little chance of harming your troops
AP to use: 10
Maximum Range: 1
Armor Penetration: 30
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 9
<>
Medi-Pack-This will heal your men for a varying amount. This
is going to be a life-saver especially in the early game when
your health is low to start with and easily injured. Once you
have the Apothecary available, this isn't nearly as important
though still nice to have
AP to use: 10
Scanner-It takes a bit of getting used to but once you
get used to reading the display, this is a very useful item
to have. It'll detect enemies through walls and other barriers.
However it doesn't tell what level they're on, so you're going
to have to find out yourself. The representation is as follows:
Chaos Space Marines are represented by a red dot.
Daemons are yellow dots.
Ultramarines are blue dots.
Ultramarine vehicles are blue squares.
Chaos vehicles are red squares.
Radiation is a green dot
The Scanner isn't as useful as the Psyker power Scan (except for
detecting radiation after using a Rad Grenade), but it's good to
have when you don't want to pick Scan as one of your power choices
AP to use: 15
**VEHICLES**
Ultramarine Rhino-This is an extremely tough transport vehicle that is
laden with very heavy armour which lets it withstand most attacks, even
the treads are highly resistant to damage. It carries 5 Terminators or
10 regular Space Marines-Marines inside can shoot from sides or rear.
It can withstand punishment but it'll be relying on the support of others
in a fight as it just has twin-linked Bolters on a turret. These weapons
are identical to the Combi-Bolter used by Chaos Terminators.
Armor Level
Hull Front Armor: 20
Hull Left Armor: 18
Hull Right Armor: 18
Hull Rear Armor: 18
Tread Front Armor: 15
Tread Left Armor: 15
Tread Right Armor: 15
Tread Rear Armor: 15
Turret Front Armor: 12
Turret Left Armor: 12
Turret Right Armor: 12
Turret Rear Armor: 12
Ultramarine Predator-This is a mighty attack vehicle that is laden
with very heavy armour which lets it withstand most attacks, even
the treads are highly resistant to damage. It packs lots of firepower
as it has an Autocannon and a Bolter on a turret. The Bolter is the
same as any others but the Autocannon is a unique weapon that has the
following stats:
AP to use: 20
Maximum Range: 72
Blast Radius: 1
Armor Penetration: 70
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 26
It's a great weapon which has fantastic range, is very effective
against armour, has an area of effect and causes tremendous damage
for a low AP cost by Heavy weapon standards. However I couldn't help
but be a bit disappointed by it. I was hoping for something with
even heavier damage.
Armor Level
Hull Front Armor: 20
Hull Left Armor: 18
Hull Right Armor: 18
Hull Rear Armor: 18
Tread Front Armor: 15
Tread Left Armor: 15
Tread Right Armor: 15
Tread Rear Armor: 15
Turret Front Armor: 22
Turret Left Armor: 22
Turret Right Armor: 22
Turret Rear Armor: 22
Ultramarine Landspeeder-This is a very fast vehicle. Unlike all
the other vehicles which have an AP of 60, the Landspeeder has
a whopping 90 AP. This allows the Landspeeder to fire off a
significant number of shots with it's devastating arsenal. The
Landspeeder has a Heavy Flamer and Multimelta which makes it
absolutely lethal against any type of target albeit at
short-medium ranges. The big drawback with the Landspeeder is
that it's armour is very low and can potentially be damaged
by any form of attack
Armor Level
Hull Front Armor: 10
Hull Left Armor: 12
Hull Right Armor: 12
Hull Rear Armor: 12
Tread Front Armor: 8
Tread Left Armor: 7
Tread Right Armor: 7
Tread Rear Armor:7
Turret Front Armor: N/A
Turret Left Armor: N/A
Turret Right Armor: N/A
Turret Rear Armor: N/A
Ultramarine Dreadnought-This is truly an impressive war machine.
Backed by extremely strong armour in every location, the Dreadnought
has no difficulty wading through Bolter fire to demolish its foes.
It has an Assault Cannon and Missile Launcher to wreak havok-the
Assault Cannon is identical to what you see on a Terminator but
the Missile Launcher has only Frag Missiles. It does have sustained
fire so that it fires at 12 AP instead of 30, shooting either weapon
gets you into sustained fire mode for both weapons.
Armor Level
Leg Front: 19
Leg Left: 17
Leg Right: 17
Leg Rear: 17
Body Front: 20
Body Left: 18
Body Right: 18
Body Rear: 18
Right Arm Front: 18
Right Arm Left: 16
Right Arm Right: 16
Right Arm Rear: 16
Left Arm Front: 18
Left Arm Left: 16
Left Arm Right: 16
Left Arm Rear: 16
Chaos Rhino-This is an extremely tough transport vehicle that is
laden with very heavy armour which lets it withstand most attacks, even
the treads are highly resistant to damage. It carries 5 Terminators or
10 regular Space Marines-Marines inside can shoot from sides or rear.
It can withstand punishment but it'll be relying on the support of others
in a fight as it just has twin-linked Bolters on a turret. These weapons
are identical to the Combi-Bolter used by Chaos Terminators. In the
missions you won't be facing any Chaos Rhinos, but you can see what it
would be like when you use your Rhino against Chaos forces. Also you
can use the Scenario editor to try fighting one
Armor Level
Hull Front Armor: 20
Hull Left Armor: 18
Hull Right Armor: 18
Hull Rear Armor: 18
Tread Front Armor: 15
Tread Left Armor: 15
Tread Right Armor: 15
Tread Rear Armor: 15
Turret Front Armor: 12
Turret Left Armor: 12
Turret Right Armor: 12
Turret Rear Armor: 12
Chaos Predator-This is a mighty attack vehicle that is laden
with very heavy armour which lets it withstand most attacks, even
the treads are highly resistant to damage. It packs lots of firepower
as it has an Autocannon and a Bolter on a turret. The Bolter is the
same as any others but the Autocannon is a unique weapon that has the
following stats:
AP to use: 20
Maximum Range: 72
Blast Radius: 1
Armor Penetration: 70
Maximum Character Damage Potential: 80
Maximum Heavy Armor Penetration: 26
It's a great weapon which has fantastic range, is very effective
against armour, has an area of effect and causes tremendous damage
for a low AP cost by Heavy weapon standards. Even your Terminators
wouldn't withstand it for long
Armor Level
Hull Front Armor: 20
Hull Left Armor: 18
Hull Right Armor: 18
Hull Rear Armor: 18
Tread Front Armor: 15
Tread Left Armor: 15
Tread Right Armor: 15
Tread Rear Armor: 15
Turret Front Armor: 22
Turret Left Armor: 22
Turret Right Armor: 22
Turret Rear Armor: 22
Chaos Dreadnought-This is truly an impressive war machine.
Backed by extremely strong armour in every location, the Dreadnought
has no difficulty wading through Bolter fire to demolish its foes.
This armoured behemoth is totally identical to your Dreadnought except
that it has twin-linked Heavy Bolters and a Thunder Hammer for weaponry.
This makes it weak against vehicles unless it gets close to them. Against
regular enemy it'll rip them apart with ease via the Heavy Bolters and
can easily take out many foes in a single turn.
Armor Level
Leg Front: 19
Leg Left: 17
Leg Right: 17
Leg Rear: 17
Body Front: 20
Body Left: 18
Body Right: 18
Body Rear: 18
Right Arm Front: 18
Right Arm Left: 16
Right Arm Right: 16
Right Arm Rear: 16
Left Arm Front: 18
Left Arm Left: 16
Left Arm Right: 16
Left Arm Rear: 16
**PSYKER POWERS**
Hellfire-this is a very useful ability, it inflicts tremendous
damage and has a good chance of piercing through enemy armour
plus fills a large area. But the biggest advantage is that
it's likely to set your foes on fire. Simply a great choice
for an offensive option
Range: 24
Force Points: 2
Level: 2
Radius of Affect: 2 for the bottom, 1 for the column
Armor Penetration: 60
Maximum Character Damage Potential: 90
Maximum Heavy Armor Penetration: 20
Lightning Arc-it hits with all the power of Hellfire but there's
a lot less utility to it in comparison. Unless you manage to kill
someone with the Lightning Arc, it won't jump to another target and
even if it does jump-it'll jump to the nearest target which includes
your own troops.
Range: 24
Force Points: 3
Level: 3
Armor Penetration: 60
Maximum Character Damage Potential: 90
Maximum Heavy Armor Penetration: 27
The Gate-when used you must click once to set the opening
gate and then click again to set the gate where your men
will end up. While the gate is there, any number of individuals
can go through it and so it can make a nice shortcut for moving
large numbers of troops. However the thing to remeber is that
all instanteous transport spells work by line of sight, so in
many places a Librarian won't be able to get even close to
maximum range out of this power. Also your men have to go
through the gate on their own, so they'll have to expend at least
a bit of AP. Still this is a pretty decent power.
Range: 18
Force Points: 1
Level: 1
Assail-this simply knocks a foe back one step when use it
on them. With no other effect than that, this is easily one
of the most worthless powers in the game
Range: 24
Force Points: 1
Level: 1
Displacement-when used you must click once to set the target
of who will be warped and then if you click again, your men
will appear there instantly. Unlike Gate, your men don't have
to move an inch to get transported. And while you can't have
a unlimited number of Marines go through, the 2x2 area effect
means that you can usually teleport a fairly large cadre of
Marines. The biggest drawback of this ability is that it works
by line of sight.
Range: 18
Force Points: 2
Level: 2
Radius of Affect: 2
Machine Curse-I find this quite useful a spell, not only does
it prevent enemy units in a large area from being able to shoot
you but when it says that it immobilizes vehicles, what isn't
mentioned is that Terminators are also made immobile by this spell
Range: 24
Force Points: 2
Level: 2
Radius of Affect: 2
Scan-This is a nice spell which when cast will let you see all
the enemies within the area of effect until the end of your turn.
