Post by Lord Nefarius on Dec 20, 2004 21:08:09 GMT
The Creatures of Chaos
Chaos Creature
WS - 4
BS - 4
St - 3
To - 3
Wo - 1
In - 4
At - 2
LD - 9
Save - 3+
Cost - 35pts
(don't forget the basic statline upgrades)
(Please note: Marks of Chaos confer the same bonuses as in 40K, even if only one bonus is listed below)
- All Chaos Characters with demonic gifts and/or fluffwise demonic upgraded stats, wargear and weapons count as Daemonic Characters.
- You may choose ONE Package, and then any Gift from the Daemonic Gifts Table once this includes marks of Chaos E.g. If you take mark of Nurgle which grants +1To due to Daemonic Resilience you may not purchase Daemonic Resilience from the Daemonic gifts table.
= Black Legioner (Choose Boltpistol&CCW or Bolter), 5pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Scout (Bolt Pistol and CCW, +1 to to both initiative rolls in the FIRST turn of the game), 10pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Assassin (Bolt Pistol and CCW, Furious Charge (+1 St and In when charging)), 15pts.
-- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Saboteur (Bolt Pistol and CCW, Opponents receive -1 to armour saves in CC, may be further combined with Chaos Axe), 20pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Word Bearer (Bolt Pistol, CCW, Mark Of Chaos Undivided, Familiar (choose either a Close Combat Familiar (counts as Spiky Bits), or a Psychic Familiar (as listed below))), 15pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Death Guard (Bolter, True Grit, Mark of Nurgle (includes Daemonic Resilence: +1To)), 30pts.
-- -- Nurgles Rot (At the end of the turn roll a D6, on a 6 opponent takes a wound with armour and invulnerable saves allowed), 5pts.
-- -- Nurgling Infestation (Additional D3 S3 attacks that hit on a 4+ at I3), 10pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 15pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Emperor's Child (Bolt Pistol, CCW, Mark of Slaanesh (Opponents are a -1 In)), 15pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons, replaced by CCW), 15pts.
-- -- Aura of Aquiescence (Opponent may never voluntarily flee from a duel and can only back-off on a roll of 4+ instead of the usual 3+), 15pts.
-- -- Doom Siren (S4, AP5, Assault 1, Template [hits all others in duel] can be used even with Close Combat Maniac), 10pts
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 15pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Iron Warrior (Bolt Pistol and CCW, extra S4 attack in CC at initiative 2, and hits on a 4+, with no armour modifiers), 20pts
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Thousand Son
-- Automaton (Bolter, +1Wound (may have 3 Wounds at creation) , I1, never gain +1A for charging, may always rapid fire (even in cc), Cannot stop Back Off attempts, Inferno Bolts (hits everyone else in the duel), cannot choose any upgrades from the Daemonic Gifts list), 10pts.
-- Sorceror (Bolt Pistol, CCW, Mark of Tzeentch (always pass psychic tests, can pick from Psychic Armoury)), 15pts.
-- -- Add Thrall (Allows second power to be used in the same turn once per duel (it is assumed the Sorceror finds another willing victim by his next encounter)), 10pts.
-- -- Talisman of Tzeentch ( -1 to enemy psykers attempting to use a psychic power), 5pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= World Eater (CCW, Chaos Axe (-1 save modifier in CC), Mark of Khorne (+1 At), may never voluntarily flee, may never use ranged weapons), 15pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 20pts.
-- -- Add Collar of Khorne (2+ Save against Psychic powers which dirrectly affect the Character), 15pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
= Night Lord (Bolt Pistol and CCW, Spiky Bits (allows for one reroll per CC Phase), Daemonic Visage (-1 to enemy morale tests), Hit and Run (can automatically break off from CC), Stealth Adept (6+ cover save)), 20pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
Chaos Psychic Armoury
- Doombolt (S5 Ap5, Assault 3), 30pts.
- Gift of Chaos (Ranged Power; On a roll of 5 or 6, your opponent must make an Armour Save, or be temporarily turned into a Chaos Spawn, becoming your Prisoner; he must defeat you in a Duel to escape), 15pts.
- Wind of Chaos (Template, wounds on a 4+, -1 to armour saves), 15pts.
- Twisting Path (Used just before the Shooting Phase, at the very start of the turn; Opponent's Ld based tests, except for Psychic tests, are at -1 Ld for this turn), 10pts.
- Psychic Familiar (Allows a Sorceror to take a Second Psychic power) 5pts.
Chaos Minor Psychic Powers
Tzeentch:
Pink Fire of Tzeentch; Shooting Phase, No Test Required, Counts as a daemonic fire attack. Str:4 Ap;6 Assault 2 10pts
Psychic Duel; Shooting Phase, No Test Required, Any Psyker wishing to pass a test does so on –Ld, cumulative with talisman of Tzeentch 10pts
Reckoning of Tzeentch; Shooting Phase, No Test Required, May re-roll any missed to hit rolls but may only re-roll once. 15pts.
