Courageous Space Marine Captain
|
These are rules for ultra mega units like primarchs and gods,if they were reincarnated and fighting in 40k next to calgar and present day units these are written based on my views only ,with no outside opinion or negotiation.there are mor to come like necrons,tau,eldar tyranids and dark eldar. give feedback if you make it to the end Gods of War Gods of War are commonly Gargantuan Creatures.While most are much bigger than most monstrous creatures,in general this simply refers to their awesome power.Gods of War that are also Gargantuan Creatures or is noted as using gargantuan creature rules may not perform stomping attacks and fight in combat like any other unit. Gods of War are usually independent characters.An infantry modal can join Infantry or monstrous creatures.A monstrous creature can join infantry units and other monstrous creatures.A gargantuan crature can join gargantuan creatures and monstrous creatures,but not infantry. No god of war may join a artillery,or vehicle unit. They may only join a beast/cavalry,bike or jump infantry unit if they themselves can mount a an animal or bike or can move like jump infantry, through wings, jetpacks teleporters,etc For example,Magnus the Red is a Daemon Prince with wings,also a monstrous creature, could join a unit of infantry,jump infantry or monstrous creatures.Leman Russ is a cavalry modal so he would be able to join a unit of infantry,monstrous creatures or a beast/cavalry unit It goes without saying that gods of war are unique and you can only include 1 in your army.It is also pretty obvious that they must be your leader for all purposes(Clash of the Heroes battle mission,Yarrick’s Stand scenario,etc) These units are not limited to apocalypse and may be used in normal games Roboute Gulliman,Primarch of the Ultramarines...............................1500pts Roboute Gulliman is an HQ choice for a Space Marine Army,as long as the Chapter is Ultramarines or one of their descendants.Note that Blood Ravens are included in this category,despite not Knowing their Primarch. Ws Bs S T W I A Ld Sv 9 7 7 7 5 8 6 10 2+ Type:Infantry Unit Type:Infantry Wargear The Consul's Sword This is a Master-crafted two handed power weapon that inflicts instant death on a to-wound roll of 6. The Shield of Macragge This is a storm shield that allows you to re-roll failed invulnerable saves his time succeeding on a 4+ Boltgun Special Ammunition. Terminator Armour with built in locator beacon. Special Rules And they shall know no fear! Combat Tactics Eternal warrior Preferred Enemy Independent Character God of War Titanic Might Exterminatus This can be use once per game using the following profile Range S AP Type N/A D 1 Ordnance Barrage 1,Destroyer,7'' Blast If the marker scatters,the Primarch's Ballistic Skill makes no difference,the distance rolled is the distance it moves! In the Shadow of our Lord Any unit of Ultramarines OR Ultramarine Successor Chapters have the Furious Charge,Counter Attack and Fleet special rules rules.These modals are not affected by Chapter Tactics of any other character.Gulliman may take a retinue of Honour Guard,which must have the Chapter Standard. Corax,Primarch of the Raven Guard............1500pts Corax is an HQ choice for a Space Marine army,as long as the Chapter is Raven Guard or one of their descendants Ws Bs S T W I A Ld Sv 10 6 6 6 4 10 7 10 2+ Type:Infantry The Black Talons These are a pair of master-crafted lightning claws that allow the re roll to wound to be rerolled a second time. The Raven's Wings These mechanical wings allow Corax to move as Jump Infantry,but count as infantry. Artificer Armour Iron Halo Boltgun Special Rules And they shall know no fear! Eternal Warrior Stealth Hit&Run See,but remain unseen Chapter Tactics(see Shadow Captain Shrike Entry,Raven Guard only) Combat Tactics Exterminatus Independent Character In the Shadow of our Lord Any Raven Guard Or Raven Guard Successor Chapter units gain Furious Charge and Stealth.Any of these units that have a jump pack as an option may take it for free.Units that do not have an option for a Jump pack may take a Drop pod for free. Jagahtai Khan,Primarch of the White Scars........1500pts Jagahtai Khan is an HQ choice for a Space Marine Army,as long as the Chapter is White Scars or one of their descendants Ws Bs S T W I A Ld Sv 8 7 7 7(8) 4 8 4 10 2+ Type:Bike Wargear Artificer Armour Iron Halo The Scar Sabre This is a master-crafted Relic Blade Moonfable This bike gives Jagahtai Khan an extra 6'' of movement and assault range and the ability to run in the shooting phase,using 2D6. Special Rules Independent Character And they shall know no fear! Combat Tactics Chapter Tactics(See Kor'sarro Khan Entry,White Scars only) Master of the Hunt(See Kor'sarro Khan Entry) Eternal Warrior Scouts Ride them Down! Enemy modals that fall back from a combat automatically lose the sweeping advance roll if 1:Jagahtai Khan charged into the combat this turn 2:Jagahtai Khan has a higher initiative 3:The unit has Slow and Purposeful In the Shadow of our Lord White Scars OR White Scars Successor Chapters units that may have a bike