With this ability you'll see enemy through walls and differing
height levels that would otherwise hide them. Once you scope
them out it's easy to plan how to deal with them. If you're
in a single-storey area and got the hang of reading a Scanner,
there's little need for Scan
Range: 36
Force Points: 1
Level: 1
Radius of Affect: 36
Quickening-This is a fantastic power which doubles the number
of Attacks by a person in melee and it increases their AP by
25. A great spell that anyone can find useful but Marines
who are strong melee fighters or carry powerful weapons with
sustained fire will really be able to mop up the enemy when
under the influence of this spell
Range: 6
Force Points: 2
Level: 2
Strength of Mind-will protect friendly units from being affected
by a Psyker ability. This is too specialized a power and in any
given mission you only face a couple of Chaos Sorcerers that you
can easily bombard into oblivion so there's not much point in taking
this up. However it offers real protection unlike Aura of Fortitude
Range: 6
Force Points: 2
Level: 2
Radius of Affect: 6
Smite-This is an all or nothing power. Even if you successfully
cast it, it might not have any effect on the intended victim.
However it can automatically kill those in the blast radius who
are affected by the psychic attack. If it caused damage on those
who successfully resisted, this would be a much better choice but
as it stands, Smite is too chancy a power. I once nailed a group
of 4 Chaos Cultists with Smite and though it activated, none of
them were harmed. But on the next turn I tried it on a group of
3 Chaos Marines including one who was likely to be at least an
Aspiring Champion and it totally killed them all. Still it can
be a useful choice if you're willing to accept the gamble
Range: 24
Force Points: 3
Level: 3
Radius of Affect: 2
Iron Arm-This power doubles the target's Strength up to 100 and it gives
a whopping +20 bonus to their Toughness. This is very useful for those
who are dedicated to getting into melee combat and will even turn a guy
using a Combat Knife into a killing machine. Used on Space Marine with
high Toughness it'll make him practically immune to regular Bolters
Range: 3
Force Points: 2
Level: 2
Teleportation-instantly transports your Librarian, but this is a big
waste as it already takes him 20 AP to use a psyker power and it's
still affected by line of sight. You can often run to a destination
using less AP than if you teleported there.
Range: 24
Force Points: 1
Level: 1
Psychic Shield-this spell grants some increased resistance to damage from
gunfire and melee weapons. The fact that it only works on the Librarian
and doesn't grant much protection significantly downgrades the usefulness
of this power.
Range: 0
Force Points: 1
Level: 1
Destroy Daemon-this power destroys daemons in a single shot but this is way
too specialized a power and daemons can resist it. So this is a rather
worthless power to choose
Range: 24
Force Points: 2
Level: 2
Holocaust-everyone within range gets nailed by the equivalent of a Flamer.
However despite the appearance of being set on fire, no one is actually
burning so there's no damage over time and no panicking. This ability is
only effective against units that are low in armour and Toughness, this
combined with the fact that it's going to nail your Librarian as well as
other friendly units in range makes this an absolutely awful ability to
choose. I suspect the lack of any effect from being set on fire with
this ability is due to a bug of some kind, perhaps later versions of
this game will have fixed it.
Range: 12
Force Points: 3
Level: 3
Radius of Affect: 12
Scourging-this is nothing more than a Bolter shot that doesn't
miss and is more effective against vehicles. However it costs far
less AP to simply pull the trigger on a Bolter. Picking this
ability would be a big waste
Range: 24
Force Points: 1
Level: 1
Armor Penetration: 40
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 19
Purge Psyker-attempts to blow out an enemy Psyker's mind.
The range is great, however it is an all or nothing power
where the enemy Psyker is killed or is totally unhurt and they
rarely fail to resist this. That and the fact it only works on
enemy Psykers makes this an awful power to choose.
Range: 36
Force Points: 1
Level: 1
Aura of Fire-This power has the nice effects of greatly reducing the
likelihood of your Librarian being injured by any sort of attack
(keep in mind that his armour will still be taking damage) and it
inflicts damage on those who try to engage him in melee. The big
problem is that the Librarian is often already a tough customer
and certainly has no problems destroying foes in melee. So the
utility of this spell goes down significantly especially since it can't
be used on anyone else. Still if you like getting your Librarian
to mix it up, this is a great power.
Range: 0
Force Points: 1
Level: 1
Vortex-this is the most devastating spell in the game and will
destroy anything that comes into contact with it. The big
radius and killing power of this spell is its strength and also
its weakness. If the vortex is set off prematurely such as by
accidentally coming into contact with an obstacle of some kind,
then it's fairly easy for your Librarian and surrounding Marines
to get sucked into the vortex. This is a powerhouse spell and
very good but I only really used this a few times in all the
missions I've played and if you already have a good offensive
spell, then it's a bit redundant to use the mighty yet unpredictable
Vortex power.
Range: up to 18
Force Points: 3
Level: 3
Radius of Affect: 2
Storm of Wrath-if you successfully cast this spell, any enemy
unit within range has to make a successful Leadership test or
they can't go any further. This is rather useless as those
who manage to be affected by the Storm of Wrath can still shoot
or throw grenades at you and at the range this spell works,
pretty much anyone can take shots at you.
Range: 12
Force Points: 3
Level: 3
Radius of Affect: 12
Aura of Fortitude-it supposedly protects from psychic attacks and
works on all friendly units within a very large radius. However
it's protection must be very weak as Chaos Sorcerers of the lowest
rank seem to have no problems using psyker powers on me while I have this
power on. Besides even if it did offer REAL protection, this is just
too specialized a power and as it stands it's really a horrid choice
Range: 9
Force Points: 1
Level: 1
Radius of Affect: 9
Pink Fire of Tzeentch-this spell casts a stream of pink fireballs
at it's victims and while it penetrates armour quite effectively
and is good against vehicles, this spell has pathetic range
This spell is usable only by Chaos Sorcerers and Lord of Change
Range: 6
Force Points: 1
Level: 1
Armor Penetration: 60
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: 24
Bolt of Change-It looks like a lightning bolt coming out of the
sky and once I had a full strength Space Marine get nailed by this
spell and it utterly annihilated him. This spell is extremely
potent, good thing the range is short and not easy to cast or else
Chaos Sorcerers will really be a huge threat. Usable only by
Chaos Sorcerers and Lord of Change
Range: 12
Force Points: 2
Level: 2
Armor Penetration: 120
Maximum Character Damage Potential: Instant death if hit is successful
Maximum Heavy Armor Penetration: 24
Tzeentch's Fire Storm-Contrary to what was said, this spell doesn't
cause Pink Horrors to be sucked back into the warp as a side-effect.
What it does is lay down a very large field of fire that goes through
armour very effectively. However it doesn't set people on fire and
doesn't linger like Hellfire does. While this is a powerful spell,
Hellfire is the more dangerous of the two plus it's easier and cheaper
to cast. Usable only by Chaos Sorcerers and Lord of Change
Range: 24
Force Points: 3
Level: 3
Radius of Affect: 6
Armor Penetration: 70
Maximum Character Damage Potential: 60
Maximum Heavy Armor Penetration: No Effect
**ENEMIES**
Chaos Cultist: these guys are nothing but cannonfodder. However
they can be quite dangerous when in large numbers especially when
they keep hurling grenades at you. But individually they're nothing,
they have little armour, poor accuracy and feeble health plus the weapon
they carry is really bad.
Chaos Marine: when you first face these guys, they present significant
danger to new and Veteran Marines. However as you become Heroes or
better and Assault and Terminator Squad become available-the average
Chaos Marine wielding a Bolter no longer becomes a threat. Sure the
Chaos Marine is a very accurate shot and can withstand a lot of Bolter
fire. But your powerful Marines are almost invulnerable to their Bolter
fire and you'll have a large arsenal of powerful weapons to work with.
For players starting out, try to focus your Heavy weapon troops on them
while your other Marines concentrate their Bolters on individual Chaos
Marines. Krak Grenades are common and are useful against them as well.
A Chaos Marine standing still can fire off 4 shots from his Bolter
so keep that in mind when fighting them. One thing to beware of is that
some Chaos Marines will carry a Plasma Gun, Meltagun, Flamer, Heavy Bolter,
Missile Launcher, Lascannon or Multimelta. Even powerful Marines should
be careful of them when you see them so armed.
Chaos Marine (Aspiring Champion): You can't tell by sight who's if it's
a regular Chaos Marine or someone better. What I do know is that when the
Chaos Marine (Aspiring Champion) debuted, I fought a number of Chaos Marines
who were able to absorb more punishment than normal. Also I noticed that
increasingly more Chaos Marines seemed to be carrying Special and Heavy
weapons. Still they're not going to pose that much more of a problem than a
regular Chaos Marine
Chaos Marine (Mighty Champion): I started coming across Chaos Marines who
really took a lot of punishment that would normally kill a regular Chaos
Marine in a single shot and these guys were often carrying powerful weapons.
Some might have been Aspiring Champions but after reading the debriefing,
I probably encountered a number of Mighty Champions who made their debut.
Chaos Marine (Exalted Champion): You never face these in the missions,
so I had to test them in the scenario editor. They're very hardy indeed
Chaos Sorcerer: Since they just carry Bolt Pistols and Chain Swords,
these guys are easy pickings for Assault Marines and even your average
Bolter-wielding Marine had an easy time bringing them to an early grave.
Sometimes they got in close enough to cast some magic but they would often
botch it. Their favourite tactic though seems to be to toss some grenades
or open up on you with their Bolt Pistols. A Chaos Sorcerer has a limited
selection of Psyker powers available to your Librarian but he also has
unique Chaos spells to choose from. The Chaos Sorcerer can either Hellfire,
Lightning Arc, Assail, Machine Curse, Scan, Pink Fire of Tzeentch, Bolt of
Change and Tzeentch's Fire Storm
Chaos Sorcerer (Champion): You can't tell the difference between these
and the regular kinds other than the Chaos Sorcerer (Champion) being
somewhat tougher. It still doesn't take much to kill them
Chaos Sorcerer (Master): These guys are another story. I've seen one
withstand a direct hit with full powered Heavy Plasma Gun and still have
plenty left over before succumbing to a Heavy Bolter barrage. They're
also far more likely to get their magic working correctly
Chaos Sorcerer (Lord): I've only fought these in Mission 13 and from
what I've seen they have the same casting skill as a Chaos Sorcerer
(Master). I'd imagine they're tougher as well but I won't be able
to tell as a few Assault Cannon rounds and a Thunder Hammer made quick
work of them
Chaos Chaplain (Champion): These guys carry a Bolt Pistol and Power
Sword. I found them to be chumps who gave up the ghost quickly enough
when they're on the receiving end of a Power Fist, even a barrage of
Bolter shots can really cut into them
Chaos Chaplain (Mighty Champion): These guys are significantly tougher
and will put up a good struggle at times against even Mighty Hero
Assault Marines. So expect a bit of a workout when fighting these guys
Chaos Chaplain (Exalted Champion): Wow, these guys are seriously tough.
