Masters of the Maelstrom

Masters of the Maelstrom is a Infantry unit in the Chaos Space Marines faction for Warhammer 40k.

Points: 115 for 5 models.

1 Garreon the Corpsemaster, 1 Garlon Souleater, 1 Katar Garrix, 1 Captain Sargotta, 1 The Enforcer

These lieutenants of Huron Blackheart stand within the circle of their master’s trust, a position both privileged and dangerous. When they gather to fight in their lord’s shadow, they epitomise the cruelty, cunning and piratical tactics that have made the Red Corsairs such a mighty power in the Maelstrom and beyond.

Standard kit: Garreon the Corpsemaster is equipped with: absolvor bolt pistol; reductor array. Garlon Souleater is equipped with: Mind Wrench; force stave. Katar Garrix is equipped with: bolt pistol; Axe of Ending. Captain Sargotta is equipped with: laspistol; power sabre. The Enforcer is equipped with: Londaxi maimer; bionic gauntlet.

Weapons

Ranged weapons
WeaponRangeABSSAPDAbilities
Absolvor bolt pistol18135-12pistol
Bolt pistol12134-11pistol
Laspistol12134-11pistol
Londaxi maimer18334-11assault
Mind Wrench12126-2D6+1precision, psychic
Melee weapons
WeaponAWSSAPDAbilities
Axe of Ending626-22anti-character 2+, precision
Bionic gauntlet126-22-
Force stave426-22psychic
Power sabre434-21-
Reductor array634-21-

Abilities

Choice Samples
While this unit’s Garreon the Corpsemaster is on the battlefield, in your Command phase, select one of the following: you can return 1 destroyed model (excluding CHARACTER models) to this unit, or, if one or more Heretic Astartes Infantry units from your army are below Starting Strength and within 3" of this unit, you gain 1CP.
Fleet Command
After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield) select up to three HERETIC ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Plunder
Once per battle, after this unit ends a Normal move, you can select one visible enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds.

Core and army rules

Keywords

Keywords

Faction keywords