as an option may take it for free.Bike Squads and Scout Bike Squads become Troop Choices.These units gain the skilled rider special rule Vulkan,Primarch of The Salamanders...............1500pts Vulkan is an HQ choice for a Space Marine Army,as long as the Chapter is the Salamanders.NB There are two characters named Vulkan,the Primarch,and Vulkan He'stan.When referring to Vulkan He'stan,the rule will say,Vulkan He'stan.If it is simply Vulkan,it refers to the Primarch. Ws Bs S T W I A Ld Sv 8 6 6 6(7) 4 5 5 10 2+ Type:Bike Wargear Artificer Armour Iron Halo Servo-Harness The Obsidian Chariot This is a Space Marine Bike with The Engine of Woes and The Song of Entropy The Engine of Woes This engine allows Vulkan to act normally after using Turbo-boosters. The Song of Entropy is a Master-crafted Flamestorm Cannon the replaces the Bike's built in Boltguns. The Eye of Vulkan. Vulkan's Exterminatus use the 10" blast marker The Unbound Flame This is a master crafted Thunder Hammer that strikes in initiative order Special Rules Independent Character Eternal Warrior And They shall know no Fear! Combat Tactics Chapter Tactics(See Vulkan He'stan Entry,Salamanders only) Exterminatus Bolster Defences Blessing of the Omnissiah In the Shadow of our Lord Salamanders with Thunder Hammers do not count their weapons as Master crafted as detailed in Chapter Tactics,but have the Preferred Enemy Special Rule.All Weapons that are not Twin-linked or are used by an owner that can re roll to hit in combat are Master crafted.The Exception are the weapons used by Vulkan(the Primarch) or Vulkan He'stan. Rogal Dorn,Primarch of the Imperial Fists.......1500pts Rogal Dorn is an HQ choice for a Space Marine Army,as long as the Chapter is Imperial Fists,Crimson Fists or another Imperial Fists descendant Dorn may also be used as part of a Black Templar Army.If so,Black Templars may ally with any Space Marine,Dark Angel,Blood Angel or Space Wolves Army including Psykers,as long as that army includes their Primarch. Ws Bs S T W I A Ld Sv 8 6 7 7 5 5 5 10 2+ Type:Infantry Wargear The Fist of Blades This was the final weapon Dorn used before death,having lost his weapon,torn from the body of a dead battle brother and has long since beenarelic on the Imperial Fists.Now,reincarnated,he wields it again for the Imperium. The Fist of Blades is a chainfist that adds +1 to the vehicle damage chart.Modals other than Primarchs,Daemon Primarchs and Gargantuan Creatures suffer instant death if wounded by the Fist of Blades,even if the are an Eternal Warrior Terminator Armour Iron Halo Storm Bolter Special Rules Eternal Warrior And they shall know no fear! Combat Tactics Chapter Tactics(See Darnath Lysander Entry,only affects Imperial Fists and their Successor Chapters.) Bolter Drill Exterminatus Stubborn Counter Attack In the Shadow of our Lord Imperial Fists and Imperial Fists Successor Chapters(excluding Black Templars)units gain the Hold the Line and Sternguard Veteran Squads become Troop choices. Black Templars gain the benefits of cover.Dorn is a master tactician and knows that faith does not protect you from a Stompa's Supa-Gatler!However,even Dorn can't convince them of this fully,so the maximum cover save they can claim is a 4+. All Imperial Fists and Successors(including Black Templars)gain the Furious Charge and Counter Attack special rules. Ferrus Manus,Primarch of the Iron Hands...1500pts Ferrus Manus is an HQ choice for a Space Marine Army,as long as the Chapter is Iron Hands or one their descendants Ws Bs S T W I A Ld Sv 8 9 7 6 4 6 4 10 2+ Type:Infantry Wargear Terminator Armour Iron Halo The Iron Gauntlet This is a master crafted Thunder hammer with an Incorporated conversion beamer. Servo-Kit.This is Manus' personal,scratch built servo-harness,with two additional servo arms,an Auxiliary Grenade Launcher and a signum.This gives him 4 servo-arms,a flamer,and a plasma cutter(a twin linked plasma pistol which has no effect on close combat.Note that due to additional cooling systems,the plasma cutter does not get hot),a signum and an Auxiliary Grenade Launcher.Manus may fire The Iron Gauntlet or Exterminatus and two Servo-mounted weapons or all three servo-weapons.He may not use the Iron Gauntlet and Exterminatus in the same turn.He may fore-go any of these weapons to use his signum,once per weapon he is normally allowed to use,which he may not use on himself. Digital Weapons Special rules Eternal Warrior And They Shall know no Fear! Combat Tactics(This is not exchanged for another character's Chapter Tactics) Exterminatus If,when Manus uses his Exterminatus,the blast scatters,he may use his signum to reduce the diatance by 9”,in lieu of another weapon In the Shadow of our Lord In an Iron Hands or Successor Chapter,Devastator Squads may be taken as Troops.Any Devastator Squad may replace its sergeant for a Techmarine at +35pts or Master of the Forge at +80 Pt's.In both cases the Techmarine or Master of the forge loses the Independent character rule.However,a unit upgraded to include a master of the forge may add up to 3 servitors to the squad at the appropriate costs. Sanguinius,Primarch of the