I've had Mighty Hero Assault Marines face these guys in combat and barely
come out standing. I say shoot them, don't brawl with them unless you're
a Terminator
Chaos Lord: There's only one true Chaos Lord and that's Zyrman. He's
the only one that carries the Power Sword and Plasma Pistol combo. Chaos Lord
is also the highest rank of a Chaos Chaplain in this game and still retain
the usual Bolt Pistol and Power Sword combo. You'll only see Chaos Chaplains
who are of the Chaos Lord rank in Targets of Opportunity. Even tougher and
harder to scrap than a Chaos Chaplain (Exalted Champion), these guys are a
serious threat in melee. So for Zyrman and other Chaos Lords, shoot them
with your guns or send in Terminators for melee not Assault Marines
Chaos Terminator: These are very tough Chaos units and once you see them, you
know you're in the big leagues. Supposedly it carries a Power Fist and
Combi-Bolter but can instead use Combi-Melta, Combi-Flamer, Auto-Cannon,
Power Axe or Chain Axe. I've actually rarely seen a Chaos Terminator using
a Power Fist; Power Axes and then Chain Axes are far more likely though the
Combi-Bolter is certainly most common. Make sure to focus your priority on a
Chaos Terminator with an Auto-Cannon, plus keep your distance when you face a
Chaos Terminator who's carrying something other than a Combi-Bolter. They're
fairly easy to fight in melee though sometimes some of them are armed with
Power Fists and can do some real heavy damage. Against those guys, give them
a taste of your Heavy weapons or Flamers
Chaos Rhino: They're not available to fight in the missions so I made my
own scenario where I fought these. So long as you have the power to harm
them, they're actually easy to fight as they lack the firepower to really
harm anyone tough.
Chaos Predator: These are dangerous vehicles and should be destroyed as soon
as possible otherwise they'll wear you down with heavy bombardment. Since they
have only mediocre aim, taking cover normally protects quite well except when
you get caught in the blast radius. The easiest way to destroy them is to jump
someone in and drop a Haywire grenade on them, otherwise they can ignore most
attacks with their heavy armour
Chaos Dreadnought: Very few attacks will hurt this behemoth and it can really
land devastating attacks against your troops with its Heavy Bolters and Thunder
Hammer. The easiest way to destroy one is to use a Haywire grenade on it.
Pink Horror: They're stats are okay but they have no armour and go down
pretty easily even under regular Bolter fire. Even an Apothecary can
consistently kill these guys in melee, so there's little danger
from a Pink Horror unless your Marine is already close to death
The lack of armour depletion, something which all daemons have
is meaningless as they have no armour.
Blue Horror: With poorer stats than a Pink Horror, these guys are actually
less dangerous in a fight than the Chaos Cultist. Their ability
to not get armour depletion doesn't help them much as they have no
armour
Flamer: These annoying buggers can often take a good pounding before
disappearing. NEVER FIGHT THESE GUYS IN MELEE UNLESS YOU'RE CERTAIN TO
KILL IT IN ONE ROUND, in melee it'll just be pouring flames on you.
In fact that's what makes this creature a big threat, it'll keep trying
to get within range and then hose you down with fire. Many Space Marines
have been set on fire and subsequently slaughtered this way. As with all
daemons, it's armour won't degrade so I recommend unloading either alot
of shots or else hitting it with a powerful Heavy weapon that inflicts
extremely high damage
Lord of Change: Extremely durable and devastating in melee combat, the
Lord of Change is even a powerful psyker who can use with ease Pink Fire
of Tzeentch, Bolt of Change and Tzeentch's Fire Storm. Since it has the
daemon's ability to not have armour degradation it takes an incredible amount
of punishment due to its fantastic Toughness and Health. An Assault Cannon
backed up with lots of gunfire from other weapons is effective against
the Lord of Change, but against such a foe-a Vortex Grenade looks mighty
tempting
Khorne Berserker: With their enchanted armour, the Khorne Berserkers
can withstand more punishment than a regular Chaos Marine. While their
favourite tactic is to charge in and fight you in melee, sometimes they'll
elect to shoot at you with their pistols. While most aren't a match for
your melee specialists some Berserkers are well equipped and can really
inflict alot of damage on you. A Khorne Berserker is typically armed with
a Bolt Pistol and Chain Sword but can instead use a Hand Flamer, Plasma Pistol,
Chain Axe, Power Axe or Power Fist
Flesh Hound: They're fast and fairly durable but they're not that effective
in melee which is the only way for them to do damage to you. It has your
typical daemon ability not to get armour degradation but it doesn't take
much to harm a Flesh Hound if its armour fails it. Just keep shooting or hitting
and it'll disappear soon enough
Bloodletter: They're quite strong in melee if they ever get the chance to hit
you and that's the kicker. A strong melee unit can rip these guys apart with
ease as are units with powerful guns. Their Health and Toughness are good as
is their armour. The daemon ability to not get armour depletion really does
help these guys a fair bit. Still expect some easy experience out of these guys
unless you're really unlucky.
Bloodthirster: The most powerful daemon in the game, the Bloodthirster is
extremely hard to harm and hits with monstrous force. Since its weapons are
exceptionally long, it can engage you in melee combat while outside of your
reach. It doesn't have the daemon ability to not get armour depletion but
a Bloodthirst as it has armour that is Terminator quality and high Toughness.
This brute will smash through you in melee so best to shoot at it with powerful
weapons especially those with high strength and sustained fire. A Vortex Grenade
might be tempting too
**HINTS**
-Targets of Opportunity provide you with Experience and items
outside of the primary missions. If you go on a primary mission,
you can't go on any Targets of Opportunity that you just ignored.
All Targets of Opportunity are random in what forces you face
and the items you can get. So make sure to save before going
on a Target of Opportunity, this is in case you get real crappy
prizes like chests full of Anti-Plant Grenades and unusable
Chaos weapons (I had it happen before).
-The stats you gain in leveling up is somewhat random. Save
sometime before you finish a mission in case you get poor
improvement of your stats
-If there's still ammo left in a clip that you've used, the clip
will be completely refilled once you return from a mission. So
it's better to switch out clips if you have 1 shot left than it
is to completely use up the clip
-Hitting someone in the back or side in melee guarantees that
you get the first strike
-Unless you're trying to keep an opponent alive to get more
Experience out of him, use Beat Down as much as possible when
you're going into melee
-Make sure that everyone gets at least a single shot off on the
enemy no matter how ineffective it is, attending a mission is just
a measly 25 Experience but taking part in combat gets you an extra
125 Experience.
-Always make sure to open up chests (alter screen to 25% if you have
to look for them), the contents in chests that have been opened will
automatically be brought to the Marines' arsenal once a mission ends.
Additionally you can make use of them immediately so long as you have
a character able to use that type of item.
-Overwatch means that Marine will take shots whenever an enemy enters
his firing range and line of sight. He'll do so even when the odds
of hitting are almost impossible. Not only that but you don't get to
choose who to shoot at first, so be wary of relying on Overwatch.
Still Overwatch can be fantastic
-Assault Squads are significantly hindered when fighting in forests,
jungles, industrial sectors and swamps. These places have so many
trees and obstacles on the ground and overhead that the Assault Marines
can't use their Jump-Packs to land successfully. So you'll have to be
opportunistic and use a series of small jumps in these situations.
Also don't forget that Jump-Packs use line of sight plus an especially
difficult jump might make you deviate from your intended landing spot.
-Switch out Marines from squads that they're not suitable for and
bring in who you feel is the best choice for that type of team.
Also Terminators don't get improvement when they go up a level so
make sure to switch them out before they're about to level up
-Sometimes enemy reinforcements are teleported in. Areas that feel
suspicious but have no one detected by your scanners, are likely
places for such an ambush
-There's no limit to the number of Scanners or Medkits in the Marine
armoury, so fill'er up.
-Besides chests, items can be found out in the open so make sure to
keep an eye out for treasure
-Always try to fight from high ground as it gives your enemies a
penalty to attack.
-Ducking behind cover isn't always the best idea, for instance
where a Chaos Cultist might normally shoot at you with his Laspistol,
he'll instead hurl his grenades at you since he can't hit you with
his gun. Still in general, it's a good idea to duck out of sight
before your enemy can get a shot away
As for myself, I rarely used grenades. After 15 missions, I used
4 Krak Grenades altogether. Sure they're very useful but it was
just a hassle for me to keep placing an assortment of grenades on
my Marines during the equipping phase. So now I'm just playing
individual scenarios to test out equipment I never used before.
I was more of a gunner and melee person than anything. It wasn't
too hard to survive attempts by the enemy to ambush me, especially
when the Terminator Squad becomes available. I'd simply use a
Scanner to see what's out there and then send in the Terminator
with an Assault Cannon and have Quickening cast on him so he can
wreak havok. While it was tough initially to get everyone to Hero
or better status, once you get everyone with at least enough
experience to hold their own-it becomes really easy to just have
a couple of guys get massive numbers of kills during a Target of
Opportunity until everyone in your 3 Squads and HQ become Mighty
Heroes. Believe me, if you can survive the first two missions
without anyone dying then the rest of the missions will be smooth
sailing as your troops get more experience and better weapons.
I actually find that the Targets of Opportunity were often far more
dangerous.
**WALKTHRU**
A number of the enemy are really just improved versions of earlier
units (ie have greater experience level). Since you can't tell the
level of your enemy, I will just refer to them by their base type.