Weaver of Fate; No Test Required, Adds +1 to initiative rolls of shooting and CC in the first turn. 10pts
Withering Gaze; Assault Phase, No test required, Causes a -1 to enemy initiative roll for CC, may not be used if Psyker is already in CC. 10pts
Slaanesh:
Fuelled by Pain; No Test Required, For every wound caused in CC that is stopped by the Psykers armour save they may make an additional attack after all other attacks including power fists. The Psyker may fight as normal. 15pts
Siren; Shooting OR Assault, Test Required, Causes a -1 to Initiative rolls for CC OR Shooting phase. 10pts
Beam of Slaanesh; Shooting, Test Required, The enemy must pass a Ld test or count as moving for the purpose of firing their weapons. 10pts
Touch of Slaanesh; Assault, Test Required, Enemies suffer a -1WS to a minimum of 1 for the rest of the phase. Psyker may fight as normal. 15pts
She Who Thirsts; Assault, Test Required, If the Psyker inflicts a wound that is unsaved by the opponent, the opponent suffers a -1 Ld for the rest of the Duel. 10pts
Nurgle:
Nurgle’s Dance; Shooting, Test Required, Causes target to lose benefit of any sort of cover save this turn. 10pts
Nausea; Shooting, Test Required, Causes target to suffer -1BS for the rest of this shooting phase. 15pts
Affliction; Shooting, Test Required, Roll a D6 if the roll is above the toughness of the target or a 6 the target loses a wound. 20pts
Miasma of Pestilence; Shooting, Test Required, Causes target to have -1 to its initiative rolls in both CC and Shooting. 15pts
Aura of Decay; Assault, Test Required, Causes -1A to all enemy models in CC to a minimum of 1. 15pts
Daemonic Gifts
-Daemonic Essense +1Wo +20
-Daemonic Fire (Flamer S4 Ap6 Assualt 2) 10pts
-Daemonic Mutation (+1A) +10pts
-Daemonic Resilience (+1T) +20pts
-Daemonic Rune (Cannot be autowounded) 15pts
-Daemonic Strength (+1S) 15pts
-Daemonic Talons (-1 Save modifier in CC, any 6's to hit cause an extra -1 Save modifier, counts as 2 CCW) 20pts
-Daemonic Venom (Count as having pair of CC weapons and always wound on a 4+ may not any other weapons) 15pts
-Daemonic Visage (-1 to enemy Ld on morale checks) 10pts
[/quote]#nosmileys#nosmileys
Chaos Creature
WS - 4
BS - 4
St - 3
To - 3
Wo - 1
In - 4
At - 2
LD - 9
Save - 3+
Cost - 35pts
(don't forget the basic statline upgrades)
(Please note: Marks of Chaos confer the same bonuses as in 40K, even if only one bonus is listed below)
- All Chaos Characters with demonic gifts and/or fluffwise demonic upgraded stats, wargear and weapons count as Daemonic Characters.
- You may choose ONE Package, and then any Gift from the Daemonic Gifts Table once this includes marks of Chaos E.g. If you take mark of Nurgle which grants +1To due to Daemonic Resilience you may not purchase Daemonic Resilience from the Daemonic gifts table.
= Black Legioner (Choose Boltpistol&CCW or Bolter), 5pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Scout (Bolt Pistol and CCW, +1 to to both initiative rolls in the FIRST turn of the game), 10pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Assassin (Bolt Pistol and CCW, Furious Charge (+1 St and In when charging)), 15pts.
-- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Saboteur (Bolt Pistol and CCW, Opponents receive -1 to armour saves in CC, may be further combined with Chaos Axe), 20pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Word Bearer (Bolt Pistol, CCW, Mark Of Chaos Undivided, Familiar (choose either a Close Combat Familiar (counts as Spiky Bits), or a Psychic Familiar (as listed below))), 15pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Death Guard (Bolter, True Grit, Mark of Nurgle (includes Daemonic Resilence: +1To)), 30pts.
-- -- Nurgles Rot (At the end of the turn roll a D6, on a 6 opponent takes a wound with armour and invulnerable saves allowed), 5pts.
-- -- Nurgling Infestation (Additional D3 S3 attacks that hit on a 4+ at I3), 10pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 15pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Emperor's Child (Bolt Pistol, CCW, Mark of Slaanesh (Opponents are a -1 In)), 15pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons, replaced by CCW), 15pts.
-- -- Aura of Aquiescence (Opponent may never voluntarily flee from a duel and can only back-off on a roll of 4+ instead of the usual 3+), 15pts.
-- -- Doom Siren (S4, AP5, Assault 1, Template [hits all others in duel] can be used even with Close Combat Maniac), 10pts
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 15pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Iron Warrior (Bolt Pistol and CCW, extra S4 attack in CC at initiative 2, and hits on a 4+, with no armour modifiers), 20pts
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Thousand Son
-- Automaton (Bolter, +1Wound (may have 3 Wounds at creation) , I1, never gain +1A for charging, may always rapid fire (even in cc), Cannot stop Back Off attempts, Inferno Bolts (hits everyone else in the duel), cannot choose any upgrades from the Daemonic Gifts list), 10pts.