Blood Angels....1500pts Sanguinius is an HQ choice for a Blood Angels Army or one of their decedents.The Sanguinor is the spirit of Sanguinius,made manifest by his psychic might,so an army that includes Sanguinius may not include the Sanguinor Ws Bs S T W I A Ld Sv 8 7 7 7 6 7 5 10 2+ Type:Jump Infantry Wargear The Blade of Red Heaven This is a Master crafted two-handed force weapon.Sanguinius may use his force attack once per enemy modal,per player turn,provided that he doesn't exceed his limit on psychic powers. Celestial Armour This suit of Artificer Amour's divine qualities grant the Primarch a 3+ invulnerable save. Wings. Sanguinius has wings,like an angel.He is jump Infantry. Special Rules Psyker.Sanguinius has access to all Blood Angel psychic powers,except Wings of Sanguinius,there's no point!He may use 5 per turn. Independent Character And they shall know no fear! The Red Thirst The Blood Rage All modals with the Red Thirst(including Sanguinius)succumb to it on a roll of 1-4.All Death Company modals lose the Rage Special rule.If Sanguinius dies,Death Company regain the rule.Also,any none-Death company modals use the rules and profile of a Death Company.Furioso(not Librarian)Dreadnoughts become Death company Dreadnoughts(they still retain their armour values).Captain Tycho IMMEDIATELY becomes Death Company Tycho.The exceptions are Sanguinary Guard,Chaplains,HQ units,Honour Guard and named characters other than Tycho.They instead succumb to the Red Thirst(if they have not already done.so)and gain the Rage special rule. Exterminatus In the Shadow of our Lord Only non-vehicle modals with a jump pack or similar may be included in a force with Sanguinius.Those that have it as an option may take it for free.Unique Characters without a jump device may still be taken.Vehicles have no limitations.Any unit may take a Stormraven Gunship for a 35 point discount.The Gunship may transport the whole unit,no matter its size.If there are more than 6 Jump Infantry Modals in the transport,no Independent Characters may enter the transport as long as they are there. Leman Russ,Primarch of the Space Wolves,the Wolf King.........1500pts Leman Russ is an HQ choice for a Space Wolves Army or one of their descendents Ws Bs S T W I A Ld Sv Leman Russ 9 7 7(8,9)7 4 7 8 10 2+ Brom 4 0 5 5 2 5 3 - 4+ Type:Cavalry Wargear Brom Brom is a gigantic Thunderwolf,who fights as a separate modal in close combat.He has the second profile.Enemies may attack him.He uses all the rules for monstrous creatures(move through cover,Russ may shoot two weapons,no going to ground,ignores armour,2D6+S Armour Penetration).If Russ is killed,Brom drags away his body.They are both removed.If Brom is killed,Russ carries on.He loses all bonuses from Brom and counts as Infantry for the rest of the game.Place a marker on the spot Brom used to be.This is an objective marker and is also worth 3 Kill points where they are being used.Riding Brom allows the Wolf King to move 12" in the movement phase. The Spear Of Russ This almost mythical Spear counts as a Frost Axe in close combat(granting him +2S)When Russ declares an assault,he may hurl his spear.Make an out-of-order shooting attack with the profile below.If Russ use this ability,he may not gain any bonuses from The Spear in the first round of combat as he must retrieve it. Range S AP Type N/A 10 1 Assault 1 Frost Axe Runic Armour Boltgun Roar of the Wolf This may be fired at a unit includng a psyker.Any psykers take one Perils of the Warp for each hit.These may be allocated like wounds Special Rules And they shall know no fear! Acute Senses Counter-Attack Fleet(On foot) Furious Charge Eternal Warrior Preferred Enemy(Thousand Sons) Independent Character(Can Only join Thunderwolf mounted units while on Brom) Exterminatus The Wolf King At the start of the battle roll a D6 and apply the effect listed below to all Space Wolves 1-2;Deep Growls arise in their throats but little else 3;The Wolves encircle their prey.Any unit of Space Wolves may outflank. 4-5;In the name of the Wolf,the Space Wolves charge their foe if possible.If they are they must move as close as possible,to the limit of their assault range. 6;Howls of Wolves echo in the distance,all Space Wolves gain Rage.Roll again on the chart.If you score another 6 it is ignored. In the Shadow of our Lord All Space wolves on Thunderwolves(excluding Russ himself)and Fenrisian/Cyber Wolves gain +1S,T,I and A and may use his Ld for all intents and purposes as long as he lives All Space Wolves or Space Wolves Successor Chapters Gain Fleet,Fearless and Furious Charge. The Emperor…….5000pts The Emperor may be taken as an HQ choice for an army taken from the following Codexes;Space Marines,Blood Angels,Dark Angels,Space Wolves,Black Templars,Imperial Guard,Grey Knights,Daemonhunters,Witch Hunters,Sisters of Battle.The Emperor takes up all available HQ slots,however,all other HQ units become elites choices.Other Gods of War may still be taken,but you must choose the overall commander of the army.To represent his might, the Emperor uses all the rules for Gargantuan Creatures. He still follows all Infantry rules for