At the briefing, it'll mention what exactly you have just killed.
I also always recommend bringing the HQ officers whenever you get the
chance. With the exception of the Apothecary, the HQ officers are all
strong in melee and make good stand-ins when taking an Assault Squad
isn't the best option. That's in addition to any other useful
abilities they have such as healing and psyker powers.
<>
For this mission, you have only the use of a Tactical Squad. I'd
recommend using a Heavy Bolter or Flamer since much of the combat
takes place at fairly close distances and your men will have too
little AP and Ballistic Skill to be very effective with the Plasma Gun
or Missile Launcher.
You begin standing in a jungle, with a temple to your upper left
side and a horde of Chaos Cultists ahead of you. Ignore the temple
for now and just thin out the Chaos Cultists a bit with some fancy
shooting. With their numbers down a bit, you should be able to run
in and knife them without too much worry from the Cultists pelting
you with Frag Grenades. Once you take them out, you might to continue
hunting down Cultists before entering the temple.
From what you can see of the temple, there's an altar in the middle
which is where the artifact is and in a nearby room there's two chests.
You should be able to see that the entrance to the altar is on the
farside of door to the temple.
Behind the temple are a couple of Chaos Cultists that aren't visible
from your angle, as you approach their turf a few more Chaos Cultists
teleport in to support their brethren. Looks like more knife-work
is in order.
Once you finish them off, go to the front of the temple. The door
cannot be opened immediately as the switch locking it is on. Turn
on the switch (to make it easier to find the switch set the view to
increase the height of the map, that you can see up to). You should
lead the Marine with the Heavy weapon in first as there's two Chaos
Marines guarding the front. Gun them down and wait a bit, a group
of Chaos Cultists come down to deal with you. Gut them for some
more Experience and head up.
There's a Chaos Marine ahead plus a few Chaos Cultists who teleport
in to scrap you. The Cultists are a joke and the Chaos Marine will
go down fast before your guy with the Heavy weapon. Once that's over
with, it's a good time to scope the two chests. They contain:
Chest 1: 12 Bolter Clips, 4 Flamer Fuel, 7 Plasma Gun Cells,
6 Krak Missiles, 4 Frag Missiles, 2 Blind Missiles
Chest 2: 7 Krak Grenades, 12 Frag Grenades, 5 Blind Grenades
Now guarding the altar is a solitary Chaos Marine, deal with him
and you can take the artifact from the altar. With this done, you
can go home.
<>
You're given the use of the Devastator Squad who will provide
a fairly significant boost in firepower in this and other missions.
A Devastator and Tactical Squad combo will give you enough firepower
to handle this mission, I recommend equipping Heavy Bolters as they're
the easiest Heavy weapon for your still inexperienced Marines to work
with and are effective against your foes. Besides if you need it,
a heavier weapon will be quickly found
Now you start off near your Thunderhawk dropship and facing a factory.
Inside the Thunderhawk is a chest that the Tech Priest was kind enough
to provide for you. This chest contains:
Chest: 1 Missile Launcher, 4 Krak Missiles, 4 Frag Missiles,
4 Blind Missiles
Besides a horde of Chaos Cultists rushing at you, there's a pair of
Chaos Marines on the walkway of the factory facing you. There's also
single Chaos Marine hiding behind some barrels plus another one that
decides to rush at you.
The biggest challenge is taking care of the 3 Chaos Marines as they're
so well entrenched. Have your Marines with Heavy weapons concentrate
on them while your other Marines open fire after with their Bolters
once the Chaos Marines have their armour depleted. If you have very
little chance of hitting them, than you'll just have to move in closer
to Chaos Marines and hope that they miss. If you're close enough,
throwing Krak grenades at them would work as well. The sole Chaos Marine
rushing you will go down quickly under some Heavy weapon fire or a
Bolter barrage. With the Chaos Marines dead, the Cultists are easy
pickings but watch that they don't gang up on one Marine. The Cultists
have upgraded to using Krak Grenades as well as Frag and constant
pelting by them will quickly burn through your armour.
Once they're dead, turn to your left and you'll see a Chaos Marine
barricaded in a long shed, a Chaos Marine wandering around a small
refinery and 2 who are guarding an entrance to a tunnel. Since
they're fairly spread out, you won't have to worry too much about
concetrated fire from them. Just gun them down and you can proceed.
From the tunnel are some Cultists who teleport in plus a pair of
Chaos Marines watching from behind some barrels. If you get close
enough, the Chaos Marines sometimes leave their positions to get a
better shot. Going beyond the barrels will lead to a horde of Cultists
charging out of the room with the relics. Deal with these last enemy
and you can send a Marine to the objective. Since the chest is the
objective, you automatically get it even without opening it. Still
if you stay to open it, you'll find the following items:
Chest: 1 Purifier Hand Flamer, 4 Hand Flamer Clips,
1 Conciliator Power Sword
--Target of Opportunity--
After finishing Mission 2, there are 3 worlds to battle in for some
extra items and Experience. Prepare yourself for the type of world
you're entering, since what you can encounter is random but typically
it'll just be Chaos Cultists and Chaos Marines with a few who have
Heavy weapons
Nomonus: this is an Industrial World and gives Chaos troops plenty of
areas to hide. Not only that there's plenty of platforms for them to
snipe you from above
Gorando: this is a Jungle World with lots of trees that can block your
field of fire.
Belaeno: this is a Swamp World which is still quite dense with trees
but not as bad in obstruction as some other types of worlds
<>
With this mission, you now get to use Assault Squad and a Librarian.
Both will be tremendously useful for this and future missions. Outfit
the Assault Squad as best you can for a melee fight. Tactical and
Devastator Squads should bring a pair of Heavy Bolters and a Missile
Launcher. Their job is to open fire on the enemy from a distance and
by this time you should have at least one Marine who is an expert gunner.
Also I would not recommend equiping anyone with the Purifier Hand Flamer
and Conciliator Power Sword-a special event will happen to one of your
Marines and whatever he was carrying will be lost forever. Since regular
Hand Flamers are pretty rare as well, I'd recommend against bringing them
along too.
You're outside in the corner of a jungle and facing a Chaos Firebase.
Guarding the parapets of this fortress are 4 Chaos Marines-1 of them
carries a Heavy Bolter and another has a Missile Launcher, plus a pair
of Khorne Berserkers. Inside of this fortress is an altar that you can
see from you position, the altar has 3 chests for the taking and is
the destination that you must reach.
*NOTE-AT SOME POINT DURING THIS MISSION, CHAOS MARINES WILL TELEPORT
IN AND GRAB ONE OF YOUR MARINES AND THEN TELEPORT OUT. DON'T WORRY,
THIS IS SUPPOSED TO HAPPEN.
The Chaos Marine with the Heavy Bolter can open fire on you with
great accuracy from his position. If you send in some Assault Marines
now though, they'll be vulnerable to getting jumped on by Chaos Forces
that you can't see from your position. Instead just keep shooting that
Chaos Marine. By aiming your shots you should be able to have a great
chance of nailing him. Once he goes down, you're pretty much safe from
enemy fire from the parapets.
Now it's time to advance on the fortress but if you go too close, a
Chaos Sorcerer, Khorne Berserkers and a Flesh Hound will charge out of
the fortress and attack you. Actually that's their funeral, what
they're wading into is storm of Bolter shells. An easy way to wipe
these guys out is to move your forces up a bit and then wait so that they
can be put on Overwatch with full AP. Once you have them on Overwatch,
send one guy forward (preferably the Librarian). When Chaos forces charge
out, the Marines on Overwatch will blast the them apart, and those surviving
the barrage will be easy pickings for whoever you want Experience for.
When the Berserkers and Flesh Hound charged out, the gate to the fortress
is closed once more and there's no way of getting in as there's no switch
to open it. Not only that but if you approach the gate, you're vulnerable
from fire by the Chaos Marines above with especial danger from the guy
with the Missile Launcher. So now's the time to fly in your Assault Squad.
Without support from the Berserkers and Flesh Hound, the Chaos Marines will
go down fast in a brawl with your Assault Marines. Now when you approach
the altar you find that the artifact piece had already been taken by
Chaos and you've also lost a comrade as well (at least there's a Power Axe
on the altar for you to grab so you won't come out empty-handed). The only
thing left to do is to wipe out the remaining Chaos forces if any.
As a consolation prize, the 3 chests contain:
Chest 1: 1 Heavy Bolter and 9 Heavy Bolter Clips
Chest 2: 1 Flamer and 6 Flamer Fuel
Chest 3: 6 Plasma Grenades
Also from this mission on, you can win the Crux Terminatus award
--Target of Opportunity--
After finishing Mission 2, there are 3 worlds to battle in for some
extra items and Experience. Prepare yourself for the type of world
you're entering, since what you can encounter is random. You'll
encounter the same kinds of enemies that you had in the previous
Target of Opportunity
Elnath: this is a Volcanic World and as such it has quite a number
of hills but otherwise there isn't too many obstacles barring your
way.
Furund: this is an Arctic World and it's rather devoid of obstacles,
so you can expect a quick firefight
Gacrux: this is a Wasteland World and it's only broken up a few ruins,
hills and plants.
<>
This the start of 3 connected missions. You're given a Predator tank for
this mission to provide you with extra firepower and something to play
blocker for your Marines. Prepare your squads for a long battle. The
Assault Marines jumping ability is going to be very useful here as is
any Marine who is a good sniper.
When you start off you will fint that inside the Thunderhawk dropship,
the Techmarines have provided a chest with an extra Heavy weapon:
Chest: Heavy Plasma Gun, 3 Heavy Plasma Cells, 4 Melta Bombs
As you advance, Khorne Berserkers will charge at you. If you're
in good formation, it'll be easy for you to gun them down. More
troubling are 2 Chaos Marine who have Missile Launchers, they'll keep
hammering you from the safety of the walls until you nail them.
Hopefully you can survive the first round with no casualties from
the Missile Launchers. With luck a couple of shots from the Predator's
Autocannon can take out one of the Chaos Marines with Missile Launchers.
