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Made in gb
Gavin Thorpe




Howdy all,

First draft of a supplement to both Codex: Chaos Space Marines and Chaos Daemons, to shift the entire army to Mono-Khorne. It is written such that either army can make use of it but for best effect, the 2 should be allied together. Any Chaos Marine army may elect to be a Khornate host provided it meets the requirements, as can any Daemon army. Allying 2 Khornate Hosts together still uses up the ally 'slot'.

Host of Khorne

Requirements: Your Warlord must have the Mark of Khorne or Daemon of Khorne special rule. All units must either be Khorne-aligned or Undivided. All vehicles are considered Khorne-aligned for the purposes of Warpstorm, Icons etc. No model in the army may have a Psychic Mastery level greater than 1.
Any units spawned by a Portalglyph or 'Summoned from the Warp' Warpstorm result must be Bloodletters.

Warlord table:
Blood for the Blood God: The Warlord gains the Rampage special rule.
Skulls for the skull throne: When the Warlord kills an enemy IC or MC in close combat, you may roll twice on the Boon table and choose either result if a Chaos Marine. Chaos Daemons immediately recieve a free Lesser Reward instead.
To the slaughter!: The Warlord and all units within 6" may redeploy as per the Scout special rule. This does not grant Outflank.
Death incarnate: The Warlord's melee weapons have the Instant Death rule
Witchbane: If the Warlord passes a roll to Deny the Witch, the casting psyker immediately suffers Perils of the Warp
From whence the blood flows: The Warlord gains +1 Attack and FNP when he suffers his first wound


Khorne Berzerkers become a Troops Choice, regardless of Warlord choice or Primary/Secondary detachment
Helbrutes, Maulerfiends, Forgefiends and Defilers may take the Mark of Khorne for 5pts. A Helbrute with this Mark will always roll Blood Frenzy when resolving a Crazed result.

Butchers Nails are available as an upgrade for Chosen, Possessed, Terminators, Mutilators, Bikers, Raptors or Havocs that bear the Mark of Khorne.
These grant Fearless, Furious Charge and +1WS for +4pts/model on top of the usual Mark effects.
Chosen with Butchers Nails can take Juggernauts for +25pts each.
Havocs with Butchers Nails gain Preferred Enemy when shooting with Autocannons or Heavy Bolters.
Any model with Butchers Nails can take a Chainaxe for +3pts in addition to any existing equipment.

Daemons may Deep-Strike onto a friendly Icon of Wrath as though it were an Icon of Chaos.
Bloodthirsters may purchase a Locus at the same prices as a Herald of Khorne.
A Herald of Khorne may purchase an Icon of Chaos for 15pts. This may be further upgraded to a Banner of Blood for an additional 10pts.


Gifts of Khorne: These are available to any character with access to either Chaos Rewards (CSM) or an Exalted Gift (CD). These are allowed on top of the 50pt Reward limit.
Collar of Khorne: 10pts. The bearer benefits from +2 to all Deny the Witch rolls
Blessings of the Blood God: 10pts. The bearer gains a 2+ Invulnerable save against any weapon with the Force property.
Unholy Might: 15pts. The bearer gains +1 Strength. This is included for the purposes of Strength Tests, Vector Strike etc.
Obsidian Armour: 25pts. 3+ Armour save. Any unit in combat with the bearer immediately loses the effects of any Blessings or Maledictions, and cannot attempt to manifest Psychic Powers.

Chaos Marines only:
Berzerker's Glaive: 40pts. S+1, AP3, Melee, Daemon Weapon, Two-Handed, Bloodgruel. For every wound inflicted in close combat, roll a D6. On a 5+ the wielder regains a lost wound.
Butchers Nails: 15pts.

Chaos Daemons gain 2 new Hellforged Artefacts as options when rolling for Exalted Gifts:
Totem of Endless Bloodletting: The effects of any Locus carried by the bearer will affect all Daemons of Khorne within 6", exactly as if they were in the same unit.
Standard of Dark Insanity: 30pts. May only be taken by a Herald of Khorne with an Icon. At the beginning of every enemy shooting phase, every enemy unit within 12" of the Herald must take a Ld test. If this test is failed, the unit must forfeit any shooting and declare a charge against the closest visible enemy in their subsequent assault phase.


Khorne Ascendant: If Daemons are the primary detachment, the standard Warpstorm table is replaced with Khorne's own.

2: The Storm Abates
3: The Dark Prince Thirsts
4: Warp Ebb
5: Dreadskull bombardment: Roll a D6 for every unengaged enemy unit on the table. On the roll of a 6, they immediately recieve a Soul Blaze counter. Models charging such affected units do not suffer the Initiative penalty for charging through cover.
6: Khorne's Wrath
7: The Warp is calm
8: Khorne's Wrath
9: Bloodrain: Any enemy Flying Monstrous Creatures must immediately take a Grounding check. All friendly units may reroll charge distances in the subsequent assault phase.
10: Warp Surge
11: Release the Hounds: Roll a D6 for every enemy character on the table. On the roll of a 6, they are immediately the target of 4 attacks resolved at WS7, S5, AP-. Look out Sir! may not be taken against these attacks.
12: Summoned from the Warp.


I feel there is equal scope for Nurgle, Tzeenntch and Slaaneshii Hosts, which would follow a similar formula. Any comments are welcome.

This message was edited 5 times. Last update was at 2013/07/29 19:09:51


WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company.
 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

I love this.

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Made in us
Stone Bonkers Fabricator General





Beijing, China

Mozzamanx wrote:


Butchers Nails are available as an upgrade for Chosen, Possessed, Terminators, Mutilators, Bikers, Raptors, Havocs or any independant characters that bear the Mark of Khorne.
These grant Fearless, Furious Charge and +1WS for +4pts/model on top of the usual Mark effects.
Chosen with Butchers Nails can take Juggernauts for +25pts each.
Havocs with Butchers Nails gain Preferred Enemy when shooting with Autocannons or Heavy Bolters.
Any model with Butchers Nails can take a Chainaxe for +3pts in addition to any existing equipment.


I like being able to give it to IC's but it needs to have a different cost associated with it for ICs. A warpsmith getting +1 WS, Fearless, and Furious Charge is worth more than 4 ppm. Hell even a Dark Apostle getting +1WS and Furious charge is worth more than 4ppm.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Gavin Thorpe




Many thanks for the comments.

@Exergy: 15pts sound fair? I shall move them to the 'Rewards' section of the list for ICs. The previous cost was really for convenience or to save space, I agree that it was quite the bargain.

WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company.
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Mozzamanx wrote:
Many thanks for the comments.

@Exergy: 15pts sound fair? I shall move them to the 'Rewards' section of the list for ICs. The previous cost was really for convenience or to save space, I agree that it was quite the bargain.


The more I think about it the more I think it needs to be dependent on the each unit.

Units that already have fearless benefit a lot less than units that do not have it.

For units that do not have fearless, I would say it should cost double how much MoK costs.
CSM 4points
Cultists 2 points
etc

For units that do have fearless, like possessed make it equal to the cost of MoK.
For ICs with fearless, 10 points
For ICs without fearless (only the Warpsmith) 15 points


The numbers could use tweeking, perhaps double the cost -1 or MoK +1 for units without fearless but you get the idea. More expensive units should pay a little more while cultists pay less.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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