movement and assault range(i.e.6”)and may still board transport vehicles, although he takes up 5 spaces. Ws Bs S T W I A Ld Sv 8 8 7 7 10 7 6 10 2+ Unit Type:infantry Wargear The Sword of Mercy,Custodian armour The Sword of Mercy This is a Nemesis Greatsword. Special Rules Independent Character Fearless Acute Senses Deep Strike When the Emperor Deep Strikes, after all modals have been placed, place the 10” template over him. All modals under the marker suffer a Destroyer hit but him. He does not suffer Deep strike mishap. If he lands on another modal that survives the blast, he is treated as assaulting. Any mishaps may affect his unit but not him. Psyker The Emperor is the most powerful Psyker ever known,with the exception ofTzeentch,maybe.He has access to all psychic powers usable from any Imperial codex or datasheet. He may use 6 a turn. When used with Imperial Guard, he may use a combination of psychic powers and orders up to a total of 6 between the two. His command radius is 36” and they automatically are given. Awesome Might This modal always benefits from a 2+ invulnerable save. This cannot be removed in any way(i.e.vindicare assassins firing shield-breaker rounds) Master of War To compensate for his overwhelming powers, any opposing army that does not have a unit with this rule gains an additional 1500pts to spend. If a modal with this rule is slain, the army in which they are included is removed, but allies are unaffected. If there are no allies on the board, that side loses. All friendly units with line of sight to the this modal and all friendly units within 12”(line of sight or not) gain the Fearless, furious charge counter-attack and move through cover special rules. Retinue: The Emperor may take a retinue of Custodies Adeptus Custodies,Guardians of the Emperor………..315pts Ws Bs S T W I A Ld Sv Custodian 5 5 5 5 2 4 2 10 2+ Head 6 6 5 5 3 5 3 10 2+ Custodian Unit type Infantry Unit composition 9 Custodians 1 Head custodian Wargear Custodies Spear This is a two handed power weapon the adds 2 to the wielder’s initiative.It features a built-in bolter. Custodian Armour This grants the wearer a 2+ armour save, a 5+ invulnerable save and the Deep Strike special rule.Models embarked on Transport vehicles count as two modals,except were modals in Terminator armour count as 1(like on-board a Caetus Assault Ram).Modals in Custodian armour can perform sweeping advances and still gain the +2 bonus for their spear when they win an assault,but not when falling back. Special Rules And they shall know no fear Relentless Move through cover Acute senses Feel no pain Counter-attack Options May include up to 30 extra custodians at 30pts per modal The Omnissiah………5000pts The Omnissiah may be included in any Imperial army that contains only vehicles or tech-priest units(i.e. Techmarines, tech priest engineers etc)The Omnissiah takes up all available HQ slots but other HQ units become elites choices instead.Other Gods of War may still be taken,but you must choose the overall commander of the army. Ws Bs S F S R I A 2 10 10 14 14 14 2 4 Unit type: Super heavy walker Structure points:15 Void Shields:10 Wargear Carapace 8(can be same)options chosen from Volcano Cannon Vulcan Mega-Bolter Melta Cannon Inferno Gun Quake Cannon Laser Blaster Plasma Destructor Gatling Blaster Apocalypse Missile Launcher Vortex Support Missile Arms 2 options from Vengeance Cannon Hellstorm Cannon Doomsday Missile Launcher Plasma Annihilator -each with a co-axial weapon that must be used as a main weapon for an Imperial Guard super-heavy tank(Baneblade cannon,Vulcan mega bolter,magma cannon,etc) Titan close combat megafist with co-axial weapon chosen from any of the Omnissiah’s carapace options.The Vortex missile may not be chosen. -A Titan megafist is a Titan sized power fist is employed to specifically fight other Titans and super heavy tanks.It is a titan close combat weapon that automatically inflicts a structural damage result in addition to any other result on the super-heavy damage chart on a roll of 5+.If it has no structure points left then it inflicts a single drive damaged or weapon destroyed result instead(attacking players choice)in addition to all results on the super heavy damage chart on a roll of 5+.Against gargantuan creatures,any modal that suffers an unsaved wound from it has its WS and I reduce to 1 in the next player turn.This has no additional effect against modals that already have WS and I 1,either by being wounded by the megafist already,any other special rule,or simply because that’s their profile.Superheavy walkers follow rules for vehicles and suffer no penalties to their WS or I Transport:60 modals per foot Access points: one at each heel, modals may disembark any where on the Omnissiahs base Fire points:0 Special Rules Master of War To compensate it’s overwhelming powers, any opposing army that does not have a unit with this rule gains an additional 1500pts to spend. If a modal with this rule is wrecked or explodes,the army in which they are included is removed, but allies are unaffected. If there are no allies on the board, that side loses. Reactor Meltdown If the