As for the other one, you should use your Assault Squad to engage him in
melee. Because of the distance, you'll need about 2-3 jumps to get to
the Chaos Marines on the wall. What makes this risky is that there are
Chaos Marines who are garrisoned in the bunkers of the fortress, they're
set to Overwatch and will fire away at anyone with in range. With the
amount of Bolter shells pouring on, it can do severe damage or kill your
Marine if you're not lucky and tough. Not only that but there's a Chaos
Marine in the centre of the fortress who's armed with a Flamer, so watch
where you do your jumps. Also lurking somewhere in the Fortress is a
Chaos Marine (Aspiring Champion) who puts up a better fight than regular
Chaos Marines. From here on you can expect at least one Apiring Champion
per mission
Khorne Berserkers will quickly cover the distance to the rest of your
squads but just keep shooting and they'll go down quickly. When your
Assault Marines are over on the walls, the Chaos Marines who were garrisoned
will come out to fight them. This will get the Chaos Marines out of their
protective bunkers and into the open where they're vulnerable. You should
be able to handle them but if you have hurt Marines with badly damaged armour,
you can simply jump out and let the other squads come in to deal with them.
Chaos Cultists will come out to reinforce what's left of the defenders.
But they're not going to put up much of a fight and will quickly fall
before your Marines. Unfortunately, some more reinforcements will be
teleported in. First will be some Khorne Berserkers from the bottom
of the screen, then a group of Chaos Marines near the Thunderhawk, then
another group of Khorne Berserkers from inside the fortress and finally
another band of Chaos Marines near the Thunderhawk. Now help yourself
to the chests that are inside the bunkers and inner walls:
Chest 1: Bolter Clip
Chest 2: 8 Bolter Clips, 4 Krak Grenades
Chest 3: 10 Plasma Gun Cells
Chest 4: Plasma Pistol, 8 Plasma Pistol Clips, Hand Flamer,
5 Hand Flamer Clips
Chest 5: 2 Melta Missiles, 2 Heavy Bolter Clips
Chest 6: 5 Plasma Missiles
When you're done ransacking the place, send some guys with Power Fists or
other powerful weapons and start smashing the gate. But be warned, there
are a pair of Chaos Marines lurking inside and these bastards like to use
Krak Grenades and Plasma Grenades (from now on, you can expect a lot of
these types of grenades). Once they're dead, the mission can end.
<>
You're given the choice of Techmarines to take for this mission, since it's
inside of the fortress you don't have the Predator and if you took the Assault
Squad, they can't use their Jump-Packs since the ceiling is in the way. You
should be ready for close combat fights and the occasional long distance
firefight, so equip your men for such. Your Tactical Squad goes up in value
on this mission as there's quite a lot of nice Special weapons to pick up
and use.
The moment you enter, you'll face a couple of Khorne Berserkers. You'll be
facing them a lot plus you'll occasionally be flanked by the odd Chaos Marine
who takes potshots at you. The biggest concern is keeping your Techmarine
alive. While he is fairly tough, his lack of experience means that it's going
to be a close fight whenever he has to get into a combat situation. His power
axe gives him a fairly decent chance to win in hand to hand but because the axe
slows him down, you can expect the enemy to get first strike.
As you advance you'll see a number of chests lying around. Amongst the earliest
are a pair of chests lying side by side. Unfortunately they're guarded by a
Chaos Marine who's carrying a Plasma Gun, but the prize is pretty worth it
because inside the chest is:
Chest 1: 2 Plasma Guns
Chest 2: 15 Plasma Gun Cells
And to the far right is a chest that's guarded by a solitary Chaos Marine,
inside the chest he's guarding is:
Chest: 16 Blind Grenades
Now there are 4 staircases to the upper levels, the one on the left is a death trap
that leads to an ambush by a trio of Chaos Marines, one of who has a Flamer to roast
anyone coming up the stairs. There are also 2 stairs that connect to the same long
room, inside are 3 Blue Horrors and a pair of very nice chests, because inside them
are:
Chest 1: Flamer, 9 Flamer Fuel
Chest 2: Serpent's Breath Flamer, 8 Flamer Fuel
The last stairs is near a chest, this is the stairs that will lead you to the shield
generator. Next to the chest is a Chaos Marine who bars your path. Take him out and
you can take what's in the chest. Inside the chest is:
Chest: Meltagun, 8 Multi-Melta Cells
Now equip your Marines with the items you found as entering the room with the Shield
Generator is going to be a tough fight. The moment you try to go up the staircase,
a Chaos Marine with a Flamer will go after you. If you take him out, you'll be attacked
by a Chaos Marine with a Missile Launcher who's barricaded himself from the back of the
room. So the moment you enter and defeat the Chaos Marine with the Flamer, you should
take cover.
There's a number of Chaos Marines in this room, including one who stands directly in
front of the shield generator. As well there's a Chaos Sorcerer who's guarding the
area. If that's not enough, there's a staircase to your left where Chaos Marines will
come charging out if you go too close. Luckily there's a wall that largely blocks off
the area between the stairs and the shield generator. I'd recommend doing taking potshots
at the enemy from the safety of the wall. Also the left staircase will lead to an area
with 3 chests and possibly a few stragglers from the Chaos Marines that charged up to
greet you. Inside the chests are:
Chest 1: Master Crafted Bolter, Liberator Power Axe
Chest 2: Plasma Pistol, 8 Plasma Pistol Clips
Chest 3: 5 Krak Grenades, 5 Plasma Grenades, 2 Haywire Grenades
Once you clean out the room with the shield generator, you can safely bring the
Techmarine along. Additionally there's 2 chests in the room and they contain:
Chest 1: 20 Krak Grenades
Chest 2: Empty
The Techmarine will get a special option appear on his action screen, this is represents
his ability to interface with the computer. It'll take about 3 turns to do it and once
you're done then it's time to return home.
<>
For this mission you are given the use of the Terminators. You can take up to 3 squads
altogether but I'd definitely recommend using an Assault Squad as there's plenty of areas
where their Jump-Packs come in handy. Terminators make their debut here and you'll see
just how powerful they can be while a Devastator Squad will be useful for dealing with
heavily armoured foes. Your Techmarine makes a temporary exit for this mission but he'll
be back
You start off in a corner and from there you can see 2 bunkers and the temple you have
to enter. Both bunkers have a Chaos Marine with Missile Launcher, plus the bunker
on the far side has a Chaos Marine with Heavy Bolter. They can easily snipe at you with
little fear of getting hit in return. However both bunkers are open-topped and so an
Assault Squad can jump in and attack in close-quarters. The first bunker has the
following chests and inside are:
Chest 1: 2 Bolters
Chest 2: 12 Bolter Clips
On the lower floor of that bunker is another chest as well, and it contains:
Chest: 8 Krak Grenades, 1 Stasis Grenade, 11 Blind Grenades
The guys in the first bunker can use it as a staging point to jump over to the 2nd
bunker. Take out the Chaos Marines inside and you'll be free off their heavy firepower.
Inside the bunker is a chest and inside is a:
Chest: 4 Heavy Bolter Clips, 4 Heavy Plasma Cells
2 Chaos Terminators will be on the move to attack your characters but your own
Terminators and Marines with Heavy weapons should be able to crack them with
little difficulty. Assault Marines can also hold their own against them.
A couple of Chaos Marines will come out of the cathedral to do battle against your
troops. But it should be easy to bring them down at this point.
One thing to beware of this is that against your Terminators, the enemy will use
so many Bolters and Grenades on them that it will wear down even that level of armour.
So be vicious in taking down the opposition.
As you approach the Cathedral, the two statues in front will reveal themselves to
actually be Flesh Hounds. They'll typically avoid your Terminators and go after your
regular Marines instead. Once you enter you'll find a few Chaos Cultists and a couple
more Chaos Marines. More worrying however is that there is a Chaos Sorcerer and
4 Chaos Terminators inside and 3 of the Terminators are armed with Auto-Cannons. To make
matters worse on the bleachers above, Chaos Marines will be peppering you with gunfire
and grenades. Counter as you see fit (I just send my Terminators supported by guys with
Missile Launchers-you can use the columns of the cathedral for cover). Once you wipe
out this group of misfits, you can go after the Chaos Gate but there's a pair of chests
to take up first and they have:
Chest 1: Hand Flamer Clip
Chest 2: Power Axe, Power Fist, Power Sword, Hand Flamer, Plasma Pistol,
4 Plasma Pistol Clips, 4 Hand Flamer Clips
To deal with the Chaos Gate, simply send in a guy to smack it with a
Chainfist or something. When you're done, it's time to return to
your ship.
--Target of Opportunity--
After finishing Mission 6, there are 3 worlds to battle in for some
extra items and Experience. Prepare yourself for the type of world
you're entering, since what you can encounter is random. Note that
you'll face much stronger opposition which will be Chaos Marines,
Chaos Marine (Aspiring Champions), Khorne Berserkers and the odd
Chaos Sorcerer and Minor Daemons. Only rarely will Chaos Cultists
appear.
Nekkar: this is a Machine World, this place is full of hiding places
for Chaos forces and there'll limited opportunities to take advantage
of your Assault Squad's Jump-Packs
Naos: this is a Swamp World, it's fairly dense with obstructing trees
Rana: this is a Forest World, it's fairly dense with obstructing trees
<>
You must take a Techmarine to go and link up with one of the information
terminals on board. Some locked doors can't be destroyed and will require you
to activate the appropriate switch to open. I recommend the Terminator, Tactical
and Devastator Squad. Your Terminators will be more than capable of handling
melee duties while the ceiling and narrow corridors prevent the Assault Squad from
jumping around and ganging up on an enemy.
You begin with all your men in a Thunderhawk, unfortunately the landing bay
that you're in is surrounded by Chaos Marines above you. So you'll have to
fight your way in.
Once you do so you'll come upon two sets of doors into an altar chamber.
Inside are a couple of Chaos Marines set on Overwatch. If you have
Terminators leading, they won't even be scratched.