-- Sorceror (Bolt Pistol, CCW, Mark of Tzeentch (always pass psychic tests, can pick from Psychic Armoury)), 15pts.
-- -- Add Thrall (Allows second power to be used in the same turn once per duel (it is assumed the Sorceror finds another willing victim by his next encounter)), 10pts.
-- -- Talisman of Tzeentch ( -1 to enemy psykers attempting to use a psychic power), 5pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= World Eater (CCW, Chaos Axe (-1 save modifier in CC), Mark of Khorne (+1 At), may never voluntarily flee, may never use ranged weapons), 15pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 20pts.
-- -- Add Collar of Khorne (2+ Save against Psychic powers which dirrectly affect the Character), 15pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
= Night Lord (Bolt Pistol and CCW, Spiky Bits (allows for one reroll per CC Phase), Daemonic Visage (-1 to enemy morale tests), Hit and Run (can automatically break off from CC), Stealth Adept (6+ cover save)), 20pts.
-- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts.
-- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts.
-- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
-- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
Chaos Psychic Armoury
- Doombolt (S5 Ap5, Assault 3), 30pts.
- Gift of Chaos (Ranged Power; On a roll of 5 or 6, your opponent must make an Armour Save, or be temporarily turned into a Chaos Spawn, becoming your Prisoner; he must defeat you in a Duel to escape), 15pts.
- Wind of Chaos (Template, wounds on a 4+, -1 to armour saves), 15pts.
- Twisting Path (Used just before the Shooting Phase, at the very start of the turn; Opponent's Ld based tests, except for Psychic tests, are at -1 Ld for this turn), 10pts.
- Psychic Familiar (Allows a Sorceror to take a Second Psychic power) 5pts.
Chaos Minor Psychic Powers
Tzeentch:
Pink Fire of Tzeentch; Shooting Phase, No Test Required, Counts as a daemonic fire attack. Str:4 Ap;6 Assault 2 10pts
Psychic Duel; Shooting Phase, No Test Required, Any Psyker wishing to pass a test does so on –Ld, cumulative with talisman of Tzeentch 10pts
Reckoning of Tzeentch; Shooting Phase, No Test Required, May re-roll any missed to hit rolls but may only re-roll once. 15pts.
Weaver of Fate; No Test Required, Adds +1 to initiative rolls of shooting and CC in the first turn. 10pts
Withering Gaze; Assault Phase, No test required, Causes a -1 to enemy initiative roll for CC, may not be used if Psyker is already in CC. 10pts
Slaanesh:
Fuelled by Pain; No Test Required, For every wound caused in CC that is stopped by the Psykers armour save they may make an additional attack after all other attacks including power fists. The Psyker may fight as normal. 15pts
Siren; Shooting OR Assault, Test Required, Causes a -1 to Initiative rolls for CC OR Shooting phase. 10pts
Beam of Slaanesh; Shooting, Test Required, The enemy must pass a Ld test or count as moving for the purpose of firing their weapons. 10pts
Touch of Slaanesh; Assault, Test Required, Enemies suffer a -1WS to a minimum of 1 for the rest of the phase. Psyker may fight as normal. 15pts
She Who Thirsts; Assault, Test Required, If the Psyker inflicts a wound that is unsaved by the opponent, the opponent suffers a -1 Ld for the rest of the Duel. 10pts
Nurgle:
Nurgle’s Dance; Shooting, Test Required, Causes target to lose benefit of any sort of cover save this turn. 10pts
Nausea; Shooting, Test Required, Causes target to suffer -1BS for the rest of this shooting phase. 15pts
Affliction; Shooting, Test Required, Roll a D6 if the roll is above the toughness of the target or a 6 the target loses a wound. 20pts
Miasma of Pestilence; Shooting, Test Required, Causes target to have -1 to its initiative rolls in both CC and Shooting. 15pts
Aura of Decay; Assault, Test Required, Causes -1A to all enemy models in CC to a minimum of 1. 15pts
Daemonic Gifts
-Daemonic Essense +1Wo +20
-Daemonic Fire (Flamer S4 Ap6 Assualt 2) 10pts
-Daemonic Mutation (+1A) +10pts
-Daemonic Resilience (+1T) +20pts
-Daemonic Rune (Cannot be autowounded) 15pts
-Daemonic Strength (+1S) 15pts
-Daemonic Talons (-1 Save modifier in CC, any 6's to hit cause an extra -1 Save modifier, counts as 2 CCW) 20pts
-Daemonic Venom (Count as having pair of CC weapons and always wound on a 4+ may not any other weapons) 15pts
-Daemonic Visage (-1 to enemy Ld on morale checks) 10pts
[/quote]#nosmileys#nosmileys