Omnissiah suffers a Apocalyptic Explosion, his reactor goes nuclear! This is the same as an Apocalyptic Explosion, except the range is 10D6” and modals in range suffer a Destroyer hit.Any units transported inside are utterly obliterated and removed with no way to save them. Titanic Tread All but Flyers, Super heavy vehicles and Gargantuan Creatures moving within 18” of the Omnissiah treat it as difficult terrain. Towering Behemoth All weapons on the Carapace of the Omnissiah have a minimum range of 48”. The Omnissiah can move 15” in the movement phase and has an assault range of 15". Each Drive Damaged result reduces this by 3”. Other modals count the Omnissiah’s base as clear ground and may be placed on it if they can fit. If the Omnissiah moves then all modals(friend or foe) will be stomped. The Omnissiah’s stomp attack has the Destroyer rule(he can do this as normal) The Omnissiah can only make attacks with its Megafist or any other combat attacks against Superheavy vehicles and Gargantuan Creatures.Other modals can only be stomped. To represent Its great height,the Omnissiah can attack Flyers in assault if it is armed with a megafist.If you choose to do so,IGNORE ALL PREVIOUS CLOSE COMBAT RULES and roll to hit with your attacks as normal.Only a roll of 5 or 6 will do.on a roll of 5,it inflicts a single glancing hit.on a 6 it’s a penetrating hit.Both hits suffer an additional -1 modifier to the damage chart. Fulgrim,Daemon Primarch of the Emperor’s Children………1500pts Fulgrim is an HQ choice for a chaos Space Marine Emperor's children army.In an army including Fulgrim,only Noise Marines may be taken as troops. Ws Bs S T W I A Ld Sv 9 7 6 6 4 7 5 10 2+ Unit type:Monstrous Creature Wargear Firesword and the Laeran Blade Firesword is power weapon that grants Fulgrim +1 WS(already included in profile).The Learan Blade is a Daemon Weapon.Note that due to his size(and multiple arms),Fulgrim may wield both as a single handed weapon and gain the bonus from both. Mark of Slaanesh(Bonus already included in his profile.) 2 SONAR Cannons These may be fired as any type of Sonic Weapons.Declare before you fire.The two cannons may be the same or different weapons in the same turn.In addition,Fulgrim and his squad roll 4D6X2 for night fighting Special rules Daemon Primarch Modals with this rule follow all the rules for Daemon Princes.Daemon Primarchs may reroll all failed Daemonbane tests.Daemon Primarchs always benefit from a 4+ invulnerable save. Fleet Furious Charge Chosen of Slaanesh Any unit of Noise marines or those with a mark of Slaanesh gains the Furious Charge,Fearless,move through cover and feel no pain special rules,whilst they have line of sight to Fulgrim Perturabo,Daemon Primarch of the Iron Warriors………1500pts Perturabo is an HQ choice for a Chaos Space marine Iron Warriors army,In an army including Perturbo,Chaos Predators and Chaos Vindicators may be included in Vehicle squadrons of up to 3 Ws Bs S T W I A Ld Sv 8 8 D 7 5 5 4 10 2+ Unit Type:Monstrous Creature Wargear Forgebreaker This Thunder Hammer grants Perturabo the Destroyer rule in close combat.Weapons that roll to wound against the S characteristic(like Tyranid strangleweb) have no effect on Perturabo and he automatically passes strength tests. Siege Cannon This may be fired as a Demolisher Cannon.When penetrating the armour of buildings,roll 3D6 instead of 2 and pick the highest!It also adds +1 to the vehicle damage chart. Special Rules Independent Character Daemon Primarch Furious Charge Fearless Counterattack Siege Specialist When playing Plantstrike and a force including Perturabo is the attacker,D6 of your units can roll twice the number of dice to penetrate the armour of vehicles and buildings and pick the highest(or 2 highest for melta weapons,chain fists,etc)! When playing as Defenders,intercepter weapons may reroll to hit and wound/penetrate armour. Konrad Curze,Traitor Primarch of the Night Lords……..1500pts Curze is an HQ choice for a Chaos Space Marine Night Lords army. Ws Bs S T W I A Ld Sv 9 7 7 7 4 6 5 10 2+ Unit Type:Infantry Wargear Nightclaws These are a pair of Lightning claws.Such is the fear these claws that these claws instill that for every wound that Curze inflicts on a unit,one modal(owning players choice) in that unit must take a Morale Test on his own Ld,not the highest Ld in the unit..Any that fail leave their parent unit and form their own unit consisting of the modals that fail and immediately fall back. Black Night Armour This Suit of Power Armour grants Curze a 2+ armour Save,a 4+ invulnerable save and any unit attempting to assault a unit including Curze must pass a Ld test or be unable to assault.This has no effect on Fearless units. Bolt pistol Special Rules Independent Character Fleet Infiltrate Scouts Stealth Eternal Warrior Creature of the Blackest Night Any unit wishing to target Curze must use the Night Fighting rules when doing so,halving the distance rolled.If the Night Fighting Rules are actually in play then you must half the maximum range of you weapon before firing as well.This rule has no effect if Curze is embark in a vehicle. “Unknown Hostile in our