Past them is an engineering room, which has a number of Chaos Cultists and
Chaos Marines including one with a Flamer. The guy with the Flamer will
light up anyone who crosses the door so hopefully you have an especially
tough Terminator leading the party. The rest of the bunch are easy to deal
with.
There are two small rooms in the area and both have a pair of Chaos Marines.
Inside one of the rooms is a chest and it has:
Chest: Power Sword, Power Fist, Power Axe, Chain Sword, 6 Plasma Grenades
Now advance forward and you will encounter an area where a few Chaos Marines
who open fire as you enter. Once you do them in, advance forward and you'll
get to an area with a chest. But the moment you enter, Chaos Cultists warp
in to attack. Deal with them and get the chest, which has:
Chest: 8 Krak Grenades
You'll do something of a U-turn and enter the area the Chaos Marines attacked
you a moment ago. As you continue you'll enter an area with 2 chests and
inside are:
Chest 1: Plasma Gun, 8 Plasma Gun Cells
Chest 2: Flamer, 6 Flamer Fuel
The next area will be a narrow corridor and there'll be some Pink Horrors
waiting for you. They'll be nothing but knife-fodder but at the end of the
corridor will be a Flamer waiting for you. The Flamer is a nasty daemon
who's essentially a living flamethrower and it can easily set a Marine on
fire. Deal with it by shooting it with constant Bolter fire and Heavy weapons,
also duck back around the corner before it can get a shot off.
After that is the control room where your objective lies. Inside are a
couple of Chaos marines, including one with a Plasma Gun. Once you take
out the guy with Plasma Gun, the rest should go down quickly. As soon as
you set foot inside, you'll be ambushed by from the flanks by 2 groups of
Chaos Cultists who were warped in. Annihilate them and then send in the
Techmarine to retrieve the information, from here on the Techmarine will
always be available. There are 3 chests inside this room as well, and
they have:
Chest 1: Heavy Plasma Gun, 8 Heavy Plasma Gun Cells
Chest 2: Heavy Bolter, 7 Heavy Bolter Clips
Chest 3: Heavy Bolter, 8 Heavy Bolter Clips
<>
From the info you gathered, you find that the Marine who was captured
earlier is being held on the ship. Since it's likely that he was tortured,
you are to bring an Apothecary to heal him. Since it's indoors, the Assault
Squad has only limited utility so I recommend using Tactical, Devastator and
Terminator Squad
In this mission, you'll be facing further upgraded Chaos units including
Chaos Marine (Mighty Champion), Chaos Chaplain (Champion) and Chaos
Sorcerer (Master). Again you start off in a Thunderhawk down on the
landing bay of the Chaos Ship. As well there's a couple of Chaos Marines
waiting for you. In addition they have Khorne Berserkers who'll rush up
to cut into your troops. Again, it should be fairly simple for you to
take them out. There's a chest here and it contains:
Chest: 9 Blind Grenades
Now before you leave the landing bay, behind the 2 sets of doors are a Flamer
and 3 Chaos Marines, plus a Chaos Marine with a Heavy Bolter and another with
a Lascannon. Do what you can to prevent getting killed by that Lascannon.
With them down, you advance into hall where a Chaos Sorcerer is. He's backed
up by Chaos Marines, including one with a Heavy Bolter and another with a
Flamer. A horde of Khorne Berserkers come charging out to help as well.
Defeat them and you will find a chest near a set of stairs. The chest contains:
Chest: 4 Hand Flamer Clips, 6 Plasma Pistol Clips, 4 Anti-Plant Greandes,
3 Rad Grenades
Now if you take this set of stairs it will lead you up to another chest. It
also causes a Flamer and 2 Pink Horrors to warp in. Deal with them and if you
go further you'll see that this area ends up leading you to the top of where
you go once you open the gate. But don't do this yet. Instead grab what's
in the chest, which has:
Chest: Lascannon, 8 Lascannon Cells
Leave the guy who picked up the Lascannon there plus maybe one or 2 people to
back him up. Now return to the hall you came from.
At the end of the hall are a pair of statues with switches, open these to
advance past the two gates. Now there's another set of gates, these lead
to the place you must go to but before you open those, there's a staircase to
your left. If you go up, you will be set upon by a quartet of Bloodletters.
Destroy them and you will see a gate that leads to the opposite side of where
your Lascannon guy is. So leave a a few Marines and take the rest of your
team back to the main gates. Line them up in preparation for an assault, and
then have your guys on the left and right gate open up. They'll surprise the
enemy and get a few shots in some choice targets. You'll need it because this
place is brutal. There's a couple of Chaos Terminators including one with a
Combi-Flamer, plus a Chaos Sorcerer a bunch of Chaos Marines and a Chaos
Chaplain. Amongst the Chaos Marines is one who's armed with a Heavy Plasma
Gun.
If you don't get those sneaky shots in from the enemy's flanks, your troops will
get massacred by the level of firepower the enemy throws at you from the front.
But with the enemy ambushed from the sides, open the main gates and charge in
the rest of your group. This 3-way assault will quickly lead to a massacre of
your enemy. With your enemies dead, you see there are 3 prison cells. The centre
one is where your captured Marine is. Send the Apothecary there to revive him
and so ends this mission. Unfortunately it seems that the rescued Marine is still
too badly hurt to join your squads again.
--Target of Opportunity--
After finishing Mission 8, there are 3 worlds to battle in for some
extra items and Experience. Prepare yourself for the type of world
you're entering, since what you can encounter is random. The opposition
has again improved as you'll be fighting Chaos Terminators and Chaos Chaplains
as well as what you've fought in previous Targets of Opportunity. Also where
everyone came out charging at you before, there'll be a fair number of enemy
who just wait around until someone discovers them.
Marfak: this is a Volcanic World, there's not much in terms of cover so you
can expect a firefight to be quick and deadly
Zibal: this is a Wasteland World, there's also not much in cover
Wezn: this is an Arctic World, as well there's not much cover
<>
Here you face some more upgraded units such as the Chaos Sorcerer
(Champion), Chaos Chaplain (Mighty Champion) and Chaos Chaplain
(Exalted Champion). I recommend using an Assault Squad for their
jumping abilities and close-combat strength, a Tactical Squad for
equipping Flamers and a Terminator Squad for sheer power.
You start off at the bottom of a jungle where you face a force
of Chaos Cultists. Considering that you probably have almost all
your Marines as Mighty Heroes, this isn't going to be a problem
to deal with. More troublesome are some tunnels where Chaos Marines
will come in and snipe at you from hiding. These tunnels are fairly
long but simple in layout. The left hand side of the tunnels contain
3 chests in that area, and they are:
Chest 1: 6 Heavy Bolter Clips
Chest 2: 6 Bolt Pistol Clips, 7 Krak Grenades
Chest 3: 15 Bolter Clips
Roughly in the middle of the tunnels are a pair of chests. They
contain inside:
Chest 1: 7 Krak Grenades, 7 Blind Grenades, 6 Anti-Plant Grenades,
4 Plasma Grenades
Chest 2: 10 Bolter Clips
On the right side of the tunnels you'll the see dead bodies of 2
Ultramarines. It turns out that they're the remains of 2 heroes
Amilus and Guglious. On them are some fantastic items
Remains 1: Serpents Breath Flamer, 6 Flamer Fuel
Remains 2: Master Crafted Bolt Pistol, Reaper Power Axe,
6 Bolt Pistol Clips
With these items in hand, advance forward past the tunnels where
you'll see a crapload of Chaos Cultists. Backing them up are
a few Chaos Sorcerers, Chaos Marines and some very powerful Chaos
Chaplains. You are now in the temple area.
Use the tunnels to lure out as many foes as possible, this will
make your advance a lot easier once you thin out their numbers.
To reach your objective you go to the top floor. In the middle
is a staircase that is inaccessible except from the top floor.
This staircase will lead down to where the half of the Concordat
is located. You could easily fly in an Assault Squad directly
to the top floor but they'll be pretty badly outnumbered and even
high-end Assault Marines are in tough when fighting a Chaos Chaplain
(Exalted Champion) up close. So I recommend sending a Terminator
Squad from down below to wreak havok. Soon it'll be safe to
grab the artifact.
--Target of Opportunity--
After finishing Mission 9, there are 3 worlds to battle in for some
extra items and Experience. Prepare yourself for the type of world
you're entering, since what you can encounter is random. You'll be
facing the same stuff you did in previous Targets of Opportunity.
Murga: this is a Swamp World, a fair amount of cover and obstruction
to this place
Murzim: this is a Wasteland World, there's also not much in cover
Graffias: this is a Forest World, which has tons of trees to get in
your way.
<>
To provide extra support a Landspeeder will be sent to you.
Now I don't know if this happens to anyone else's game but in mine
the Landspeeder can't move!!!! However it'll still prove useful
because of the tremendous firepower it has. I recommend having
an Assault Squad as they can leap in and out of the battlefield,
picking off the enemy's heavies. A Devastator squad will also be
nice to have and the Terminators are always a great choice. If
your Landspeeder can move, that's wonderful and you should adjust
your tactics accordingly.
When you first appear, you'll be in a battlefield that's littered
with ruins, barbed wire and trenches. You'll face a lot of Chaos
Marines and Khorne Berserkers who are hunkered down in the trenches.
There are 2 Chaos Predators that will devastate your troops if left
unattended. A number of those Chaos Marines are outfitted with
Missile Launchers and one even has a Lascannon. They're also backed
by some Chaos Terminators who are armed with some heavy firepower.
You should blow up the Chaos Predator nearest the Landspeeder with its
Multi-melta. The other Chaos Predator is too far away for the Landspeeder
but if your Marines concentrate their Heavy weapons fire on it, they
should be able to destroy it before it can get a shot away. Assault Marines
can also do the trick as well. Now to your right is a Chaos Marine with a
Missile Launcher who'll try to nail you from a distance. Take him out
and there's a chest by him which you should get after beating back the
coming rush. Inside the chest is:
Chest: 8 Krak Missiles, 3 Melta Missiles, 6 Plasma Missiles
A large wave of Khorne Berserkers come out. Deal with them as you will.
