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Found 2 results

  1. Hey just going through the rules of the chaos marine codex and noticed that the cult marines get the first half of the mark bonus. So plague marines lose the contagions effect but gain the cannot be wounded on a 4 or 2 when the lowest requirement (how I simplify it) ability from the nurgle Mark and gain the let the galaxy burn ability. They still keep the other abilities like the -1D and remorseless but no legion trait. Same for the other cult marines as well that can benefit from being in army with each other. Just wondering if this encourages anyone to bring them in their army.
  2. With 3 out of the 4 cult marines no longer being in our codex I wanted to discuss how best to utilize them. Them not gaining legion traits sucks, but I still think cult marines are still pretty useful. Here's what I have so far: Berserkers: -Still hit very hard in melee, getting exploding 6s is a very good boost -Fury of Khorne for tough units -Veterans of the long war still really good -+1 Str from mark -Run with a khorne priest to get wanton massacre early Rubric Marines: -+2 shots with flamers make the now 3pt warpflamers threatening -Another cheap psyker on the board -Surprisingly tough with mark of tzeench + all is dust + AoC -Demon shells for -3 bolters -Can be a good backfield unit with warp-born foresight Plague Marines: -The free wargear is very good (3 Plasma guns for free with a 10 man squad) -Pretty tough with Mark of Nurgle + AoC Noise Marines: -Lots of support with EC -+1 Dmg within half range + veterans on sonic weapons is powerful Side note: While not the main topic of this thread I wanted to bring up Confluence of Traitors and cult marines. Because of the wording on the stratagem saying "Until your next command phase, models in that unit have that legion trait" I think it is actually possible to give a cult marine unit a legion trait. My argument for this is that the word "gains/gain" is used when talking about abilities that a unit gets both the before game begins, and last all battle. Where has, "have" is used for when a unit is temporarily given an ability for a turn. I don't actually believe this would work in a real game, and is a case of extremely rules lawyering but I thought it would be interesting to bring up.
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