ranks!” Curze may move within 12” of an enemy when using his scout move,but not within 6”.Similarily,Curze and his unit may Infiltrate 6” away from an enemy as long as there is no line of sight or any where that is 12” away from an enemy. Mixed Minds At the start of each of Curze’s turns he is not locked in combat he must take a leadership test.If he passes he may act as normal.If he passes on a double 1,there is no need to roll next turn,he stays under your control for the entire game. if he fails then your opponent may control him during your turn, they may move,shoot and assault your units with him exactly like he belonged to your opponent. If he fails on double 6,your opponent gets control of him for the entire game.He may not join any other units.The Night Lords have stopped trusting him and the enemy never started.If Curze has joined a unit he may reroll the test but if he fails he may not move or shoot(or run)but must immediately assault the unit he has joined.If curze is locked in combat with one of your squadshe immediately returns to your control at the beginning of your next turn. Angron,Daemon Primarch of the World Eaters Angron already has rules and these can be found in the Liber Apocalyptica section of the Games Workshop website.When used as a God of War,a Chaos Space Marine Army including him may take Khorne Berserkers as troops and no others.An army including Angron may not include any psykers. Additional Special Rules Daemon Primarch Independent Character Chosen of Khorne Any unit of Khorne Berserkers or unit with a Mark of Khorne with line of sight to Angron gain Fearless,Furious Charge,Fleet and feel no pain rules. Mortarion,Daemon Primarch of the Death Guard……….1500pts Mortarion is an HQ choice for a chaos Space Marine army.A force including Mortarion can only take Plague Marines as Troops. Ws Bs S T W I A Ld Sv 8 7 7 7(8)6 5 5 10 2+ Unit Type;Monstrous Creatures Wargear Mark of Nurgle(bonus already included in profile Manreaper This follows all rules for Typhus’ Manreaper,but it is a Poisoned(2+) weapon Lanturn This energy pistol may be fired with the following profile Range S AP Type 12” 8 2 Pistol,blast Poison Necklace Mortarion wears a necklace of delicate globes that contain poisonous gas from his homeworld Any modal that wounds Mortarion must take a Toughness test or suffer a wound with no armour or cover saves allowed,invulnerable saves may be taken as normal.After 7 wounds have been inflicted by this ability it no longer has effect because there are no globes left. Boon of Mutation Aura of Decay Special Rules Independent Character Psyker Daemon Primarch Prince of Plagues Any weapons with the Poisoned ability have no effect on Mortarion. Chosen of Nurgle Any unit of Plague Marines or unit with a Mark of Nurgle with line of sight to Mortarion gains Feel no pain,relentless,move through cover and Fearless Retinue:Mortarion is always accompanied by the Deathwardens.The Deathwardens are 2 plague marines who wield Manreapers(see Typhus’ entry) and Plasma Pistols.The Deathwardens are legion and as such gain +1 to all their characteristics and wear Chaos Terminator Armour. Magnus the Red,Daemon Primarch of the Thousand Sons……1500pts Magnus the Red is an HQ choice for a Chaos Space Marine army.If your force includes Magnus,Thousand Sons are the only troops choice available for your army. Ws Bs S T W I A Ld Sv 7 8 7 7 5 6 4 10 2+ Unit Type:Monstrous Creature Wargear Staff of the Red and the Book of Magnus This is a two handed force weapon and the Tome allows Magnus to use 5 psychic powers a turn,even more than 2 psychic shooting attacks. Wings Upon ascending into Daemonhood,Tzeentch awarded Magnus with wings and he may move as jump infantry. Special Rules Daemon Primarch Psyker Independent Character Tzeentch’s Disciple Magnus has learned his formidable psychic prowess from Tzeentch himself.Magnus knows all the psychic powers from codex Chaos Space Marines and one other codex.roll D6 at the beginning of each turn and consult the chart below.You cannot get the same result twice in one game.If you roll a result you have already had,reroll it. 1-Imperial Guard and Witchhunters 2-All Space Marines except Black Templars and Grey Knights 3-Orks and Dark Eldar 4-Eldar and Tyranids 5-Chaos Daemons 6-Grey Knights Chosen of Tzeentch Any unit of Thousand Sons or unit with a Mark of Tzzentch gains the Furious charge,Move through cover and Inferno rounds.Any modal that already had Inferno rounds may either give their bolter +1S or AP2.In additon,Thousand Sons lose the Slow and Purposeful special rule. Horus the Arch Traitor,Daemon Primarch of the Black Legion, Herald of the Chaos Undivided…………..5000pts Horus is a HQ choice for any Chaos Space Marine army, no matter the legion or warband.However you must include Abbaddon the Despoiler in your force, as he is essential to summon Horus. Horus takes up all available HQ slots, though HQ choices become Elites instead. Other Gods of war may still be taken, but you must choose the overall commander. Ws Bs S T W I A Ld Sv 9 7 9 8 10 6 7 10 2+ Unit type: Gargantuan Creature Wargear:The Warmaster’s Claw In an assault, this