The Chaos Terminators will also go after you. Keep killing them and
some Chaos Cultists with a pair of Chaos Marines teleport in to reinforce
them. Destroy them and then a Chaos Sorcerer plus a bunch of Chaos Cultists
warp in to assist. Wipe them out too. Now to the far left of the screen a
Chaos Marine is hiding inside a building, send someone to get him.
As you advance further, the Communication Center will be guarded by a pair of
Chaos Terminators and some Khorne Berserkers. The staircase to the Imperial
Base is here as well. As you advance towards the building, some Chaos Marines
teleport in to ambush you (unfortunately for them that time, they warped almost
in front of my Terminator with Assault Cannon), so give them some pepper. Wipe
out anyone guarding the area and SHOOT the communication terminal (if you use
melee weapons, the explosion resulting is so powerful it will destroy a Terminator).
Now proceed to the staircase next to the communication terminal. It turns out that
it leads to something of a chapel and there on the altar is the remains of a hero,
who has on him:
Remains: Vindicator Chain Sword, Nova Storm Plasma Pistol,
6 Plasma Pistol Clips
There's also a pair of nice chests. Inside them are:
Chest 1: Lascannon, 9 Lascannon Cells
Chest 2: Multimelta, 9 Multimelta Cells
With these goodies in hand and the job done, it's time to return home.
<>
You're given the mighty Dreadnought to use. I recommend the Terminator,
Assault and Devastator Squads. The Terminators provide lots of firepower
and powerful melee ability, the Assault Squad can leap in and gang up
on troublesome units while the Devastators provide heavy firepower.
Since the only Special weapons in this mission are only really obtainable
after you've mopped everybody up, the Tactical Squad aren't justified
in being brought in this mission.
You start in a place similar to what you had just encountered. You'll
face a number of Chaos Marines, Chaos Terminators, Khorne Berserkers
and Chaos Cultists. There's also a Chaos Dreadnought who can provide
tremendous firepower against you if it's not destroyed. There are
2 bunkers, one which has a Chaos Marine with Lascannon and the other
has a Chaos Marine with Heavy Bolter. A Flesh Hound comes charging at
you as well.
But considering that you have a Dreadnought and your powerful squads,
it will be easy for you to wipe out the opposition here. Start picking
people off especially any Chaos Marine who has heavy weapons and the
Chaos Terminators. Then send your Assault Squad to the Chaos Dreadnought
and kill it with powerful melee attacks. Or else you can simply have
your Dreadnought gun down the Chaos Dreadnought with its Assault Cannon,
since the Chaos Dreadnought's twin-linked Heavy Bolters are very ineffective
against vehicle armour and will lose in a shootout with your Dreadnought.
As you keep wiping people out, Chaos Cultists will teleport in from the
cathedral to attack you. Kill them and look for the entrance of a tunnel
to your right. Inside are a number of chests, but as you advance forward
from your starting position, some Chaos Marines and Pink Horrors attack
as well. Wipe them out and continue to the tunnel. Unfortunately your
Dreadnought won't be able to continue as there's not enough space and
level ground for him to move anywhere further.
The upper portion of the tunnel contains a single chest. It's also the
place where a pair of Chaos Marines are. Enter it and a bunch of Chaos
Cultists plus a Pink Horror warp in to attack you. Destroy them and you'll
find that the chest contains:
Chest: 2 Rad Grenades, Stasis Grenade, 5 Haywire Grenades
Now over to the lower portion of the tunnel are 3 chests. They contain:
Chest 1: 5 Heavy Bolter Clips, 5 Meltagun Cells, 6 Plasma Gun Cells,
3 Heavy Plasma Cells, 3 Mutlimelta Cells, 3 Lascannon Cells
Chest 2: 10 Flamer Fuel
Chest 3: 4 Heavy Flamer Fuel, 3 Assault Cannon Clips
Once you're done here you can proceed to assault the cathedral from the
tunnel or else enter from the main entrance. It would be best to attack
from both ends but there's nothing too challenging inside. Inside the
cathedral is a Chaos Sorcerer and Chaos Chaplain. As you approach, Chaos
Marines, Khorne Berserkers and a Bloodletter are teleported in to aid
them. Blow them away with your heavy firepower and the Warp Gate is yours.
There's an alcove inside the cathedral. This leads to a nice chest which has:
Chest: Meltagun, Plasma Gun, Flamer, 3 Meltagun Cells, 6 Plasma Gun Cells,
3 Flamer Fuel
<>
You have the use of the Dreadnought once again. I recommend bringing out
your Terminator, Assault and Devastator Squad again for similar reasons
as the previous mission.
Now on the surface it appears that there aren't too many enemies in the
Ultramarine base. The only enemies of real concern are 3 Chaos Marines who
armed with Lascannons and a Missile Launcher. Send your Assault Marines to deal
with them. When Khorne Berserkers rush at you, pick them off and any Chaos
Marine who's unlucky enough to be in range of your guns. Now there's an area
that's just above the centre bunker of the fortress. This area has 4 computer
terminals that control the automated defenses of the fortress, only 1 computer
works but it'll re-activate the base defense to provide some fire against
your forces outside. The other computers will cause the various turrets to
overload and explode. So make sure not to let any Chaos Marine get to those
computer terminals
However watch your advance. If you proceed too far and wipe out too many foes,
Chaos forces will teleport two very powerful teams near you. The closest of the
teams will have Chaos Terminators but both teams have guys with Lascannons. Your
priority is to deal with the Chaos Terminators, Chaos Marines with Lascannons,
the Chaos Sorcerer and the Chaos Marine with the Heavy Bolter. Concentrate your
Dreadnought, Terminators, Assault Squad, Librarian and Marines with Heavy weapons
on them. The surviving enemy can then be dealt with at leisure. If you're lucky
your men will be too far away from the enemy for them to react quickly and so you
can select who you want to kill first. Chances are you'll need to have your men
in Overwatch and accept whatever types of kills they get, then hope that Chaos
forces will fail to kill anyone in their retaliatory strike.
Once the 2 teams are dead, it'll be easy to go and kill any remaining survivors
inside the fortress. Now you get to recover the equipment from the base. And
believe me there's alot here, it's just the vast majority the items are very
mundane.
Starting from the main floor and just outside the throne room are a pair of
dead Ultramarines. They have the following items:
Remains 1: Star Thrower Plasma Gun, 3 Plasma Gun Cells
Remains 2: Bolter, 3 Bolter Clips
Now inside the throne room are 3 more corpses, one of whom is the Marine Captain.
They have the following items:
Remains 1: Plasma Pistol, 4 Plasma Pistol Clips, Righteous Fury Power Sword,
Vortex Grenade
Remains 2: Bolt Pistol, 3 Bolt Pistol Clips, Power Axe
Remains 2: Bolt Pistol, 2 Bolt Pistol Clips, Power Axe
Behind the throne lies the Terminator room, inside are 5 empty Terminator suits
in case any of your Terminators was unfortunate enough to get disintegrated.
Also there's a narrow corridor that has a Heavy Flamer, Assault Cannon, Lightning
Claws, Chainfist, Power Fist, Power Sword. There's also a chest here and it
contains:
Chest: 6 Assault Cannon Clips, 6 Heavy Flamer Fuel
Out in the landing bay are a pair of dead Assault Marines. They have on them:
Remains 1: Bolt Pistol, 3 Bolt Pistol Clips, Power Sword
Remains 2: Bolt Pistol, 2 Bolt Pistol Clips, Power Fist
Inside the loading zone, you find the corpses of a Techmarine, Apothecary and
a regular Marine. They have on them:
Remains 1: Plasma Gun, 4 Plasma Gun Cells
Remains 2: Bolt Pistol, 3 Bolt Pistol Clips, Power Axe
Remains 3: Bolt Pistol, 4 Bolt Pistol Clips
Now out to the left bunker are a pair of corpses and they have:
Remains 1: Bolter, 4 Bolter Clips
Remains 2: Bolter, 4 Bolter Clips
In the centre bunker is a corpse and 3 chests, they have:
Remains: Bolter, 3 Bolter Clips
Chest 1: 16 Krak Grenades
Chest 2: 8 Blind Grenades, 4 Haywire Grenades
Chest 3: Empty
The right bunker also has a pair of corpses and they have:
Remains 1: Bolter, 3 Bolter Clips
Remains 2: Bolter, 3 Bolter Clips
That takes care of everything on the main floor, now it's time to check upstairs.
On the room of the loading zone was the place where Chaos Marines with Heavy weapons
were. There's also 3 Ultramarine corpses here and they have:
Remains 1: Bolter, 4 Bolter Clips
Remains 2: Heavy Bolter, 4 Heavy Bolter Clips
Remains 3: Heavy Bolter, 4 Heavy Bolter Clips
The floor above the centre bunker has 2 corpses. They possess:
Remains 1: Bolter, 3 Bolter Clips
Remains 2: Bolter, 2 Bolter Clips
The right bunker has a pair of corpses too. They have:
Remains 1: Bolter, 4 Bolter Clips
Remains 2: Bolter, 3 Bolter Clips
Finally the top floor of the centre bunker, the place where the defense computers
are, has a single corpse. He has:
Remains: Bolt Pistol, 3 Bolt Pistol Clips, Power Sword
With this all done, things are under wraps and you can return home much richer.
--Target of Opportunity--
After finishing Mission 12, there are 3 worlds to battle in for some
extra items and Experience. Prepare yourself for the type of world
you're entering, since what you can encounter is random. You'll be
facing the same stuff you did in previous Targets of Opportunity except
that there will be Chaos Lords as well. Which is kind of interesting
as you won't find Chaos Lords in your regular missions except for Zyrman
Taygeta: this is a Jungle World, a lots of trees in this place to
block your view
Secundus: this is a Wasteland World, there's also not much in cover
Dheneb: this is an Arctic World, which has little in the way of cover
<>
Since much of the combat takes place in close quarters against powerful
enemies, I recommend taking a Terminator and Assault Squad. Also there's
a lack of Special weapons to pick up so bringing a Tactical Squad means that
you have less firepower to work with, so use a Devastator Squad. The Chaos
Sorcerers you face here are upgraded to Chaos Sorcerer (Lord)
When you first enter the base, there'll be a few Chaos Cultists and some
Chaos Marines in various ambush points for you to deal with. The one enemy
to watch for is a Chaos Marine guarding the door to your right. He has a
Meltagun and he's very good with it. Now once you take them out, take a
note of the 3 stairs that lead below. You should have your men cover each
of the stairs with your toughest Marines facing the centre stairs. The two
doors on this level are locked off with the blue and red key so you can ignore
them. You could bash them in with a Power Fist or something but why start
a fight on so many fronts? Especially with what's about to happen...