claw grants Horus the Destroyer ability against any non-gargantuan creature, super heavy vehicle or god of war. In the shooting phase, he may fire a warp rift using the Hellstorm template in a random direction rolled on the scatter dice, his controlling player choosing if it is a hit. Anything other than the following units are removed. Gods of war suffer D3 wounds, gargantuan creatures,D6 and super heavies lose D3 structure points. Mark of Chaos Undivided This counts as all 4 marks of Chaos and a chaos icon and grants him a 2+ armour save. Special Rules Daemon Primarch Horus is not affected by Daemonbane. Master of War Awesome Might Independent Character Fearless Acute Senses Furious Charge Preferred Enemy: Imperium Special Deployment Horus is never deployed at the start.Instead,you must have Abbaddon the Despoiler on the field. When Horus becomes available, remove Abbaddon and replace him with Horus.Any unit Abbaddon has join is destroyed by the power of the Warp If Abbaddon dies before Horus becomes available, he is instead left standing with one wound,not awarding a kill point.Horus loses one wound automatically with no saves allowed every time Abbaddon has died after the first.i.e. if Abbaddon had died 3 times then Horus automatically loses 2 wounds.To enable this,Abbaddon must be taken as part of your force, but is free and does not use up a force organization slot. Retinue:Horus may have a retinue of 8 Daemon Princes for the price of 4(pay for 1 of each God,do not pay for the ones without marks,they are free),chosen from codex chaos space marines that function as a single unit.1 must have a mark of Khorne,1 must have a mark of Tzeentch,1 must be of Nurgle and Slaanesh,1.These marks are free to take. They all use the profile below and may only have 1 upgrade each, not including their mark of Chaos.4 have no marks and may have 2 upgrades,but may not take a mark of chaos.Any Daemon Prince may be upgraded to a Traitor or Daemon Primarch for 100pts,using the chart below Ws Bs S T W I A Ld Sv 6 4 5 5 3 4 4 10 3+ Daemon Prince with no Mark:,Perturbo,Konrad Curze,Lorgar,Alpharius Mark of Khorne:Angron Mark of Tzeentch:Magnus the Red Mark of Nurgle:Mortarion Mark of Slaanesh:Fulgrim Lorgar,Daemon Primarch of the Word Bearers……1500pts Lorgar is an HQ unit for a Chaos Space Marine Word Bearers army. Ws Bs S T W I A Ld Sv 7 7 7(10) 7 5 5 5 10 2+ Unit type:Monstrous Creature Wargear Illuminarium,Tainted Faith This is a master crafted Daemon Weapon that doubles Lorgar’s Strength. Daemonic Flight Special Rules Daemon Primarch Independent Characters The True Gods If you include Lorgar in your force,the0-1 limitation on summoned Greater Daemons is removed.Furthermore Lorgar counts as a chaos icon. Pysker While nowhere near as powerful as Magnus or Sanguinius,Lorgar has some psychic ability.Lorgar can take up to 2 powers from Codex Chaos Space Marines.He may use one per turn.These must be written on your army list.If he chooses not to take any he does not count as a Psyker. Retinue:Lorgar may take the Gal Vorbak as a retinue The Gal Vorbak,The First Heretics…..500pts Ws Bs S T W I A Ld Sv Gal Vorbak 5 5 6 5 2 5 3 10 3+ Argel Tal 6 6 6 5 3 6 4 10 2+ Unit Type:Infantry Unit Composition 4 Gal Vorbak Argel Tal,The Crimson Lord Special Rules The Blessed Sons For all intents and purposes,the Gal Vorbak are treated as Possessed Chaos Space Marines. The First Heretics The Gal Vorbak may have two Damonkin powers.If you get the same power,you may choose which one The Crimson Lord(Argel Tal only) Argel Tal may have 3 Daemonkin powers.These may be different to the others.Roll your three powers separately.Duplicates may be picked by the owner Khorne,The Blood God…………5000pts Khorne is an HQ choice for a Chaos Daemons army.Only Daemons of Khorne may be included.Furies,Soul Grinders and Daemon Princes without a mark of Khorne may not be included.Khorne takes up all available HQ slots,but other HQ choices may be taken as Elites Ws Bs S T W I A Ld Sv 10 0 10 8 10 6 8 10 2+ Unit type:Gargantuan Creature Wargear The Brass Axe of Khorne This brass battleaxe counts as a titan close combat weapon.Psykers hit by this suffer 1 perils of the Warp per hit. Brass Armour This gives Khorne a 2+ armour save.In addition,any psykers attempting to cast a poweron Khorne suffer perils of the warp on ANY double for the psychic test.Any modals that attempt to use a force weapon instant death attack against Khorne suffer a single hit from Khorne instantly and automatically. Daemonic Flight Khorne may fly 24” per turn Special Rules Furious Charge Independent Character Rage Preferred Enemy:All Enemys Massive Bulk Khorne may move through ruins and terrain other than buildings and impassable terrain as if it were not there.He follows normal rules for for difficult terrain for buldings and impassable terrain.Khorne does take dangerous terrain tests. Bloodthirst Khorne can reroll all failed rolls to hit and wound in close combat.If these attacks also miss or failed to wound,one unit friendly unit in the assault with Khorne suffers one hit from Khorne for every failed to hit roll and one wound for every failed to wound roll.Invulnerable saves can be made as normal.If there is no friendly unit in the assault with Khorne then this rule has no effect,including the re-rolls to hit and wound. Master of War Awesome Might Daemon God A daemon god is treated like any other Daemon for all intents and purposes and deploys like other Daemons,through Daemonic Assault,but always must be placed in the second half.A Daemon God is not affected by the Daemonbane rule(one bad 11 can really destroy your day,seeing as this would remove you from the game because of the Master of War rule) Retinue:Khorne may take 8 Bloodthirsters from Codex Chaos Daemons.Any Bloodthirster may be replaced with a named bloodthirster like Skarbrand or An’ggrath th Unbound for the point difference between the bloodthirster and the named bloodthirster. Tzeentch,Changer of Ways……..5000pts Tzeentch is an HQ choice for a Chaos Daemons Army.Only Daemons of Tzeentch may be taken.Furies,Soul Grinders and Daemon Princes without a mark of Tzeentch may not be included.Tzeentch uses up all available HQ slots,but other HQ choices may be taken as elites. Ws Bs S T W I A Ld Sv 6 10 6 6 10 5 4 10 - Unit Type:Gargantuan Creature Wargear Staff of Eternity This is a force weapon.Only one psychic test is required per combat round,if it is passed then every attack inflicts instant death like a force weapon.Eternal warriors suffer 3 wounds instead and Gargantuan creatures,other than gods of war,which just suffer 1,suffer 2 Daemonic Gifts Daemonic flight Tzeentch may fly 24” per turn Unholy might. Special rules Psyker Tzeentch is the Master of Sorcery.He may use 10 psychic powers a turn.Tzeentch can use all psychic powers of all armies in Warhammer 40,000,except for Tyranids,who do not draw power from the Warp. Oracle of Eternity. Any Daemons within 18” of Tzeentch may reroll their invulnerable save.In addition,Tzeentch may himself reroll any rolls,including deployment and first turn,steal the initiative,hits and wounds,saves,psychic tests and any thing inbetween Independent Character Master of War Awesome Might Daemon God Retinue:Tzeentch may take a retinue of 9 Lords of Change from codex Chaos Daemons.Any Lord of Change can be upgraded to a named one like Fateweaver for the points difference between the normal Lord and the named one. Nurgle,Lord of Decay……..5000pts Nurgle is an HQ choice for a Chaos Daemons army.Only Daemons of Nurgle may be taken.Furies,Soul Grinders and Daemon Prices may not be taken.Nurgle takes up all available HQ slots,but other HQ units may be taken as elites choices.NB:as there are no fast attack units for Nurgle Daemons,a force with Nurgle can take up to 3 extra slots,which can be elites,troops or heavy support Ws Bs S T W I A Ld Sv 6 6 7 10 10 3 5 10 4+ Wargear Nurgle’s Scythe of Plagues Any attacks made from this weapon are Poisoned(2+) and inflicts instant death.The Poisoned Attacks affect Gangantuan Creatures just like any other modal,but it does not inflict instant death. Iron hide Unholy might Special rules “2 more Herald!” When Nurgle is included in the same army as Epidemius,then each victim for the tally of Nurgle counts as twice of what it would. Putrid Aroma Any modal moving within 12” of the Lord of Decay must take a difficult and dangerous terrain test.Nurgle counts as being armed with defensive and melta grenades.Any modal other than Daemons of Nurgle are automatically suffer a S8 AP1,Poisoned(2+),hit that rolls 2D6 for armour penetration if they move within 6” of Nurgle for any reason.gargantuan creatures and necron tomb stalkers are wounded on a 2+ instead of 6,in this case Independent Character Slow and Purposeful Master of War Awesome Might Daemon God Retinue:Nurgle may have a retinue of 7 Great Unclean Ones.Any Great Unclean One may be exchange for a named one like Scabeiathrax at the poinst cost between the two. Slaanesh,The Dark Prince……….5000pts Slaanesh is an HQ choice for a Chaos Daemons army.Only Daemons of Slaanesh may be included.Furies,Soul Grinders and Daemon Princes without a Mark of Slaanesh may not be included.Slaanesh takes up all available HQ slots but other HQ units may be taken as Elites Ws Bs S T W I A Ld Sv 8 0 6 6 10 10 6 10 - Unit Type:Gargantuan creature Wargear Slaanesh does not have any wargear and counts as being armed with a single close combat weapon. Special Rules Independent Character Daemon God Master of War Awesome Might Whatever you want me to be…” Any unit wishing to fire or strike Slaanesh in close combat must pass a leadership test on -4 Ld,representing him/her/it seducing them and tempting them. There’s no way to get out of this simply because of the modal attacking.It doesn’t matter that your Hive tyrant doesn’t care about anything,just take the test Daemonic Speed Slaanesh always counts as being the highest initiative in the assault and always strkes first,even if other modals are I10,regardless of modifiers..Slaanesh always counts as I10 for tests and Sweeping advances,and may reroll the dice if you wish. retinue:Slaanesh may take a retinue of 6 Keepers of secrets and any may be upgraded to a named one at the poinst difference between them.
|