Down below are some Chaos Marine and Chaos Cultists to gun down but once
you do a group of Chaos Terminators are teleported in and rush out from the
room with 4 chests in the central area. Blow them away and then send your men
below to mop the remaining opposition. The only thing to watch for is that
there are a pair of Chaos Marines carrying Heavy Bolters on the left and right.
Now go to the room carrying 4 chests, inside them are:
Chest 1: 16 Bolter Clips
Chest 2: 13 Krak Grenades, 7 Blind Grenades, 6 Plasma Grenades, Rad Grenade
Chest 3: 3 Melta Missiles, 4 Krak Missiles, 6 Plasma Missiles
Chest 4: 3 Plasma Gun Cells, 5 Meltagun Cells
To the right is a Chaos Marine with a Flamer who you have to deal with to go to
a room with a Chaos Sorcerer in it. This Chaos Sorcerer has the blue key if
you want it.
To the left is an area with a pair of staircases and some Chaos Cultists will
teleport in to block your path. Also amongst them are a pair of Pink Horrors
and Flamers. In such confined space, the Flamers are going to be dangerous so
make sure to gun them down as soon as you can. Now you can send your guys up
the staircases but if they do so they'll be surrounded Chaos forces. Instead
go up the stairs in the previous area and move to the locked door. Smash it
down and let rip with some heavy firepower. You'll take the Chaos Marines and
Chaos Sorcerer by surprise (which will be a good thing as one of the Chaos
Marines is packing a Plasma Gun). You can take the Red Key off the Chaos
Sorcerer.
Now bring all your men up and head to the right, open that locked door in the
manner of your choosing. You'll be introduced to a group of Chaos Cultists who
have just warped in. Take them out and head up to the narrow corridor. Some
Chaos Marines will teleport in to stop your progress. Wipe them out and advance
your men further. Now a group of Khorne Berserkers will be teleported in a niche
so that you can't see them. A Chaos Sorcerer will also be teleported in. The
Khorne Berserkers will NOT charge you, instead they're there to ambush anyone
going into their turf with their Bolt Pistols. The Chaos Sorcerer will back them
up with his magic. But it should be fairly simple to wipe them out.
Make sure to move up your men who carry powerful ranged weapons such as an
Assault Cannon or Star Thrower Plasma Gun, even Terminators with Storm Bolters
should be moved up. That's because when you advance towards the room with
the huge Chaos symbol in it, a Lord of Change teleports in to attack you.
Shower it with as much heavy firepower as you can muster and it'll eventually
go down. If there are Chaos Cultists remaining, take them out too. Now inside
this room is a nice chest and it has:
Chest: Juggernaut Power Fist
Go forth and enter the room with the computer terminal. This is the star chart
and you have accomplished your objective. Time to go home
--Target of Opportunity--
After finishing Mission 13, there are 3 worlds to battle in for some
extra items and Experience. Prepare yourself for the type of world
you're entering, since what you can encounter is random. You'll be
facing the same stuff you did in previous Targets of Opportunity.
Note that this will be your last Target of Opportunity.
Belol: this is a Forest World, a lots of trees in this place to
block your view
Mekuba: this is a Swamp World, there's a fair amount of obstructions in your way
Zosma: this is a Machine World, which has lots of things to get in your way
and hide Chaos forces
<>
You are given the use of a Rhino and the Chaplain. I'd recommend using
the Terminator, Assault and Devastator Squad. Much of the action takes place
outside in a battlefield, where the Assault Squad can really use their mobility.
Devastator Squad will be useful against the many tough units in this mission
and the Terminators will be their usual dominating selves.
The corner you find yourself in is relatively safe. Khorne Berserkers charge
at you as do Flesh Hounds and Bloodletters, your Chaplain can show his stuff by
pounding the stuffing out of them. A Chaos Predator starts moving against you but
it's accuracy is poor and you have plenty of cover. Just send in an Assault Marine
to crack it apart with a Power Fist or something and then fly out. Some Chaos
Marines run in to pelt you with some shots and grenades but you'll slaughter them
with mass fire from your closely-clustered troops. You can also pick off whatever
target is easily within range of your weapons and in line of sight like that Chaos
Terminator that's standing on the roof of a central bunker
Once you get these opponents, you'll find that there's a quite a few bunkers with
Chaos Marines who are armed with powerful long-ranged weapons such as Missile
Launchers and Lascannons. Your Rhino can give you some protection as it transports
your men but don't rely on it as it faces far too much firepower. Just use it to
transport some of your men to a safe location and then let your men sneak and
dismantle the enemy. The bunkers you want to clear out are the ones on the farthest
left and right. Ignore the 6 small bunkers in the centre for now.
As you proceed further, Chaos will teleport in some Khorne Berserkers and Bloodletters
that you can simply wipe out. Now continue clearing those side bunkers and once you're
done, move your Terminators up to deal with the central bunkers.
Inside the central bunkers there are some Terminators who come out to fight, you'll also
be attacked by Chaos Marines on the roof of those bunkers. Take out the Terminators and
start attacking the Chaos Marines within the 4 bunkers closest to you but don't go any
further otherwise Chaos will teleport in the Bloodthirster who'll mop your guys up as
they're out of position.
Instead back up your Terminators and move in your Devastator Squad to support them.
Run over your Assault Squad who should still have some fuel left in their Jump-Packs.
Use them to fly in and deal with the Chaos Marines that still remain. Your Terminator
Squad and Devastator Squad should concentrate on pouring as much gunfire into the
Bloodthirster as possible. You should be able to bring it down before it engages you
in melee. Now some Chaos Chaplains and Bloodletters charge out but the same group
that blew away the Bloodthirster will easily mop the floor with these guys. With the
path clear just get the Chaplain in front of the Warp Gate and the mission is ended.
Too bad there doesn't appear to be anything for the taking on this level.
<>
You get the esteemed Captain Kruger to lead your forces. I'd recommend bringing a
Terminator, Assault, and Devastator Squad. Considering that this is the last mission,
you might as well go load up your rarest grenades for this mission.
You start off facing a fortress right in front of you. A number of Chaos Marines
are in the area including a pair armed with Missile Launchers. Take them out and
you'll some Chaos Terminators including one with a Combi-Flamer. Destroy them and
there are 4 chests for you to ransack, inside them are:
Chest 1: 14 Heavy Bolter Clips, 8 Multimelta Cells, 8 Heavy Plasma Cells,
8 Lascannon Cells, 10 Krak Missiles, 8 Melta Missiles, 5 Frag Missiles,
7 Plasma Missiles
Chest 2: 17 Bolt Pistol Clips, 10 Hand Flamer Clips, 17 Plasma Pistol Clips
Chest 3: 18 Bolter Clips, 10 Flamer Fuel, 8 Meltagun Cells, 15 Plasma Gun Cells
Chest 4: 19 Krak Grenades, 15 Blind Grenades, 16 Plasma Grenades, 4 Rad Grenades
Now since you inflicted so many casualties on the enemy, they'll teleport in waves
of Chaos Marines and Khorne Berserkers plus a couple of Bloodletters and a Flamer.
So set your men on overwatch and proceed to gun them down.
While you're inside the fortress, you're very safe from outside attack. However to
proceed any further you'll have to kill a number of Chaos Marines who are armed with
Heavy weapons and Special weapons. Their placement is such that they can easily cover
each other in Overwatch, so the Assault Squad has to be careful in how they jump in and
attack.
The first group that should be dealt with are the 7 Chaos Marines in your immediate
path. There's a Chaos Marine who's to your left who has a Heavy Bolter, a Chaos Marine
who's on a floating island in the centre who has a Missile Launcher and another Chaos
Marine to the right who has a Heavy Bolter. On the land mass in front of the Chaos
Marine with Missile Launcher are 4 more Chaos Marines. 2 of them have bolters but the
other 2 have Meltaguns and it won't take them long to be in range to use them.
You'll have to knock them out of Overwatch and then proceed to pick them off. With some
careful planning you should come out without a scratch. As you can see there's not much
room to maneuver as this world is just composed of small meteors that are held together
by a network of bridges. There's very few places where you can consolidate all your men
together, so you'll be relying on a number of small, well-armed teams.
Now further on is another bunch of Chaos Marines, one of them is carrying a Heavy
Bolter and another who has a Multimelta. There's also another Chaos Marine with a Heavy
Bolter who's on a floating island. You should snipe their Heavy weapon guys with weapons
that outrange theirs and then pick off who's left. Once you do so there'll be some
Chaos Terminators and Chaos Marines teleported in to block your advance. Your own Heavy
weapons should decimate them and any of Assault Marine with a fair sum of fuel left can
be sent to engage the remainder in melee. Some more Chaos Terminators appear but you should
be able to take them out easily.
When you advance to the ruins, Chaos Marines and Khorne Berserkers will teleport in to
deal with you. Where is Zymran? Well he and a Chaos Terminator with an Auto-Cannon are
hiding behind a door so ignore him for now. Just deal with those Chaos Marines and Khorne
Berserkers, eventually when you kill enough of them some more Chaos Marines are teleported
in. Zymran will then open the door so that he and his bodyguard can join in. Ignore the
Chaos Marines that just got warped in, and focus your fire on Zymran. Zymran, despite his
appearance is just a standard Chaos Lord and he'll go down quickly under a barrage of
Heavy weapon fire. With Zymran dead, you can end the mission unless you want to mop up
the rest of your enemy. So nothing left to do but to check out your debriefing and watch the ending clip.